// This code is in the public domain -- castanyo@yahoo.es

#include <nvmath/Box.h>
#include <nvimage/ColorBlock.h>
#include <nvimage/Image.h>

using namespace nv;

namespace {
	
	// Get approximate luminance.
	inline static uint colorLuminance(Color32 c)
	{
		return c.r + c.g + c.b;
	}
	
	// Get the euclidean distance between the given colors.
	inline static uint colorDistance(Color32 c0, Color32 c1)
	{
		return (c0.r - c1.r) * (c0.r - c1.r) + (c0.g - c1.g) * (c0.g - c1.g) + (c0.b - c1.b) * (c0.b - c1.b);
	}
	
} // namespace`


/// Default constructor.
ColorBlock::ColorBlock()
{
}

/// Init the color block with the contents of the given block.
ColorBlock::ColorBlock(const ColorBlock & block)
{
	for(uint i = 0; i < 16; i++) {
		color(i) = block.color(i);
	}
}


/// Initialize this color block.
ColorBlock::ColorBlock(const Image * img, uint x, uint y)
{
	init(img, x, y);
}

void ColorBlock::init(const Image * img, uint x, uint y)
{
	nvDebugCheck(img != NULL);
	
	const uint bw = min(img->width() - x, 4U);
	const uint bh = min(img->height() - y, 4U);

	nvDebugCheck(bw != 0);
	nvDebugCheck(bh != 0);

	static int remainder[] = {
		0, 0, 0, 0,
		0, 1, 0, 1,
		0, 1, 2, 0,
		0, 1, 2, 3,
	};

	// Blocks that are smaller than 4x4 are handled by repeating the pixels.
	// @@ Thats only correct when block size is 1, 2 or 4, but not with 3. :(

	for(uint i = 0; i < 4; i++) {
		//const int by = i % bh;
		const int by = remainder[(bh - 1) * 4 + i];
		for(uint e = 0; e < 4; e++) {
			//const int bx = e % bw;
			const int bx = remainder[(bw - 1) * 4 + e];
			color(e, i) = img->pixel(x + bx, y + by);
		}
	}
}


void ColorBlock::swizzleDXT5n()
{
	for(int i = 0; i < 16; i++)
	{
		Color32 c = m_color[i];
		m_color[i] = Color32(0, c.g, 0, c.r);
	}
}

void ColorBlock::splatX()
{
	for(int i = 0; i < 16; i++)
	{
		uint8 x = m_color[i].r;
		m_color[i] = Color32(x, x, x, x);
	}
}

void ColorBlock::splatY()
{
	for(int i = 0; i < 16; i++)
	{
		uint8 y = m_color[i].g;
		m_color[i] = Color32(y, y, y, y);
	}
}


/// Count number of unique colors in this color block.
uint ColorBlock::countUniqueColors() const
{
	uint count = 0;

	// @@ This does not have to be o(n^2)
	for(int i = 0; i < 16; i++)
	{
		bool unique = true;
		for(int j = 0; j < i; j++) {
			if( m_color[i] != m_color[j] ) {
				unique = false;
			}
		}
		
		if( unique ) {
			count++;
		}
	}
	
	return count;
}

/// Get average color of the block.
Color32 ColorBlock::averageColor() const
{
	uint r, g, b, a;
	r = g = b = a = 0;

	for(uint i = 0; i < 16; i++) {
		r += m_color[i].r;
		g += m_color[i].g;
		b += m_color[i].b;
		a += m_color[i].a;
	}
	
	return Color32(uint8(r / 16), uint8(g / 16), uint8(b / 16), uint8(a / 16));
}


/// Get diameter color range.
void ColorBlock::diameterRange(Color32 * start, Color32 * end) const
{
	nvDebugCheck(start != NULL);
	nvDebugCheck(end != NULL);
	
	Color32 c0, c1;
	uint best_dist = 0;
	
	for(int i = 0; i < 16; i++) {
		for (int j = i+1; j < 16; j++) {
			uint dist = colorDistance(m_color[i], m_color[j]);
			if( dist > best_dist ) {
				best_dist = dist;
				c0 = m_color[i];
				c1 = m_color[j];
			}
		}
	}
	
