//******************************************************************************
//
// MIDITrail / MTTimeIndicator
//
// タイムインジケータ描画クラス
//
// Copyright (C) 2010-2022 WADA Masashi. All Rights Reserved.
//
//******************************************************************************

#include "StdAfx.h"
#include "YNBaseLib.h"
#include "MTTimeIndicator.h"

using namespace YNBaseLib;


//******************************************************************************
// コンストラクタ
//******************************************************************************
MTTimeIndicator::MTTimeIndicator(void)
{
	m_CurPos = 0.0f;
	m_CurTickTime = 0;
	m_isEnableLine = false;
	m_isEnable = true;
}

//******************************************************************************
// デストラクタ
//******************************************************************************
MTTimeIndicator::~MTTimeIndicator(void)
{
	Release();
}

//******************************************************************************
// タイムインジケータ生成
//******************************************************************************
int MTTimeIndicator::Create(
		LPDIRECT3DDEVICE9 pD3DDevice,
		const TCHAR* pSceneName,
		SMSeqData* pSeqData
	)
{
	int result = 0;
	SMBarList barList;

	Release();

	//ノートデザインオブジェクト初期化
	result = m_NoteDesign.Initialize(pSceneName, pSeqData);
	if (result != 0) goto EXIT;

	//プリミティブ生成
	result = _CreatePrimitive(pD3DDevice);
	if (result != 0) goto EXIT;

	//プリミティブ生成：タイムライン
	result = _CreatePrimitiveLine(pD3DDevice);
	if (result != 0) goto EXIT;

EXIT:;
	return result;
}

//******************************************************************************
// プリミティブ生成
//******************************************************************************
int MTTimeIndicator::_CreatePrimitive(
		LPDIRECT3DDEVICE9 pD3DDevice
	)
{
	int result = 0;
	unsigned long vertexNum = 0;
	unsigned long indexNum = 0;
	MTTIMEINDICATOR_VERTEX* pVertex = NULL;
	unsigned long* pIndex = NULL;

	//プリミティブ初期化
	result = m_Primitive.Initialize(
					sizeof(MTTIMEINDICATOR_VERTEX),	//頂点サイズ
					_GetFVFFormat(),				//頂点FVFフォーマット
					D3DPT_TRIANGLESTRIP				//プリミティブ種別
				);
	if (result != 0) goto EXIT;

	//頂点バッファ生成
	vertexNum = 4;
	result = m_Primitive.CreateVertexBuffer(pD3DDevice, vertexNum);
	if (result != 0) goto EXIT;

	//インデックスバッファ生成
	indexNum = 4;
	result = m_Primitive.CreateIndexBuffer(pD3DDevice, indexNum);
	if (result != 0) goto EXIT;

	//バッファのロック
	result = m_Primitive.LockVertex((void**)&pVertex);
	if (result != 0) goto EXIT;
	result = m_Primitive.LockIndex(&pIndex);
	if (result != 0) goto EXIT;

	//バッファに頂点とインデックスを書き込む
	result = _CreateVertexOfIndicator(pVertex, pIndex);
	if (result != 0) goto EXIT;

	//バッファのロック解除
	result = m_Primitive.UnlockVertex();
	if (result != 0) goto EXIT;
	result = m_Primitive.UnlockIndex();
	if (result != 0) goto EXIT;

EXIT:;
	return result;
}

//******************************************************************************
// プリミティブ生成
//******************************************************************************
int MTTimeIndicator::_CreatePrimitiveLine(
		LPDIRECT3DDEVICE9 pD3DDevice
	)
{
	int result = 0;
	unsigned long vertexNum = 0;
	MTTIMEINDICATOR_VERTEX* pVertex = NULL;

	//プリミティブ初期化
	result = m_PrimitiveLine.Initialize(
					sizeof(MTTIMEINDICATOR_VERTEX),	//頂点サイズ
					_GetFVFFormat(),				//頂点FVFフォーマット
					D3DPT_LINELIST					//プリミティブ種別
				);
	if (result != 0) goto EXIT;

	//頂点バッファ生成
	vertexNum = 2;
	result = m_PrimitiveLine.CreateVertexBuffer(pD3DDevice, vertexNum);
	if (result != 0) goto EXIT;

	//バッファのロック
	result = m_PrimitiveLine.LockVertex((void**)&pVertex);
	if (result != 0) goto EXIT;

	//バッファに頂点とインデックスを書き込む
	result = _CreateVertexOfIndicatorLine(pVertex);
	if (result != 0) goto EXIT;

	//バッファのロック解除
	result = m_PrimitiveLine.UnlockVertex();
	if (result != 0) goto EXIT;

EXIT:;
	return result;
}

//******************************************************************************
// 移動
//******************************************************************************
int MTTimeIndicator::Transform(
		LPDIRECT3DDEVICE9 pD3DDevice,
		D3DXVECTOR3 camVector,
		float rollAngle
	)
{
	int result = 0;
	D3DXVECTOR3 moveVector;
	D3DXMATRIX rotateMatrix;
	D3DXMATRIX moveMatrix;
	D3DXMATRIX worldMatrix;

	//行列初期化
	D3DXMatrixIdentity(&rotateMatrix);
	D3DXMatrixIdentity(&moveMatrix);
	D3DXMatrixIdentity(&worldMatrix);

	//回転行列
	D3DXMatrixRotationX(&rotateMatrix, D3DXToRadian(rollAngle));

	//演奏位置
	m_CurPos = m_NoteDesign.GetPlayPosX(m_CurTickTime);

	//移動行列
	moveVector = m_NoteDesign.GetWorldMoveVector();
	D3DXMatrixTranslation(&moveMatrix, moveVector.x + m_CurPos, moveVector.y, moveVector.z);

