/**
 * @author Mugen87 / https://github.com/Mugen87
 *
 */

THREE.Refractor = function (width, height, options) {

    THREE.Mesh.call(this, new THREE.PlaneBufferGeometry(width, height));

    this.type = 'Refractor';

    var scope = this;

    options = options || {};

    var color = (options.color !== undefined) ? new THREE.Color(options.color) : new THREE.Color(0x7F7F7F);
    var textureWidth = options.textureWidth || 512;
    var textureHeight = options.textureHeight || 512;
    var clipBias = options.clipBias || 0;
    var shader = options.shader || THREE.Refractor.RefractorShader;

    //

    var virtualCamera = new THREE.PerspectiveCamera();
    virtualCamera.matrixAutoUpdate = false;
    virtualCamera.userData.refractor = true;

    //

    var refractorPlane = new THREE.Plane();
    var textureMatrix = new THREE.Matrix4();

    // render target

    var parameters = {
        minFilter: THREE.LinearFilter,
        magFilter: THREE.LinearFilter,
        format: THREE.RGBFormat,
        stencilBuffer: false
    };

    var renderTarget = new THREE.WebGLRenderTarget(textureWidth, textureHeight, parameters);

    if (!THREE.Math.isPowerOfTwo(textureWidth) || !THREE.Math.isPowerOfTwo(textureHeight)) {

        renderTarget.texture.generateMipmaps = false;

    }

    // material

    this.material = new THREE.ShaderMaterial({
        uniforms: THREE.UniformsUtils.clone(shader.uniforms),
        vertexShader: shader.vertexShader,
        fragmentShader: shader.fragmentShader,
        transparent: true // ensures, refractors are drawn from farthest to closest
    });

    this.material.uniforms.color.value = color;
    this.material.uniforms.tDiffuse.value = renderTarget.texture;
    this.material.uniforms.textureMatrix.value = textureMatrix;

    // functions

    var visible = (function () {

        var refractorWorldPosition = new THREE.Vector3();
        var cameraWorldPosition = new THREE.Vector3();
        var rotationMatrix = new THREE.Matrix4();

        var view = new THREE.Vector3();
        var normal = new THREE.Vector3();

        return function visible(camera) {

            refractorWorldPosition.setFromMatrixPosition(scope.matrixWorld);
            cameraWorldPosition.setFromMatrixPosition(camera.matrixWorld);

            view.subVectors(refractorWorldPosition, cameraWorldPosition);

            rotationMatrix.extractRotation(scope.matrixWorld);

            normal.set(0, 0, 1);
            normal.applyMatrix4(rotationMatrix);

            return view.dot(normal) < 0;

        };

    })();

    var updateRefractorPlane = (function () {

        var normal = new THREE.Vector3();
        var position = new THREE.Vector3();
        var quaternion = new THREE.Quaternion();
        var scale = new THREE.Vector3();

        return function updateRefractorPlane() {

            scope.matrixWorld.decompose(position, quaternion, scale);
            normal.set(0, 0, 1).applyQuaternion(quaternion).normalize();

            // flip the normal because we want to cull everything above the plane

            normal.negate();

            refractorPlane.setFromNormalAndCoplanarPoint(normal, position);

        };

    })();

    var updateVirtualCamera = (function () {

        var clipPlane = new THREE.Plane();
        var clipVector = new THREE.Vector4();
        var q = new THREE.Vector4();

        return function updateVirtualCamera(camera) {

            virtualCamera.matrixWorld.copy(camera.matrixWorld);
            virtualCamera.matrixWorldInverse.getInverse(virtualCamera.matrixWorld);
            virtualCamera.projectionMatrix.copy(camera.projectionMatrix);
            virtualCamera.far = camera.far; // used in WebGLBackground

            // The following code creates an oblique view frustum for clipping.
            // see: Lengyel, Eric. Oblique View Frustum Depth Projection and Clipping.
            // Journal of Game Development, Vol. 1, No. 2 (2005), Charles River Media, pp. 516

            clipPlane.copy(refractorPlane);
            clipPlane.applyMatrix4(virtualCamera.matrixWorldInverse);

            clipVector.set(clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.constant);