	*start = c0;
	*end = c1;
}

/// Get luminance color range.
void ColorBlock::luminanceRange(Color32 * start, Color32 * end) const
{
	nvDebugCheck(start != NULL);
	nvDebugCheck(end != NULL);
	
	Color32 minColor, maxColor;
	uint minLuminance, maxLuminance;
	
	maxLuminance = minLuminance = colorLuminance(m_color[0]);
	
	for(uint i = 1; i < 16; i++)
	{
		uint luminance = colorLuminance(m_color[i]);
		
		if (luminance > maxLuminance) {
			maxLuminance = luminance;
			maxColor = m_color[i];
		}
		else if (luminance < minLuminance) {
			minLuminance = luminance;
			minColor = m_color[i];
		}
	}

	*start = minColor;
	*end = maxColor;
}

/// Get color range based on the bounding box. 
void ColorBlock::boundsRange(Color32 * start, Color32 * end) const
{
	nvDebugCheck(start != NULL);
	nvDebugCheck(end != NULL);

	Color32 minColor(255, 255, 255);
	Color32 maxColor(0, 0, 0);

	for(uint i = 0; i < 16; i++)
	{
		if (m_color[i].r < minColor.r) { minColor.r = m_color[i].r; }
		if (m_color[i].g < minColor.g) { minColor.g = m_color[i].g; }
		if (m_color[i].b < minColor.b) { minColor.b = m_color[i].b; }
		if (m_color[i].r > maxColor.r) { maxColor.r = m_color[i].r; }
		if (m_color[i].g > maxColor.g) { maxColor.g = m_color[i].g; }
		if (m_color[i].b > maxColor.b) { maxColor.b = m_color[i].b; }
	}

	// Offset range by 1/16 of the extents
	Color32 inset;
	inset.r = (maxColor.r - minColor.r) >> 4;
	inset.g = (maxColor.g - minColor.g) >> 4;
	inset.b = (maxColor.b - minColor.b) >> 4;

	minColor.r = (minColor.r + inset.r <= 255) ? minColor.r + inset.r : 255;
	minColor.g = (minColor.g + inset.g <= 255) ? minColor.g + inset.g : 255;
	minColor.b = (minColor.b + inset.b <= 255) ? minColor.b + inset.b : 255;

	maxColor.r = (maxColor.r >= inset.r) ? maxColor.r - inset.r : 0;
	maxColor.g = (maxColor.g >= inset.g) ? maxColor.g - inset.g : 0;
	maxColor.b = (maxColor.b >= inset.b) ? maxColor.b - inset.b : 0;

	*start = minColor;
	*end = maxColor;
}

/// Get color range based on the bounding box. 
void ColorBlock::boundsRangeAlpha(Color32 * start, Color32 * end) const
{
	nvDebugCheck(start != NULL);
	nvDebugCheck(end != NULL);

	Color32 minColor(255, 255, 255, 255);
	Color32 maxColor(0, 0, 0, 0);

	for(uint i = 0; i < 16; i++)
	{
		if (m_color[i].r < minColor.r) { minColor.r = m_color[i].r; }
		if (m_color[i].g < minColor.g) { minColor.g = m_color[i].g; }
		if (m_color[i].b < minColor.b) { minColor.b = m_color[i].b; }
		if (m_color[i].a < minColor.a) { minColor.a = m_color[i].a; }
		if (m_color[i].r > maxColor.r) { maxColor.r = m_color[i].r; }
		if (m_color[i].g > maxColor.g) { maxColor.g = m_color[i].g; }
		if (m_color[i].b > maxColor.b) { maxColor.b = m_color[i].b; }
		if (m_color[i].a > maxColor.a) { maxColor.a = m_color[i].a; }
	}

