﻿/**
 * @author spidersharma / http://eduperiment.com/
 */

THREE.OutlinePass = function (resolution, scene, camera, selectedObjects) {

    this.renderScene = scene;
    this.renderCamera = camera;
    this.selectedObjects = selectedObjects !== undefined ? selectedObjects : [];
    this.visibleEdgeColor = new THREE.Color(1, 1, 1);
    this.hiddenEdgeColor = new THREE.Color(0.1, 0.04, 0.02);
    this.edgeGlow = 0.0;
    this.usePatternTexture = false;
    this.edgeThickness = 1.0;
    this.edgeStrength = 3.0;
    this.downSampleRatio = 2;
    this.pulsePeriod = 0;

    THREE.Pass.call(this);

    this.resolution = (resolution !== undefined) ? new THREE.Vector2(resolution.x, resolution.y) : new THREE.Vector2(256, 256);

    var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };

    var resx = Math.round(this.resolution.x / this.downSampleRatio);
    var resy = Math.round(this.resolution.y / this.downSampleRatio);

    this.maskBufferMaterial = new THREE.MeshBasicMaterial({ color: 0xffffff });
    this.maskBufferMaterial.side = THREE.DoubleSide;
    this.renderTargetMaskBuffer = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y, pars);
    this.renderTargetMaskBuffer.texture.name = "OutlinePass.mask";
    this.renderTargetMaskBuffer.texture.generateMipmaps = false;

    this.depthMaterial = new THREE.MeshDepthMaterial();
    this.depthMaterial.side = THREE.DoubleSide;
    this.depthMaterial.depthPacking = THREE.RGBADepthPacking;
    this.depthMaterial.blending = THREE.NoBlending;

    this.prepareMaskMaterial = this.getPrepareMaskMaterial();
    this.prepareMaskMaterial.side = THREE.DoubleSide;
    this.prepareMaskMaterial.fragmentShader = replaceDepthToViewZ(this.prepareMaskMaterial.fragmentShader, this.renderCamera);

    this.renderTargetDepthBuffer = new THREE.WebGLRenderTarget(this.resolution.x, this.resolution.y, pars);
    this.renderTargetDepthBuffer.texture.name = "OutlinePass.depth";
    this.renderTargetDepthBuffer.texture.generateMipmaps = false;

    this.renderTargetMaskDownSampleBuffer = new THREE.WebGLRenderTarget(resx, resy, pars);
    this.renderTargetMaskDownSampleBuffer.texture.name = "OutlinePass.depthDownSample";
    this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps = false;

    this.renderTargetBlurBuffer1 = new THREE.WebGLRenderTarget(resx, resy, pars);
    this.renderTargetBlurBuffer1.texture.name = "OutlinePass.blur1";
    this.renderTargetBlurBuffer1.texture.generateMipmaps = false;
    this.renderTargetBlurBuffer2 = new THREE.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2), pars);
    this.renderTargetBlurBuffer2.texture.name = "OutlinePass.blur2";
    this.renderTargetBlurBuffer2.texture.generateMipmaps = false;

    this.edgeDetectionMaterial = this.getEdgeDetectionMaterial();
    this.renderTargetEdgeBuffer1 = new THREE.WebGLRenderTarget(resx, resy, pars);
    this.renderTargetEdgeBuffer1.texture.name = "OutlinePass.edge1";
    this.renderTargetEdgeBuffer1.texture.generateMipmaps = false;
    this.renderTargetEdgeBuffer2 = new THREE.WebGLRenderTarget(Math.round(resx / 2), Math.round(resy / 2), pars);
    this.renderTargetEdgeBuffer2.texture.name = "OutlinePass.edge2";
    this.renderTargetEdgeBuffer2.texture.generateMipmaps = false;

    var MAX_EDGE_THICKNESS = 4;
    var MAX_EDGE_GLOW = 4;

    this.separableBlurMaterial1 = this.getSeperableBlurMaterial(MAX_EDGE_THICKNESS);
    this.separableBlurMaterial1.uniforms["texSize"].value = new THREE.Vector2(resx, resy);
    this.separableBlurMaterial1.uniforms["kernelRadius"].value = 1;
    this.separableBlurMaterial2 = this.getSeperableBlurMaterial(MAX_EDGE_GLOW);
    this.separableBlurMaterial2.uniforms["texSize"].value = new THREE.Vector2(Math.round(resx / 2), Math.round(resy / 2));
    this.separableBlurMaterial2.uniforms["kernelRadius"].value = MAX_EDGE_GLOW;

