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/* DreemGL is a collaboration between Teeming Society & Samsung Electronics, sponsored by Samsung and others.
   Copyright 2015-2016 Teeming Society. Licensed under the Apache License, Version 2.0 (the "License"); You may not use this file except in compliance with the License.
   You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing,
   software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and limitations under the License.*/


define.class('$system/base/texture', function(exports){
        var Texture = exports
        Texture.Image = typeof window !== 'undefined'? window.Image: function(){}

        this.atConstructor = function(type, w, h, device){
                this.device = device
                this.type = type
                this.size = vec2(w, h)
        }

        this.ratio = 1
        this.frame_buf = null

        Texture.fromStub = function(stub){
                var tex = new Texture(stub.type || Texture.RGBA, stub.size[0], stub.size[1])
                tex.array = stub.array
                tex.image = stub.image
                return tex
        }

        Texture.fromType = function(type){
                return new Texture(type,0,0)
        }

        Texture.fromImage = function(img){
                var tex = new Texture(Texture.RGBA, img.width, img.height)
                tex.image = img
                return tex
        }

        Texture.fromArray = function(array, w, h, type){
                var tex = new Texture(Texture.RGBA, w, h)
                tex.array = array
                tex.type = type
                return tex
        }

        Texture.createRenderTarget = function(type, width, height, device){
                var tex = new Texture(type, width, height, device)
                tex.initAsRendertarget()
                return tex
        }

        // type flags
        Texture.RGB = 1 <<0
        Texture.RGBA = 1 << 1
        Texture.ALPHA = 1 << 3
        Texture.DEPTH = 1 << 4
        Texture.STENCIL = 1 << 5
        Texture.LUMINANCE = 1<< 6

        Texture.FLOAT = 1<<10
        Texture.HALF_FLOAT = 1<<11
        Texture.FLOAT_LINEAR = 1<<12
        Texture.HALF_FLOAT_LINEAR = 1<<13

        this.typeString = function(){
                var str = ''
                for(var key in Texture){
                        var value = Texture[key]
                        if(typeof value === 'number' && value & this.type){
                                if(str) str += '|'
                                str +=  'Texture.'+key
                        }
                }
                return str
        }

        this.typeFlagsToGLType = function(gl, type){
                this.glbuf_type = gl.RGB
                if(type & Texture.LUMINANCE){
                        this.glbuf_type = gl.LUMINANCE
                        if(type & Texture.ALPHA) this.glbuf_type = gl.LUMINANCE_ALPHA
                }
                else if(type & Texture.ALPHA) this.glbuf_type = gl.ALPHA
                else if(type & Texture.RGBA) this.glbuf_type = gl.RGBA

                this.gldata_type = gl.UNSIGNED_BYTE
                if(type & Texture.HALF_FLOAT_LINEAR){
                        var ext = gl._getExtension('OES_texture_half_float_linear')
                        if(!ext) throw new Error('No OES_texture_half_float_linear')
                        this.gldata_type = ext.HALF_FLOAT_LINEAR_OES
                }
                else if(type & Texture.FLOAT_LINEAR){
                        var ext = gl._getExtension('OES_texture_float_linear')
                        if(!ext) throw new Error('No OES_texture_float_linear')
                        this.gldata_type = ext.FLOAT_LINEAR_OES
                }
                else if(type & Texture.HALF_FLOAT){
                        var ext = gl._getExtension('OES_texture_half_float')
                        if(!ext) throw new Error('No OES_texture_half_float')
                        this.gldata_type = ext.HALF_FLOAT_OES
                }
                else if(type & Texture.FLOAT){
                        var ext = gl._getExtension('OES_texture_float')
                        if(!ext) throw new Error('No OES_texture_float')
                        this.gldata_type = gl.FLOAT
                }
        }

        this.initAsRendertarget = function(){
                var gl = this.device.gl

                if(!this.type) this.type = Texture.RGBA|Texture.DEPTH|Texture.STENCIL

                this.glframe_buf = gl.createFramebuffer()
                this.gltex = this.IL_AL_SC_TC = gl.createTexture()

