/**
 * @author Prashant Sharma / spidersharma03
 * @author Ben Houston / bhouston, https://clara.io
 *
 * To avoid cube map seams, I create an extra pixel around each face. This way when the cube map is
 * sampled by an application later(with a little care by sampling the centre of the texel), the extra 1 border
 *	of pixels makes sure that there is no seams artifacts present. This works perfectly for cubeUV format as
 *	well where the 6 faces can be arranged in any manner whatsoever.
 * Code in the beginning of fragment shader's main function does this job for a given resolution.
 *	Run Scene_PMREM_Test.html in the examples directory to see the sampling from the cube lods generated
 *	by this class.
 */

THREE.PMREMGenerator = function( sourceTexture, samplesPerLevel, resolution ) {

	this.sourceTexture = sourceTexture;
	this.resolution = ( resolution !== undefined ) ? resolution : 256; // NODE: 256 is currently hard coded in the glsl code for performance reasons
	this.samplesPerLevel = ( samplesPerLevel !== undefined ) ? samplesPerLevel : 16;

	var monotonicEncoding = ( sourceTexture.encoding === THREE.LinearEncoding ) ||
		( sourceTexture.encoding === THREE.GammaEncoding ) || ( sourceTexture.encoding === THREE.sRGBEncoding );

	this.sourceTexture.minFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
	this.sourceTexture.magFilter = ( monotonicEncoding ) ? THREE.LinearFilter : THREE.NearestFilter;
	this.sourceTexture.generateMipmaps = this.sourceTexture.generateMipmaps && monotonicEncoding;

	this.cubeLods = [];

	var size = this.resolution;
	var params = {
		format: this.sourceTexture.format,
		magFilter: this.sourceTexture.magFilter,
		minFilter: this.sourceTexture.minFilter,
		type: this.sourceTexture.type,
		generateMipmaps: this.sourceTexture.generateMipmaps,
		anisotropy: this.sourceTexture.anisotropy,
		encoding: this.sourceTexture.encoding
	 };

	// how many LODs fit in the given CubeUV Texture.
	this.numLods = Math.log( size ) / Math.log( 2 ) - 2;  // IE11 doesn't support Math.log2

	for ( var i = 0; i < this.numLods; i ++ ) {

		var renderTarget = new THREE.WebGLRenderTargetCube( size, size, params );
		renderTarget.texture.name = "PMREMGenerator.cube" + i;
		this.cubeLods.push( renderTarget );
		size = Math.max( 16, size / 2 );

	}

	this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0.0, 1000 );

	this.shader = this.getShader();
	this.shader.defines['SAMPLES_PER_LEVEL'] = this.samplesPerLevel;
	this.planeMesh = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2, 0 ), this.shader );
	this.planeMesh.material.side = THREE.DoubleSide;
	this.scene = new THREE.Scene();
	this.scene.add( this.planeMesh );
	this.scene.add( this.camera );

	this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
	this.shader.envMap = this.sourceTexture;

};

THREE.PMREMGenerator.prototype = {

	constructor : THREE.PMREMGenerator,

	/*
	 * Prashant Sharma / spidersharma03: More thought and work is needed here.
	 * Right now it's a kind of a hack to use the previously convolved map to convolve the current one.
	 * I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency)
	 * even a high number of samples(1024) dosen't lead to satisfactory results.
	 * By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which
	 * gives okay results unless we see the reflection very carefully, or zoom in too much), however the math
	 * goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled
	 * the roughness by 0.9(totally empirical) to try to visually match the original result.
	 * The condition "if(i <5)" is also an attemt to make the result match the original result.
	 * This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future::
	 * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html
	 */
	update: function( renderer ) {

		this.shader.uniforms[ 'envMap' ].value = this.sourceTexture;
		this.shader.envMap = this.sourceTexture;

		var gammaInput = renderer.gammaInput;
		var gammaOutput = renderer.gammaOutput;
		var toneMapping = renderer.toneMapping;
		var toneMappingExposure = renderer.toneMappingExposure;
		var currentRenderTarget = renderer.getRenderTarget();