    // Overlay material
    this.overlayMaterial = this.getOverlayMaterial();

    // copy material
    if (THREE.CopyShader === undefined)
        console.error("THREE.OutlinePass relies on THREE.CopyShader");

    var copyShader = THREE.CopyShader;

    this.copyUniforms = THREE.UniformsUtils.clone(copyShader.uniforms);
    this.copyUniforms["opacity"].value = 1.0;

    this.materialCopy = new THREE.ShaderMaterial({
        uniforms: this.copyUniforms,
        vertexShader: copyShader.vertexShader,
        fragmentShader: copyShader.fragmentShader,
        blending: THREE.NoBlending,
        depthTest: false,
        depthWrite: false,
        transparent: true
    });

    this.enabled = true;
    this.needsSwap = false;

    this.oldClearColor = new THREE.Color();
    this.oldClearAlpha = 1;

    this.camera = new THREE.OrthographicCamera(-1, 1, 1, -1, 0, 1);
    this.scene = new THREE.Scene();

    this.quad = new THREE.Mesh(new THREE.PlaneBufferGeometry(2, 2), null);
    this.quad.frustumCulled = false; // Avoid getting clipped
    this.scene.add(this.quad);

    this.tempPulseColor1 = new THREE.Color();
    this.tempPulseColor2 = new THREE.Color();
    this.textureMatrix = new THREE.Matrix4();

    function replaceDepthToViewZ(string, camera) {

        var type = camera.isPerspectiveCamera ? 'perspective' : 'orthographic';

        return string.replace(/DEPTH_TO_VIEW_Z/g, type + 'DepthToViewZ');

    }

};

THREE.OutlinePass.prototype = Object.assign(Object.create(THREE.Pass.prototype), {

    constructor: THREE.OutlinePass,

    dispose: function () {

        this.renderTargetMaskBuffer.dispose();
        this.renderTargetDepthBuffer.dispose();
        this.renderTargetMaskDownSampleBuffer.dispose();
        this.renderTargetBlurBuffer1.dispose();
        this.renderTargetBlurBuffer2.dispose();
        this.renderTargetEdgeBuffer1.dispose();
        this.renderTargetEdgeBuffer2.dispose();

    },

    setSize: function (width, height) {

        this.renderTargetMaskBuffer.setSize(width, height);

        var resx = Math.round(width / this.downSampleRatio);
        var resy = Math.round(height / this.downSampleRatio);
        this.renderTargetMaskDownSampleBuffer.setSize(resx, resy);
        this.renderTargetBlurBuffer1.setSize(resx, resy);
        this.renderTargetEdgeBuffer1.setSize(resx, resy);
        this.separableBlurMaterial1.uniforms["texSize"].value = new THREE.Vector2(resx, resy);

        resx = Math.round(resx / 2);
        resy = Math.round(resy / 2);

        this.renderTargetBlurBuffer2.setSize(resx, resy);
        this.renderTargetEdgeBuffer2.setSize(resx, resy);

        this.separableBlurMaterial2.uniforms["texSize"].value = new THREE.Vector2(resx, resy);

    },

    changeVisibilityOfSelectedObjects: function (bVisible) {

        function gatherSelectedMeshesCallBack(object) {

            if (object.isMesh) {

                if (bVisible) {

                    object.visible = object.userData.oldVisible;
                    delete object.userData.oldVisible;

                } else {

                    object.userData.oldVisible = object.visible;
                    object.visible = bVisible;

                }

            }

        }

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

            var selectedObject = this.selectedObjects[i];
            selectedObject.traverse(gatherSelectedMeshesCallBack);

        }

    },

    changeVisibilityOfNonSelectedObjects: function (bVisible) {

        var selectedMeshes = [];

        function gatherSelectedMeshesCallBack(object) {

            if (object.isMesh) selectedMeshes.push(object);

        }

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

            var selectedObject = this.selectedObjects[i];
            selectedObject.traverse(gatherSelectedMeshesCallBack);