                // our normal render to texture thing
                gl.bindTexture(gl.TEXTURE_2D, this.gltex)
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)

                this.typeFlagsToGLType(gl, this.type)

                gl.texImage2D(gl.TEXTURE_2D, 0, this.glbuf_type, this.size[0], this.size[1], 0, this.glbuf_type, this.gldata_type, null)
                gl.bindFramebuffer(gl.FRAMEBUFFER, this.glframe_buf)
                gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.gltex, 0)

                if(this.type & Texture.DEPTH || this.type & Texture.STENCIL){
                        this.gldepth_buf = gl.createRenderbuffer()

                        this.gldepth_type = gl.DEPTH_COMPONENT16
                        this.glattach_type = gl.DEPTH_ATTACHMENT

                        if(this.type & Texture.DEPTH && this.type & Texture.STENCIL){
                                this.gldepth_type = gl.DEPTH_STENCIL
                                this.glattach_type = gl.DEPTH_STENCIL_ATTACHMENT
                        }
                        else if(this.type & Texture.STENCIL){
                                this.gldepth_type = gl.STENCIL_INDEX
                                this.glattach_type = gl.STENCIL_ATTACHMENT
                        }
                        gl.bindRenderbuffer(gl.RENDERBUFFER, this.gldepth_buf)
                        gl.renderbufferStorage(gl.RENDERBUFFER, this.gldepth_type, this.size[0], this.size[1])
                        gl.framebufferRenderbuffer(gl.FRAMEBUFFER, this.glattach_type, gl.RENDERBUFFER, this.gldepth_buf)

                        gl.bindRenderbuffer(gl.RENDERBUFFER, null)
                }
                gl.bindTexture(gl.TEXTURE_2D, null)
                gl.bindFramebuffer(gl.FRAMEBUFFER, null)
        }

        this.delete = function(){
                if(!this.device) return
                var gl = this.device.gl
                if(this.glframe_buf){
                        gl.deleteFramebuffer(this.glframe_buf)
                        this.glframe_buf = undefined
                }
                if(this.gltex){
                        gl.deleteTexture(this.gltex)
                        this.gltex = undefined
                }
                if(this.depth_buf){
                        gl.deleteRenderbuffer(this.gldepth_buf)
                }
        }

        this.resize = function(width, height){
                this.delete
                this.size = vec2(width, height)
                this.initAsRendertarget()
        }

        this.size = vec2(0, 0)

        this.createGLTexture = function(gl, texid, texinfo){
                var samplerid = texinfo.samplerid

                if(this.image && this.image[samplerid]){
                        this[samplerid] = this.image[samplerid]
                }

                var gltex = this[samplerid]
                if(gltex){
                        gl.activeTexture(gl.TEXTURE0 + texid)
                        gl.bindTexture(gl.TEXTURE_2D, gltex)
                        return gltex
                }

                var samplerdef = texinfo.samplerdef
                var gltex = gl.createTexture()
                gl.activeTexture(gl.TEXTURE0 + texid)
                gl.bindTexture(gl.TEXTURE_2D, gltex)
                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, samplerdef.UNPACK_FLIP_Y_WEBGL || false)
                gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, samplerdef.UNPACK_PREMULTIPLY_ALPHA_WEBGL || false)

                if(this.array){
                        this.typeFlagsToGLType(gl, this.type)
                        var arraytype = Uint8Array 
                        if(this.type & Texture.FLOAT) arraytype = Float32Array
                        gl.texImage2D(gl.TEXTURE_2D, 0, this.glbuf_type, this.size[0], this.size[1], 0, this.glbuf_type, this.gldata_type, new arraytype(this.array))
                }
                else if(this.image){
                        var image = this.image
                        // lets do a power of two
                        if(samplerdef.MIN_FILTER === 'LINEAR_MIPMAP_NEAREST'){
                                if (!int.isPowerOfTwo(image.width) || !int.isPowerOfTwo(image.height)) {
                                        // Scale up the texture to the next highest power of two dimensions.
                                        var canvas = document.createElement("canvas")
                                        canvas.width = int.nextHighestPowerOfTwo(image.width)
                                        canvas.height = int.nextHighestPowerOfTwo(image.height)
                                        var ctx = canvas.getContext("2d")
                                        ctx.drawImage(image, 0, 0, canvas.width, canvas.height)
                                        image = canvas
                                }
                        }