            // calculate the clip-space corner point opposite the clipping plane and
            // transform it into camera space by multiplying it by the inverse of the projection matrix

            var projectionMatrix = virtualCamera.projectionMatrix;

            q.x = (Math.sign(clipVector.x) + projectionMatrix.elements[8]) / projectionMatrix.elements[0];
            q.y = (Math.sign(clipVector.y) + projectionMatrix.elements[9]) / projectionMatrix.elements[5];
            q.z = - 1.0;
            q.w = (1.0 + projectionMatrix.elements[10]) / projectionMatrix.elements[14];

            // calculate the scaled plane vector

            clipVector.multiplyScalar(2.0 / clipVector.dot(q));

            // replacing the third row of the projection matrix

            projectionMatrix.elements[2] = clipVector.x;
            projectionMatrix.elements[6] = clipVector.y;
            projectionMatrix.elements[10] = clipVector.z + 1.0 - clipBias;
            projectionMatrix.elements[14] = clipVector.w;

        };

    })();

    // This will update the texture matrix that is used for projective texture mapping in the shader.
    // see: http://developer.download.nvidia.com/assets/gamedev/docs/projective_texture_mapping.pdf

    function updateTextureMatrix(camera) {

        // this matrix does range mapping to [ 0, 1 ]

        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
        );

        // we use "Object Linear Texgen", so we need to multiply the texture matrix T
        // (matrix above) with the projection and view matrix of the virtual camera
        // and the model matrix of the refractor

        textureMatrix.multiply(camera.projectionMatrix);
        textureMatrix.multiply(camera.matrixWorldInverse);
        textureMatrix.multiply(scope.matrixWorld);

    }

    //

    var render = (function () {

        var viewport = new THREE.Vector4();

        return function render(renderer, scene, camera) {

            scope.visible = false;

            var currentRenderTarget = renderer.getRenderTarget();
            var currentVrEnabled = renderer.vr.enabled;
            var currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;

            renderer.vr.enabled = false; // avoid camera modification
            renderer.shadowMap.autoUpdate = false; // avoid re-computing shadows

            renderer.render(scene, virtualCamera, renderTarget, true);

            renderer.vr.enabled = currentVrEnabled;
            renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
            renderer.setRenderTarget(currentRenderTarget);

            // restore viewport

            var bounds = camera.bounds;

            if (bounds !== undefined) {

                var size = renderer.getSize();
                var pixelRatio = renderer.getPixelRatio();

                viewport.x = bounds.x * size.width * pixelRatio;
                viewport.y = bounds.y * size.height * pixelRatio;
                viewport.z = bounds.z * size.width * pixelRatio;
                viewport.w = bounds.w * size.height * pixelRatio;

                renderer.state.viewport(viewport);

            }

            scope.visible = true;

        };

    })();

    //

    this.onBeforeRender = function (renderer, scene, camera) {

        // ensure refractors are rendered only once per frame

        if (camera.userData.refractor === true) return;

        // avoid rendering when the refractor is viewed from behind

        if (!visible(camera) === true) return;

        // update

        updateRefractorPlane();

        updateTextureMatrix(camera);

        updateVirtualCamera(camera);

        render(renderer, scene, camera);

    };

    this.getRenderTarget = function () {

        return renderTarget;

    };

};

THREE.Refractor.prototype = Object.create(THREE.Mesh.prototype);
THREE.Refractor.prototype.constructor = THREE.Refractor;

THREE.Refractor.RefractorShader = {

    uniforms: {

        'color': {
            type: 'c',
            value: null
        },

        'tDiffuse': {
            type: 't',
            value: null
        },

        'textureMatrix': {
            type: 'm4',
            value: null
        }

    },

    vertexShader: [

        'uniform mat4 textureMatrix;',

        'varying vec4 vUv;',

        'void main() {',

        '	vUv = textureMatrix * vec4( position, 1.0 );',

        '	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',

        '}'

    ].join('\n'),

    fragmentShader: [

        'uniform vec3 color;',
        'uniform sampler2D tDiffuse;',

        'varying vec4 vUv;',

        'float blendOverlay( float base, float blend ) {',

        '	return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );',

        '}',

        'vec3 blendOverlay( vec3 base, vec3 blend ) {',

        '	return vec3( blendOverlay( base.r, blend.r ), blendOverlay( base.g, blend.g ), blendOverlay( base.b, blend.b ) );',

        '}',

        'void main() {',

        '	vec4 base = texture2DProj( tDiffuse, vUv );',

        '	gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );',

        '}'

    ].join('\n')
};