        }

        function VisibilityChangeCallBack(object) {

            if (object.isMesh || object.isLine || object.isSprite) {

                var bFound = false;

                for (var i = 0; i < selectedMeshes.length; i++) {

                    var selectedObjectId = selectedMeshes[i].id;

                    if (selectedObjectId === object.id) {

                        bFound = true;
                        break;

                    }

                }

                if (!bFound) {

                    var visibility = object.visible;

                    if (!bVisible || object.bVisible) object.visible = bVisible;

                    object.bVisible = visibility;

                }

            }

        }

        this.renderScene.traverse(VisibilityChangeCallBack);

    },

    updateTextureMatrix: function () {

        this.textureMatrix.set(0.5, 0.0, 0.0, 0.5,
			0.0, 0.5, 0.0, 0.5,
			0.0, 0.0, 0.5, 0.5,
			0.0, 0.0, 0.0, 1.0);
        this.textureMatrix.multiply(this.renderCamera.projectionMatrix);
        this.textureMatrix.multiply(this.renderCamera.matrixWorldInverse);

    },

    render: function (renderer, writeBuffer, readBuffer, delta, maskActive) {

        if (this.selectedObjects.length > 0) {

            this.oldClearColor.copy(renderer.getClearColor());
            this.oldClearAlpha = renderer.getClearAlpha();
            var oldAutoClear = renderer.autoClear;

            renderer.autoClear = false;

            if (maskActive) renderer.context.disable(renderer.context.STENCIL_TEST);

            renderer.setClearColor(0xffffff, 1);

            // Make selected objects invisible
            this.changeVisibilityOfSelectedObjects(false);

            var currentBackground = this.renderScene.background;
            this.renderScene.background = null;

            // 1. Draw Non Selected objects in the depth buffer
            this.renderScene.overrideMaterial = this.depthMaterial;
            renderer.render(this.renderScene, this.renderCamera, this.renderTargetDepthBuffer, true);

            // Make selected objects visible
            this.changeVisibilityOfSelectedObjects(true);

            // Update Texture Matrix for Depth compare
            this.updateTextureMatrix();

            // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects
            this.changeVisibilityOfNonSelectedObjects(false);
            this.renderScene.overrideMaterial = this.prepareMaskMaterial;
            this.prepareMaskMaterial.uniforms["cameraNearFar"].value = new THREE.Vector2(this.renderCamera.near, this.renderCamera.far);
            this.prepareMaskMaterial.uniforms["depthTexture"].value = this.renderTargetDepthBuffer.texture;
            this.prepareMaskMaterial.uniforms["textureMatrix"].value = this.textureMatrix;
            renderer.render(this.renderScene, this.renderCamera, this.renderTargetMaskBuffer, true);
            this.renderScene.overrideMaterial = null;
            this.changeVisibilityOfNonSelectedObjects(true);

            this.renderScene.background = currentBackground;

            // 2. Downsample to Half resolution
            this.quad.material = this.materialCopy;
            this.copyUniforms["tDiffuse"].value = this.renderTargetMaskBuffer.texture;
            renderer.render(this.scene, this.camera, this.renderTargetMaskDownSampleBuffer, true);

            this.tempPulseColor1.copy(this.visibleEdgeColor);
            this.tempPulseColor2.copy(this.hiddenEdgeColor);

            if (this.pulsePeriod > 0) {

                var scalar = (1 + 0.25) / 2 + Math.cos(performance.now() * 0.01 / this.pulsePeriod) * (1.0 - 0.25) / 2;
                this.tempPulseColor1.multiplyScalar(scalar);
                this.tempPulseColor2.multiplyScalar(scalar);

            }

            // 3. Apply Edge Detection Pass
            this.quad.material = this.edgeDetectionMaterial;
            this.edgeDetectionMaterial.uniforms["maskTexture"].value = this.renderTargetMaskDownSampleBuffer.texture;
            this.edgeDetectionMaterial.uniforms["texSize"].value = new THREE.Vector2(this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height);
            this.edgeDetectionMaterial.uniforms["visibleEdgeColor"].value = this.tempPulseColor1;
            this.edgeDetectionMaterial.uniforms["hiddenEdgeColor"].value = this.tempPulseColor2;
            renderer.render(this.scene, this.camera, this.renderTargetEdgeBuffer1, true);