		renderer.toneMapping = THREE.LinearToneMapping;
		renderer.toneMappingExposure = 1.0;
		renderer.gammaInput = false;
		renderer.gammaOutput = false;

		for ( var i = 0; i < this.numLods; i ++ ) {

			var r = i / ( this.numLods - 1 );
			this.shader.uniforms[ 'roughness' ].value = r * 0.9; // see comment above, pragmatic choice
			this.shader.uniforms[ 'queryScale' ].value.x = ( i == 0 ) ? -1 : 1;
			var size = this.cubeLods[ i ].width;
			this.shader.uniforms[ 'mapSize' ].value = size;
			this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] );

			if ( i < 5 ) this.shader.uniforms[ 'envMap' ].value = this.cubeLods[ i ].texture;

		}

		renderer.setRenderTarget( currentRenderTarget );
		renderer.toneMapping = toneMapping;
		renderer.toneMappingExposure = toneMappingExposure;
		renderer.gammaInput = gammaInput;
		renderer.gammaOutput = gammaOutput;

	},

	renderToCubeMapTarget: function( renderer, renderTarget ) {

		for ( var i = 0; i < 6; i ++ ) {

			this.renderToCubeMapTargetFace( renderer, renderTarget, i )

		}

	},

	renderToCubeMapTargetFace: function( renderer, renderTarget, faceIndex ) {

		renderTarget.activeCubeFace = faceIndex;
		this.shader.uniforms[ 'faceIndex' ].value = faceIndex;
		renderer.render( this.scene, this.camera, renderTarget, true );

	},

	getShader: function() {

		return new THREE.ShaderMaterial( {

			defines: {
				"SAMPLES_PER_LEVEL": 20,
			},

			uniforms: {
				"faceIndex": { value: 0 },
				"roughness": { value: 0.5 },
				"mapSize": { value: 0.5 },
				"envMap": { value: null },
				"queryScale": { value: new THREE.Vector3( 1, 1, 1 ) },
				"testColor": { value: new THREE.Vector3( 1, 1, 1 ) },
			},

			vertexShader:
				"varying vec2 vUv;\n\
				void main() {\n\
					vUv = uv;\n\
					gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\
				}",