                        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image)
                        this.image[samplerid] = gltex
                }
                else{
                        return undefined
                }

                gltex.updateid = this.updateid
                // set up sampler parameters
                gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl[samplerdef.MIN_FILTER])
                gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl[samplerdef.MAG_FILTER])

                gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl[samplerdef.WRAP_S])
                gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl[samplerdef.WRAP_T])

                if(samplerdef.MIN_FILTER === 'LINEAR_MIPMAP_NEAREST'){
                        gl.generateMipmap(gl.TEXTURE_2D)
                }

                this[samplerid] = gltex
                return gltex
        }

        this.updateGLTexture = function(gl, gltex){
                if(this.array){
                        var arraytype = Uint8Array 
                        if(this.type & Texture.FLOAT) arraytype = Float32Array
                        gl.texImage2D(gl.TEXTURE_2D, 0, this.glbuf_type, this.size[0], this.size[1], 0, this.glbuf_type, this.gldata_type, new arraytype(this.array))
                }
                else if(this.image){
                        gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.image)
                }
                gltex.updateid = this.updateid
        }

        // Shders
        this.sample2 = function(x, y){ return sample(vec2(x, y)) }
        this.sample = function(v){
                return texture2D(this, v, {
                        MIN_FILTER: 'LINEAR',
                        MAG_FILTER: 'LINEAR',
                        WRAP_S: 'CLAMP_TO_EDGE',
                        WRAP_T: 'CLAMP_TO_EDGE'
                })
        }
        this.pixel2 = function(x, y){ return pixel(vec2(x, y)) }
        this.pixel = function(v){
                return texture2D(this, v / size, {
                        MIN_FILTER: 'LINEAR',
                        MAG_FILTER: 'LINEAR',
                        WRAP_S: 'CLAMP_TO_EDGE',
                        WRAP_T: 'CLAMP_TO_EDGE'
                })
        }

        this.samplemip = function(v){
                return texture2D(this, v, {
                        MIN_FILTER: 'LINEAR_MIPMAP_NEAREST',
                        MAG_FILTER: 'LINEAR',
                        WRAP_S: 'CLAMP_TO_EDGE',
                        WRAP_T: 'CLAMP_TO_EDGE'
                })
        }

        this.flipped2 = function(x,y){ return flipped(vec2(x,y)) }
        this.flipped = function(v){
                return texture2D(this, vec2(v.x, 1. - v.y), {
                        MIN_FILTER: 'LINEAR',
                        MAG_FILTER: 'LINEAR',
                        WRAP_S: 'CLAMP_TO_EDGE',
                        WRAP_T: 'CLAMP_TO_EDGE'
                })
        }

        this.point2 = function(x, y){ return point(vec2(x, y)) }
        this.point = function(v){
                return texture2D(this, vec2(v.x, v.y), {
                        MIN_FILTER: 'NEAREST',
                        MAG_FILTER: 'NEAREST',
                        WRAP_S: 'CLAMP_TO_EDGE',
                        WRAP_T: 'CLAMP_TO_EDGE'
                })
        }

        this.point_flipped2 = function(x, y){ return point_flipped(vec2(x, y)) }
        this.point_flipped = function(v){
                return texture2D(this, vec2(v.x, 1. - v.y), {
                        MIN_FILTER: 'NEAREST',
                        MAG_FILTER: 'NEAREST',
                        WRAP_S: 'CLAMP_TO_EDGE',
                        WRAP_T: 'CLAMP_TO_EDGE'
                })
        }