            // 4. Apply Blur on Half res
            this.quad.material = this.separableBlurMaterial1;
            this.separableBlurMaterial1.uniforms["colorTexture"].value = this.renderTargetEdgeBuffer1.texture;
            this.separableBlurMaterial1.uniforms["direction"].value = THREE.OutlinePass.BlurDirectionX;
            this.separableBlurMaterial1.uniforms["kernelRadius"].value = this.edgeThickness;
            renderer.render(this.scene, this.camera, this.renderTargetBlurBuffer1, true);
            this.separableBlurMaterial1.uniforms["colorTexture"].value = this.renderTargetBlurBuffer1.texture;
            this.separableBlurMaterial1.uniforms["direction"].value = THREE.OutlinePass.BlurDirectionY;
            renderer.render(this.scene, this.camera, this.renderTargetEdgeBuffer1, true);

            // Apply Blur on quarter res
            this.quad.material = this.separableBlurMaterial2;
            this.separableBlurMaterial2.uniforms["colorTexture"].value = this.renderTargetEdgeBuffer1.texture;
            this.separableBlurMaterial2.uniforms["direction"].value = THREE.OutlinePass.BlurDirectionX;
            renderer.render(this.scene, this.camera, this.renderTargetBlurBuffer2, true);
            this.separableBlurMaterial2.uniforms["colorTexture"].value = this.renderTargetBlurBuffer2.texture;
            this.separableBlurMaterial2.uniforms["direction"].value = THREE.OutlinePass.BlurDirectionY;
            renderer.render(this.scene, this.camera, this.renderTargetEdgeBuffer2, true);

            // Blend it additively over the input texture
            this.quad.material = this.overlayMaterial;
            this.overlayMaterial.uniforms["maskTexture"].value = this.renderTargetMaskBuffer.texture;
            this.overlayMaterial.uniforms["edgeTexture1"].value = this.renderTargetEdgeBuffer1.texture;
            this.overlayMaterial.uniforms["edgeTexture2"].value = this.renderTargetEdgeBuffer2.texture;
            this.overlayMaterial.uniforms["patternTexture"].value = this.patternTexture;
            this.overlayMaterial.uniforms["edgeStrength"].value = this.edgeStrength;
            this.overlayMaterial.uniforms["edgeGlow"].value = this.edgeGlow;
            this.overlayMaterial.uniforms["usePatternTexture"].value = this.usePatternTexture;


            if (maskActive) renderer.context.enable(renderer.context.STENCIL_TEST);

            renderer.render(this.scene, this.camera, readBuffer, false);

            renderer.setClearColor(this.oldClearColor, this.oldClearAlpha);
            renderer.autoClear = oldAutoClear;

        }

        if (this.renderToScreen) {

            this.quad.material = this.materialCopy;
            this.copyUniforms["tDiffuse"].value = readBuffer.texture;
            renderer.render(this.scene, this.camera);

        }

    },

    getPrepareMaskMaterial: function () {

        return new THREE.ShaderMaterial({

            uniforms: {
                "depthTexture": { value: null },
                "cameraNearFar": { value: new THREE.Vector2(0.5, 0.5) },
                "textureMatrix": { value: new THREE.Matrix4() }
            },

            vertexShader: [
				'varying vec4 projTexCoord;',
				'varying vec4 vPosition;',
				'uniform mat4 textureMatrix;',

				'void main() {',

				'	vPosition = modelViewMatrix * vec4( position, 1.0 );',
				'	vec4 worldPosition = modelMatrix * vec4( position, 1.0 );',
				'	projTexCoord = textureMatrix * worldPosition;',
				'	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',

				'}'
            ].join('\n'),

            fragmentShader: [
				'#include <packing>',
				'varying vec4 vPosition;',
				'varying vec4 projTexCoord;',
				'uniform sampler2D depthTexture;',
				'uniform vec2 cameraNearFar;',

				'void main() {',

				'	float depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));',
				'	float viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );',
				'	float depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;',
				'	gl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);',

				'}'
            ].join('\n')

        });

