using System;
using UnityEngine;

namespace UnityStandardAssets.ImageEffects
{
    [ExecuteInEditMode]
    [RequireComponent (typeof(Camera))]
    class PostEffectsHelper : MonoBehaviour
    {
        void OnRenderImage (RenderTexture source, RenderTexture destination)
        {
            Debug.Log("OnRenderImage in Helper called ...");
        }

        static void DrawLowLevelPlaneAlignedWithCamera (
            float dist ,
            RenderTexture source, RenderTexture dest ,
            Material material ,
            Camera cameraForProjectionMatrix )
        {
            // Make the destination texture the target for all rendering
            RenderTexture.active = dest;
            // Assign the source texture to a property from a shader
            material.SetTexture("_MainTex", source);
            bool  invertY = true; // source.texelSize.y < 0.0f;
            // Set up the simple Matrix
            GL.PushMatrix();
            GL.LoadIdentity();
            GL.LoadProjectionMatrix(cameraForProjectionMatrix.projectionMatrix);

            float fovYHalfRad = cameraForProjectionMatrix.fieldOfView * 0.5f * Mathf.Deg2Rad;
            float cotangent = Mathf.Cos(fovYHalfRad) / Mathf.Sin(fovYHalfRad);
            float asp = cameraForProjectionMatrix.aspect;

            float x1 = asp/-cotangent;
            float x2 = asp/cotangent;
            float y1 = 1.0f/-cotangent;
            float y2 = 1.0f/cotangent;

            float sc = 1.0f; // magic constant (for now)

            x1 *= dist * sc;
            x2 *= dist * sc;
            y1 *= dist * sc;
            y2 *= dist * sc;

            float z1 = -dist;

            for (int i = 0; i < material.passCount; i++)
            {
                material.SetPass(i);

                GL.Begin(GL.QUADS);
                float y1_; float y2_;
                if (invertY)
                {
                    y1_ = 1.0f; y2_ = 0.0f;
                }
                else
                {
                    y1_ = 0.0f; y2_ = 1.0f;
                }
                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, z1);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, z1);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, z1);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, z1);
                GL.End();
            }

            GL.PopMatrix();
        }

        static void DrawBorder (
            RenderTexture dest ,
            Material material )
		{
            float x1;
            float x2;
            float y1;
            float y2;

            RenderTexture.active = dest;
            bool  invertY = true; // source.texelSize.y < 0.0ff;
            // Set up the simple Matrix
            GL.PushMatrix();
            GL.LoadOrtho();

            for (int i = 0; i < material.passCount; i++)
            {
                material.SetPass(i);

                float y1_; float y2_;
                if (invertY)
                {
                    y1_ = 1.0f; y2_ = 0.0f;
                }
                else
                {
                    y1_ = 0.0f; y2_ = 1.0f;
                }

                // left
                x1 = 0.0f;
                x2 = 0.0f + 1.0f/(dest.width*1.0f);
                y1 = 0.0f;
                y2 = 1.0f;
                GL.Begin(GL.QUADS);

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                // right
                x1 = 1.0f - 1.0f/(dest.width*1.0f);
                x2 = 1.0f;
                y1 = 0.0f;
                y2 = 1.0f;

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                // top
                x1 = 0.0f;
                x2 = 1.0f;
                y1 = 0.0f;
                y2 = 0.0f + 1.0f/(dest.height*1.0f);

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                // bottom
                x1 = 0.0f;
                x2 = 1.0f;
                y1 = 1.0f - 1.0f/(dest.height*1.0f);
                y2 = 1.0f;

                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);

                GL.End();
            }

            GL.PopMatrix();
        }

        static void DrawLowLevelQuad (  float x1, float x2, float y1, float y2, RenderTexture source, RenderTexture dest, Material material )
		{
            // Make the destination texture the target for all rendering
            RenderTexture.active = dest;
            // Assign the source texture to a property from a shader
            material.SetTexture("_MainTex", source);
            bool  invertY = true; // source.texelSize.y < 0.0f;
            // Set up the simple Matrix
            GL.PushMatrix();
            GL.LoadOrtho();

            for (int i = 0; i < material.passCount; i++)
            {
                material.SetPass(i);

                GL.Begin(GL.QUADS);
                float y1_; float y2_;
                if (invertY)
                {
                    y1_ = 1.0f; y2_ = 0.0f;
                }
                else
                {
                    y1_ = 0.0f; y2_ = 1.0f;
                }
                GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f);
                GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f);
                GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f);
                GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f);
                GL.End();
            }

            GL.PopMatrix();
        }
    }
}