	//行列の合成
	D3DXMatrixMultiply(&worldMatrix, &rotateMatrix, &moveMatrix);

	//変換行列設定
	m_Primitive.Transform(worldMatrix);
	m_PrimitiveLine.Transform(worldMatrix);

	return result;
}

//******************************************************************************
// 描画
//******************************************************************************
int MTTimeIndicator::Draw(
		LPDIRECT3DDEVICE9 pD3DDevice
	)
{
	int result = 0;

	if (!m_isEnable) goto EXIT;

	//テクスチャステージ設定
	//  カラー演算：引数1を使用  引数1：テクスチャ
	pD3DDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1);
	pD3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	// アルファ演算：引数1を使用  引数1：テクスチャ
	pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1);
	pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);

	//テクスチャフィルタ
	pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

	if (m_isEnableLine) {
		result = m_PrimitiveLine.Draw(pD3DDevice);
		if (result != 0) goto EXIT;
	}
	else {
		result = m_Primitive.Draw(pD3DDevice);
		if (result != 0) goto EXIT;
	}

EXIT:;
	return result;
}

//******************************************************************************
// 解放
//******************************************************************************
void MTTimeIndicator::Release()
{
	m_Primitive.Release();
	m_PrimitiveLine.Release();
}

//******************************************************************************
// タイムインジケータ頂点生成
//******************************************************************************
int MTTimeIndicator::_CreateVertexOfIndicator(
		MTTIMEINDICATOR_VERTEX* pVertex,
		unsigned long* pIndex
	)
{
	int result = 0;
	unsigned long i;
	D3DXVECTOR3 vectorLU;
	D3DXVECTOR3 vectorRU;
	D3DXVECTOR3 vectorLD;
	D3DXVECTOR3 vectorRD;
	float delta = 0.0f;

	//              y x
	//  0+----+1    |/
	//   |    |  z--+0
	//   |    |
	//  2+----+3 ← 3 が原点(0,0,0)

	//再生面頂点座標取得
	m_NoteDesign.GetPlaybackSectionVirtexPos(
			0,
			&vectorLU,
			&vectorRU,
			&vectorLD,
			&vectorRD
		);

	//頂点座標
	pVertex[0].p = vectorLU;
	pVertex[1].p = vectorRU;
	pVertex[2].p = vectorLD;
	pVertex[3].p = vectorRD;

	//再生面の幅がゼロに近い場合はラインを描画する
	delta = vectorLU.z - vectorRU.z;
	if (delta < 0) {
		delta = -1.0f * delta;
	}
	if (delta < 0.1) {
		m_isEnableLine = true;
	}

	//法線
	pVertex[0].n = D3DXVECTOR3(-1.0f, 0.0f, 0.0f);
	pVertex[1].n = D3DXVECTOR3(-1.0f, 0.0f, 0.0f);
	pVertex[2].n = D3DXVECTOR3(-1.0f, 0.0f, 0.0f);
	pVertex[3].n = D3DXVECTOR3(-1.0f, 0.0f, 0.0f);

	//各頂点のディフューズ色
	for (i = 0; i < 4; i++) {
		pVertex[i].c = m_NoteDesign.GetPlaybackSectionColor();
	}

	//インデックス：TRIANGLESTRIP
	pIndex[0] = 0;
	pIndex[1] = 1;
	pIndex[2] = 2;
	pIndex[3] = 3;

	return result;
}

//******************************************************************************
// タイムインジケータライン頂点生成
//******************************************************************************
int MTTimeIndicator::_CreateVertexOfIndicatorLine(
		MTTIMEINDICATOR_VERTEX* pVertex
	)
{
	int result = 0;
	unsigned long i;
	D3DXVECTOR3 vectorLU;
	D3DXVECTOR3 vectorRU;
	D3DXVECTOR3 vectorLD;
	D3DXVECTOR3 vectorRD;

	//              y x
	//  0+----+1    |/
	//   |    |  z--+0
	//   |    |
	//  2+----+3 ← 3 が原点(0,0,0)

	//再生面頂点座標取得
	m_NoteDesign.GetPlaybackSectionVirtexPos(
			0,
			&vectorLU,
			&vectorRU,
			&vectorLD,
			&vectorRD
		);

	//頂点座標
	pVertex[0].p = vectorLU;
	pVertex[1].p = vectorLD;

	//法線
	pVertex[0].n = D3DXVECTOR3(0.0f, 0.0f, -1.0f);
	pVertex[1].n = D3DXVECTOR3(0.0f, 0.0f, -1.0f);

	//各頂点のディフューズ色
	for (i = 0; i < 2; i++) {
		pVertex[i].c = m_NoteDesign.GetPlaybackSectionColor();
	}

	return result;
}

//******************************************************************************
// チックタイム設定
//******************************************************************************
void MTTimeIndicator::SetCurTickTime(
		unsigned long curTickTime
	)
{
	m_CurTickTime = curTickTime;
	m_CurPos = m_NoteDesign.GetPlayPosX(m_CurTickTime);
}

//******************************************************************************
// リセット
//******************************************************************************
void MTTimeIndicator::Reset()
{
	m_CurTickTime = 0;
	m_CurPos = 0.0f;
}

//******************************************************************************
// 現在位置取得
//******************************************************************************
float MTTimeIndicator::GetPos()
{
	return m_CurPos;
}

//******************************************************************************
// 移動ベクトル取得
//******************************************************************************
D3DXVECTOR3 MTTimeIndicator::GetMoveVector()
{
	return D3DXVECTOR3(m_CurPos, 0.0f, 0.0f);
}

//******************************************************************************
// 表示設定
//******************************************************************************
void MTTimeIndicator::SetEnable(
		bool isEnable
	)
{
	m_isEnable = isEnable;
}