        this.array1d = function(index){
                return texture2D(this, vec2(mod(index, this.size.x), floor(index / this.size.x)), {
                        MIN_FILTER: 'NEAREST',
                        MAG_FILTER: 'NEAREST',
                        WRAP_S: 'CLAMP_TO_EDGE',
                        WRAP_T: 'CLAMP_TO_EDGE'
                })
        }

        this.array2d = function(v){
                return texture2D(this, vec2(v.x / this.size.x, v.y / this.size.y), {
                        MIN_FILTER: 'NEAREST',
                        MAG_FILTER: 'NEAREST',
                        WRAP_S: 'CLAMP_TO_EDGE',
                        WRAP_T: 'CLAMP_TO_EDGE'
                })
        }

        this.nearest = function(v){
                return texture2D(this, v, {
                        MIN_FILTER: 'NEAREST',
                        MAG_FILTER: 'NEAREST',
                        WRAP_S: 'CLAMP_TO_EDGE',
                        WRAP_T: 'CLAMP_TO_EDGE'
                })
        }

        // 1-D convolution with a kernel.
        // 21 kernel weights are arranged 0, +1, -1, +2, -2, ... away from center.
        // ksize is the size of the kernel (odd)
        // scale is a scaling factor to multiple the result by
        // direction is 'x' or 'y'.
        // spacing is the vec2 pixel spacing (fractional) between pixels. Typically
        // this will be vec2(px,0) or vec2(0,py)
        this.conv1d = function(v, ksize, scale, spacing, k0, kp1, km1, kp2, km2, kp3, km3, kp4, km4, kp5, km5, kp6, km6, kp7, km7, kp8, km8, kp9, km9, kp10, km10) {

                // Convert pixels spacing to fractional
    spacing = vec2(spacing.x / this.size.x, spacing.y / this.size.y)

                // Start with center pixel
                var sum = texture2D(this, v) * k0

                if (ksize > 1.) {
                        sum += texture2D(this, v + spacing) * kp1
                        sum += texture2D(this, v - spacing) * km1

                        if (ksize > 3.) {
                                sum += texture2D(this, v + 2 * spacing) * kp2
                                sum += texture2D(this, v - 2 * spacing) * km2

                                if (ksize > 5.) {
                                        sum += texture2D(this, v + 3 * spacing) * kp3
                                        sum += texture2D(this, v - 3 * spacing) * km3

                                        if (ksize > 7.) {
                                                sum += texture2D(this, v + 4 * spacing) * kp4
                                                sum += texture2D(this, v - 4 * spacing) * km4

                                                if (ksize > 9.) {
                                                        sum += texture2D(this, v + 5 * spacing) * kp5
                                                        sum += texture2D(this, v - 5 * spacing) * km5

                                                        if (ksize > 11.) {
                                                                sum += texture2D(this, v + 6 * spacing) * kp6
                                                                sum += texture2D(this, v - 6 * spacing) * km6

                                                                if (ksize > 13.) {
                                                                        sum += texture2D(this, v + 7 * spacing) * kp7
                                                                        sum += texture2D(this, v - 7 * spacing) * km7

                                                                        if (ksize > 15.) {
                                                                                sum += texture2D(this, v + 8 * spacing) * kp8
                                                                                sum += texture2D(this, v - 8 * spacing) * km8

                                                                                if (ksize > 17.) {
                                                                                        sum += texture2D(this, v + 9 * spacing) * kp9
                                                                                        sum += texture2D(this, v - 9 * spacing) * km9

                                                                                        if (ksize > 19.) {
                                                                                                sum += texture2D(this, v + 10 * spacing) * kp10
                                                                                                sum += texture2D(this, v - 10 * spacing) * km10
                                                                                        }
                                                                                }
                                                                        }
                                                                }
                                                        }
                                                }
                                        }
                                }
                        }
                }

                sum = scale * sum
                return sum
        }


})