/*
 * Copyright (c) Meta Platforms, Inc. and affiliates.
 * All rights reserved.
 *
 * Licensed under the Oculus SDK License Agreement (the "License");
 * you may not use the Oculus SDK except in compliance with the License,
 * which is provided at the time of installation or download, or which
 * otherwise accompanies this software in either electronic or hard copy form.
 *
 * You may obtain a copy of the License at
 *
 * https://developer.oculus.com/licenses/oculussdk/
 *
 * Unless required by applicable law or agreed to in writing, the Oculus SDK
 * 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.
 */

using System.Collections.Generic;
using UnityEngine;

namespace Oculus.Interaction.UnityCanvas
{
    public class CanvasRect : CanvasMesh
    {
        protected override Vector3 MeshInverseTransform(Vector3 localPosition)
        {
            return localPosition;
        }

        protected override void GenerateMesh(out List<Vector3> verts,
                                             out List<int> tris,
                                             out List<Vector2> uvs)
        {
            verts = new List<Vector3>();
            tris = new List<int>();
            uvs = new List<Vector2>();

            var resolution = _canvasRenderTexture.GetBaseResolutionToUse();
            Vector2 worldSize = new Vector2(
                _canvasRenderTexture.PixelsToUnits(Mathf.RoundToInt(resolution.x)),
                _canvasRenderTexture.PixelsToUnits(Mathf.RoundToInt(resolution.y))
                ) / transform.lossyScale;

            float xPos = worldSize.x * 0.5f;
            float xNeg = -xPos;

            float yPos = worldSize.y * 0.5f;
            float yNeg = -yPos;

            verts.Add(new Vector3(xNeg, yNeg, 0));
            verts.Add(new Vector3(xNeg, yPos, 0));
            verts.Add(new Vector3(xPos, yPos, 0));
            verts.Add(new Vector3(xPos, yNeg, 0));

            tris.Add(0);
            tris.Add(1);
            tris.Add(2);

            tris.Add(0);
            tris.Add(2);
            tris.Add(3);

            uvs.Add(new Vector2(0, 0));
            uvs.Add(new Vector2(0, 1));
            uvs.Add(new Vector2(1, 1));
            uvs.Add(new Vector2(1, 0));
        }

        #region Inject

        public void InjectAllCanvasRect(CanvasRenderTexture canvasRenderTexture, MeshFilter meshFilter)
        {
            InjectAllCanvasMesh(canvasRenderTexture, meshFilter);
        }

        #endregion
    }
}