    },

    getEdgeDetectionMaterial: function () {

        return new THREE.ShaderMaterial({

            uniforms: {
                "maskTexture": { value: null },
                "texSize": { value: new THREE.Vector2(0.5, 0.5) },
                "visibleEdgeColor": { value: new THREE.Vector3(1.0, 1.0, 1.0) },
                "hiddenEdgeColor": { value: new THREE.Vector3(1.0, 1.0, 1.0) },
            },

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

            fragmentShader:
				"varying vec2 vUv;\
				uniform sampler2D maskTexture;\
				uniform vec2 texSize;\
				uniform vec3 visibleEdgeColor;\
				uniform vec3 hiddenEdgeColor;\
				\
				void main() {\n\
					vec2 invSize = 1.0 / texSize;\
					vec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\
					vec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\
					vec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\
					vec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\
					vec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\
					float diff1 = (c1.r - c2.r)*0.5;\
					float diff2 = (c3.r - c4.r)*0.5;\
					float d = length( vec2(diff1, diff2) );\
					float a1 = min(c1.g, c2.g);\
					float a2 = min(c3.g, c4.g);\
					float visibilityFactor = min(a1, a2);\
					vec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\
					gl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\
				}"
        });

    },

    getSeperableBlurMaterial: function (maxRadius) {

        return new THREE.ShaderMaterial({

            defines: {
                "MAX_RADIUS": maxRadius,
            },

            uniforms: {
                "colorTexture": { value: null },
                "texSize": { value: new THREE.Vector2(0.5, 0.5) },
                "direction": { value: new THREE.Vector2(0.5, 0.5) },
                "kernelRadius": { value: 1.0 }
            },

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

            fragmentShader:
				"#include <common>\
				varying vec2 vUv;\
				uniform sampler2D colorTexture;\
				uniform vec2 texSize;\
				uniform vec2 direction;\
				uniform float kernelRadius;\
				\
				float gaussianPdf(in float x, in float sigma) {\
					return 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\
				}\
				void main() {\
					vec2 invSize = 1.0 / texSize;\
					float weightSum = gaussianPdf(0.0, kernelRadius);\
					vec3 diffuseSum = texture2D( colorTexture, vUv).rgb * weightSum;\
					vec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\
					vec2 uvOffset = delta;\
					for( int i = 1; i <= MAX_RADIUS; i ++ ) {\
						float w = gaussianPdf(uvOffset.x, kernelRadius);\
						vec3 sample1 = texture2D( colorTexture, vUv + uvOffset).rgb;\
						vec3 sample2 = texture2D( colorTexture, vUv - uvOffset).rgb;\
						diffuseSum += ((sample1 + sample2) * w);\
						weightSum += (2.0 * w);\
						uvOffset += delta;\
					}\
					gl_FragColor = vec4(diffuseSum/weightSum, 1.0);\
				}"
        });

    },

    getOverlayMaterial: function () {

        return new THREE.ShaderMaterial({

            uniforms: {
                "maskTexture": { value: null },
                "edgeTexture1": { value: null },
                "edgeTexture2": { value: null },
                "patternTexture": { value: null },
                "edgeStrength": { value: 1.0 },
                "edgeGlow": { value: 1.0 },
                "usePatternTexture": { value: 0.0 }
            },

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

            fragmentShader:
				"varying vec2 vUv;\
				uniform sampler2D maskTexture;\
				uniform sampler2D edgeTexture1;\
				uniform sampler2D edgeTexture2;\
				uniform sampler2D patternTexture;\
				uniform float edgeStrength;\
				uniform float edgeGlow;\
				uniform bool usePatternTexture;\
				\
				void main() {\
					vec4 edgeValue1 = texture2D(edgeTexture1, vUv);\
					vec4 edgeValue2 = texture2D(edgeTexture2, vUv);\
					vec4 maskColor = texture2D(maskTexture, vUv);\
					vec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\
					float visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\
					vec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\
					vec4 finalColor = edgeStrength * maskColor.r * edgeValue;\
					if(usePatternTexture)\
						finalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\
					gl_FragColor = finalColor;\
				}",
            blending: THREE.AdditiveBlending,
            depthTest: false,
            depthWrite: false,
            transparent: true
        });

    }

});

THREE.OutlinePass.BlurDirectionX = new THREE.Vector2(1.0, 0.0);
THREE.OutlinePass.BlurDirectionY = new THREE.Vector2(0.0, 1.0);