	// Offset range by 1/16 of the extents
	Color32 inset;
	inset.r = (maxColor.r - minColor.r) >> 4;
	inset.g = (maxColor.g - minColor.g) >> 4;
	inset.b = (maxColor.b - minColor.b) >> 4;
	inset.a = (maxColor.a - minColor.a) >> 4;

	minColor.r = (minColor.r + inset.r <= 255) ? minColor.r + inset.r : 255;
	minColor.g = (minColor.g + inset.g <= 255) ? minColor.g + inset.g : 255;
	minColor.b = (minColor.b + inset.b <= 255) ? minColor.b + inset.b : 255;
	minColor.a = (minColor.a + inset.a <= 255) ? minColor.a + inset.a : 255;

	maxColor.r = (maxColor.r >= inset.r) ? maxColor.r - inset.r : 0;
	maxColor.g = (maxColor.g >= inset.g) ? maxColor.g - inset.g : 0;
	maxColor.b = (maxColor.b >= inset.b) ? maxColor.b - inset.b : 0;
	maxColor.a = (maxColor.a >= inset.a) ? maxColor.a - inset.a : 0;
	
	*start = minColor;
	*end = maxColor;
}


void ColorBlock::bestFitRange(Color32 * start, Color32 * end) const
{
	nvDebugCheck(start != NULL);
	nvDebugCheck(end != NULL);

	Vector3 axis = bestFitLine().direction();
	computeRange(axis, start, end);
}

/// Sort colors by abosolute value in their 16 bit representation.
void ColorBlock::sortColorsByAbsoluteValue()
{
	// Dummy selection sort.
	for( uint a = 0; a < 16; a++ ) {
		uint max = a;
		Color16 cmax(m_color[a]);
		
		for( uint b = a+1; b < 16; b++ ) {
			Color16 cb(m_color[b]);
			
			if( cb.u > cmax.u ) {
				max = b;
				cmax = cb;
			}
		}
		swap( m_color[a], m_color[max] );
	}
}


/// Find extreme colors in the given axis.
void ColorBlock::computeRange(Vector3::Arg axis, Color32 * start, Color32 * end) const
{
	nvDebugCheck(start != NULL);
	nvDebugCheck(end != NULL);
	
	int mini, maxi;
	mini = maxi = 0;
	
	float min, max;	
	min = max = dot(Vector3(m_color[0].r, m_color[0].g, m_color[0].b), axis);

	for(uint i = 1; i < 16; i++)
	{
		const Vector3 vec(m_color[i].r, m_color[i].g, m_color[i].b);
		
		float val = dot(vec, axis);
		if( val < min ) {
			mini = i;
			min = val;
		}
		else if( val > max ) {
			maxi = i;
			max = val;
		}
	}
	
	*start = m_color[mini];
	*end = m_color[maxi];
}


/// Sort colors in the given axis.
void ColorBlock::sortColors(const Vector3 & axis)
{
	float luma_array[16];
	
	for(uint i = 0; i < 16; i++) {
		const Vector3 vec(m_color[i].r, m_color[i].g, m_color[i].b);
		luma_array[i] = dot(vec, axis);
	}
	
	// Dummy selection sort.
	for( uint a = 0; a < 16; a++ ) {
		uint min = a;
		for( uint b = a+1; b < 16; b++ ) {
			if( luma_array[b] < luma_array[min] ) {
				min = b;
			}
		}
		swap( luma_array[a], luma_array[min] );
		swap( m_color[a], m_color[min] );
	}
}


/// Get least squares line that best approxiamtes the points of the color block.
Line3 ColorBlock::bestFitLine() const
{
	Array<Vector3> pointArray(16);
	
	for(int i = 0; i < 16; i++) {
		pointArray.append(Vector3(m_color[i].r, m_color[i].g, m_color[i].b));
	}
	
	return Fit::bestLine(pointArray);
}


/// Get the volume of the color block.
float ColorBlock::volume() const
{
	Box bounds;
	bounds.clearBounds();
	
	for(int i = 0; i < 16; i++) {
		const Vector3 point(m_color[i].r, m_color[i].g, m_color[i].b);
		bounds.addPointToBounds(point);
	}
	
	return bounds.volume();
}