			fragmentShader:
				"#include <common>\n\
				varying vec2 vUv;\n\
				uniform int faceIndex;\n\
				uniform float roughness;\n\
				uniform samplerCube envMap;\n\
				uniform float mapSize;\n\
				uniform vec3 testColor;\n\
				uniform vec3 queryScale;\n\
				\n\
				float GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\
					float a = ggxRoughness + 0.0001;\n\
					a *= a;\n\
					return ( 2.0 / a - 2.0 );\n\
				}\n\
				vec3 ImportanceSamplePhong(vec2 uv, mat3 vecSpace, float specPow) {\n\
					float phi = uv.y * 2.0 * PI;\n\
					float cosTheta = pow(1.0 - uv.x, 1.0 / (specPow + 1.0));\n\
					float sinTheta = sqrt(1.0 - cosTheta * cosTheta);\n\
					vec3 sampleDir = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);\n\
					return vecSpace * sampleDir;\n\
				}\n\
				vec3 ImportanceSampleGGX( vec2 uv, mat3 vecSpace, float Roughness )\n\
				{\n\
					float a = Roughness * Roughness;\n\
					float Phi = 2.0 * PI * uv.x;\n\
					float CosTheta = sqrt( (1.0 - uv.y) / ( 1.0 + (a*a - 1.0) * uv.y ) );\n\
					float SinTheta = sqrt( 1.0 - CosTheta * CosTheta );\n\
					return vecSpace * vec3(SinTheta * cos( Phi ), SinTheta * sin( Phi ), CosTheta);\n\
				}\n\
				mat3 matrixFromVector(vec3 n) {\n\
					float a = 1.0 / (1.0 + n.z);\n\
					float b = -n.x * n.y * a;\n\
					vec3 b1 = vec3(1.0 - n.x * n.x * a, b, -n.x);\n\
					vec3 b2 = vec3(b, 1.0 - n.y * n.y * a, -n.y);\n\
					return mat3(b1, b2, n);\n\
				}\n\
				\n\
				vec4 testColorMap(float Roughness) {\n\
					vec4 color;\n\
					if(faceIndex == 0)\n\
						color = vec4(1.0,0.0,0.0,1.0);\n\
					else if(faceIndex == 1)\n\
						color = vec4(0.0,1.0,0.0,1.0);\n\
					else if(faceIndex == 2)\n\
						color = vec4(0.0,0.0,1.0,1.0);\n\
					else if(faceIndex == 3)\n\
						color = vec4(1.0,1.0,0.0,1.0);\n\
					else if(faceIndex == 4)\n\
						color = vec4(0.0,1.0,1.0,1.0);\n\
					else\n\
						color = vec4(1.0,0.0,1.0,1.0);\n\
					color *= ( 1.0 - Roughness );\n\
					return color;\n\
				}\n\
				void main() {\n\
					vec3 sampleDirection;\n\
					vec2 uv = vUv*2.0 - 1.0;\n\
					float offset = -1.0/mapSize;\n\
					const float a = -1.0;\n\
					const float b = 1.0;\n\
					float c = -1.0 + offset;\n\
					float d = 1.0 - offset;\n\
					float bminusa = b - a;\n\
					uv.x = (uv.x - a)/bminusa * d - (uv.x - b)/bminusa * c;\n\
					uv.y = (uv.y - a)/bminusa * d - (uv.y - b)/bminusa * c;\n\
					if (faceIndex==0) {\n\
						sampleDirection = vec3(1.0, -uv.y, -uv.x);\n\
					} else if (faceIndex==1) {\n\
						sampleDirection = vec3(-1.0, -uv.y, uv.x);\n\
					} else if (faceIndex==2) {\n\
						sampleDirection = vec3(uv.x, 1.0, uv.y);\n\
					} else if (faceIndex==3) {\n\
						sampleDirection = vec3(uv.x, -1.0, -uv.y);\n\
					} else if (faceIndex==4) {\n\
						sampleDirection = vec3(uv.x, -uv.y, 1.0);\n\
					} else {\n\
						sampleDirection = vec3(-uv.x, -uv.y, -1.0);\n\
					}\n\
					mat3 vecSpace = matrixFromVector(normalize(sampleDirection * queryScale));\n\
					vec3 rgbColor = vec3(0.0);\n\
					const int NumSamples = SAMPLES_PER_LEVEL;\n\
					vec3 vect;\n\
					float weight = 0.0;\n\
					for( int i = 0; i < NumSamples; i ++ ) {\n\
						float sini = sin(float(i));\n\
						float cosi = cos(float(i));\n\
						float r = rand(vec2(sini, cosi));\n\
						vect = ImportanceSampleGGX(vec2(float(i) / float(NumSamples), r), vecSpace, roughness);\n\
						float dotProd = dot(vect, normalize(sampleDirection));\n\
						weight += dotProd;\n\
						vec3 color = envMapTexelToLinear(textureCube(envMap,vect)).rgb;\n\
						rgbColor.rgb += color;\n\
					}\n\
					rgbColor /= float(NumSamples);\n\
					//rgbColor = testColorMap( roughness ).rgb;\n\
					gl_FragColor = linearToOutputTexel( vec4( rgbColor, 1.0 ) );\n\
				}",
			blending: THREE.CustomBlending,
			blendSrc: THREE.OneFactor,
			blendDst: THREE.ZeroFactor,
			blendSrcAlpha: THREE.OneFactor,
			blendDstAlpha: THREE.ZeroFactor,
			blendEquation: THREE.AddEquation
		} );

	}

};
