/*===============================================================================
Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. All Rights Reserved.

Vuforia is a trademark of QUALCOMM Incorporated, registered in the United States 
and other countries. Trademarks of QUALCOMM Incorporated are used with permission.
===============================================================================*/

package com.hoperun.cordova.vuforia.utils;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;

import android.content.Context;
import android.graphics.PixelFormat;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;
import android.util.Log;

// Support class for the Vuforia sample applications
// Responsible for setting up and configuring the OpenGL surface view.
// This class does not contain any Vuforia specific code. 
// You can use your own OpenGL implementation.
public class ARVideoDisplayView extends GLSurfaceView {

    private static final String LOGTAG = "Vuforia_GLView";

    // Constructor.
    public ARVideoDisplayView(Context context) {

        super(context);

        setEGLContextClientVersion(2);

    }

    public ARVideoDisplayView(Context context, AttributeSet attribute) {

        super(context, attribute);

        setEGLContextClientVersion(2);

    }

    // Initialization.
    public void init(boolean translucent, int depth, int stencil) {

        // By default GLSurfaceView tries to find a surface that is as close
        // as possible to a 16-bit RGB frame buffer with a 16-bit depth buffer.
        // This function can override the default values and set custom values.
        
        // By default, GLSurfaceView() creates a RGB_565 opaque surface.
        // If we want a translucent one, we should change the surface's
        // format here, using PixelFormat.TRANSLUCENT for GL Surfaces
        // is interpreted as any 32-bit surface with alpha by SurfaceFlinger.

        Log.i(LOGTAG, "Using OpenGL ES 2.0");
        Log.i(LOGTAG, "Using " + (translucent ? "translucent" : "opaque") + " GLView, depth buffer size: " + depth + ", stencil size: " + stencil);

        // If required set translucent format to allow camera image to
        // show through in the background
        if (translucent) {
            this.getHolder().setFormat(PixelFormat.TRANSLUCENT);
        }

        // Setup the context factory for 2.0 rendering
        setEGLContextFactory(new ContextFactory());

        // We need to choose an EGLConfig that matches the format of
        // our surface exactly. This is going to be done in our
        // custom config chooser. See ConfigChooser class definition
        // below.
        setEGLConfigChooser(translucent ? new ConfigChooser(8, 8, 8, 8, depth, stencil) : new ConfigChooser(5, 6, 5, 0, depth, stencil));

    }

    // Creates OpenGL contexts.
    private static class ContextFactory implements GLSurfaceView.EGLContextFactory {

        private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;

        public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig) {

            EGLContext context;
            
            Log.i(LOGTAG, "Creating OpenGL ES 2.0 context");

            checkEglError("Before eglCreateContext", egl);

            int[] attrib_list_gl20 = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
            context = egl.eglCreateContext(display, eglConfig, EGL10.EGL_NO_CONTEXT, attrib_list_gl20);
            
            checkEglError("After eglCreateContext", egl);

            return context;

        }
        
        
        public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {

            egl.eglDestroyContext(display, context);

        }

    }

    // Checks the OpenGL error.
    private static void checkEglError(String prompt, EGL10 egl) {

        int error;

        while ((error = egl.eglGetError()) != EGL10.EGL_SUCCESS) {
            Log.e(LOGTAG, String.format("%s: EGL error: 0x%x", prompt, error));
        }

    }
    
    // The config chooser.
    private static class ConfigChooser implements GLSurfaceView.EGLConfigChooser {

        public ConfigChooser(int r, int g, int b, int a, int depth, int stencil) {

            mRedSize = r;
            mGreenSize = g;
            mBlueSize = b;
            mAlphaSize = a;
            mDepthSize = depth;
            mStencilSize = stencil;

        }

        private EGLConfig getMatchingConfig(EGL10 egl, EGLDisplay display, int[] configAttribs) {

            // Get the number of minimally matching EGL configurations
            int[] num_config = new int[1];
            egl.eglChooseConfig(display, configAttribs, null, 0, num_config);
            
            int numConfigs = num_config[0];
            if (numConfigs <= 0) throw new IllegalArgumentException("No matching EGL configs");
            
            // Allocate then read the array of minimally matching EGL configs
            EGLConfig[] configs = new EGLConfig[numConfigs];
            egl.eglChooseConfig(display, configAttribs, configs, numConfigs, num_config);
            
            // Now return the "best" one
            return chooseConfig(egl, display, configs);

        }

        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {

            // This EGL config specification is used to specify 2.0
            // rendering. We use a minimum size of 4 bits for
            // red/green/blue, but will perform actual matching in
            // chooseConfig() below.
            final int EGL_OPENGL_ES2_BIT = 0x0004;
            final int[] s_configAttribs_gl20 = { EGL10.EGL_RED_SIZE, 4,
                    EGL10.EGL_GREEN_SIZE, 4, EGL10.EGL_BLUE_SIZE, 4,
                    EGL10.EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
                    EGL10.EGL_NONE };
                
            return getMatchingConfig(egl, display, s_configAttribs_gl20);

        }

        public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display, EGLConfig[] configs) {

            for (EGLConfig config : configs) {
                int d = findConfigAttrib(egl, display, config, EGL10.EGL_DEPTH_SIZE, 0);
                int s = findConfigAttrib(egl, display, config, EGL10.EGL_STENCIL_SIZE, 0);
                
                // We need at least mDepthSize and mStencilSize bits
                if (d < mDepthSize || s < mStencilSize) continue;
                
                // We want an *exact* match for red/green/blue/alpha
                int r = findConfigAttrib(egl, display, config, EGL10.EGL_RED_SIZE, 0);
                int g = findConfigAttrib(egl, display, config, EGL10.EGL_GREEN_SIZE, 0);
                int b = findConfigAttrib(egl, display, config, EGL10.EGL_BLUE_SIZE, 0);
                int a = findConfigAttrib(egl, display, config, EGL10.EGL_ALPHA_SIZE, 0);
                
                if (r == mRedSize && g == mGreenSize && b == mBlueSize && a == mAlphaSize) return config;
            }
            
            return null;

        }

        private int findConfigAttrib(EGL10 egl, EGLDisplay display, EGLConfig config, int attribute, int defaultValue) {
            
            if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) return mValue[0];
            
            return defaultValue;

        }
        
        // Subclasses can adjust these values:
        protected int mRedSize;
        protected int mGreenSize;
        protected int mBlueSize;
        protected int mAlphaSize;
        protected int mDepthSize;
        protected int mStencilSize;
        private int[] mValue = new int[1];

    }

}
