/*
 * Copyright (c) 2009, 2015, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
 * or visit www.oracle.com if you need additional information or have any
 * questions.
 */

package com.sun.prism.impl;

import com.sun.glass.ui.Screen;
import com.sun.javafx.geom.Ellipse2D;
import com.sun.javafx.geom.Line2D;
import com.sun.javafx.geom.RectBounds;
import com.sun.javafx.geom.Rectangle;
import com.sun.javafx.geom.RoundRectangle2D;
import com.sun.javafx.geom.Shape;
import com.sun.javafx.geom.transform.Affine3D;
import com.sun.javafx.geom.transform.BaseTransform;
import com.sun.javafx.geom.transform.GeneralTransform3D;
import com.sun.javafx.sg.prism.NGCamera;
import com.sun.javafx.sg.prism.NodePath;
import com.sun.prism.BasicStroke;
import com.sun.prism.CompositeMode;
import com.sun.prism.PixelFormat;
import com.sun.prism.RectShadowGraphics;
import com.sun.prism.RenderTarget;
import com.sun.prism.ResourceFactory;
import com.sun.prism.Texture;
import com.sun.prism.paint.Color;
import com.sun.prism.paint.Paint;

public abstract class BaseGraphics implements RectShadowGraphics {

    private static final BasicStroke DEFAULT_STROKE =
        new BasicStroke(1.0f, BasicStroke.CAP_SQUARE, BasicStroke.JOIN_MITER, 10.0f);
    private static final Paint DEFAULT_PAINT = Color.WHITE;

    protected static final RoundRectangle2D scratchRRect = new RoundRectangle2D();
    protected static final Ellipse2D scratchEllipse = new Ellipse2D();
    protected static final Line2D scratchLine = new Line2D();
    protected static final BaseTransform IDENT = BaseTransform.IDENTITY_TRANSFORM;

    // TODO: initialize transform lazily to avoid creating garbage... (RT-27422)
    private final Affine3D transform3D = new Affine3D();
    private NGCamera camera = NGCamera.INSTANCE;
    private RectBounds devClipRect;
    private RectBounds finalClipRect;
    protected RectBounds nodeBounds = null;
    private Rectangle clipRect;
    private int clipRectIndex;
    private boolean hasPreCullingBits = false;
    private float extraAlpha = 1f;
    private CompositeMode compMode;
    private boolean antialiasedShape = true;
    private boolean depthBuffer = false;
    private boolean depthTest = false;
    protected Paint paint = DEFAULT_PAINT;
    protected BasicStroke stroke = DEFAULT_STROKE;

    protected boolean isSimpleTranslate = true;
    protected float transX;
    protected float transY;

    private final BaseContext context;
    private final RenderTarget renderTarget;
    private boolean state3D = false;
    private float pixelScale = 1.0f;

    protected BaseGraphics(BaseContext context, RenderTarget target) {
        this.context = context;
        this.renderTarget = target;
        devClipRect = new RectBounds(0, 0,
                                     target.getContentWidth(),
                                     target.getContentHeight());
        finalClipRect = new RectBounds(devClipRect);
        compMode = CompositeMode.SRC_OVER;
        if (context != null) {
            // RT-27422
            // TODO: Ideally we wouldn't need this step here and would
            // instead call some method prior to making any OpenGL calls
            // to ensure that there is a current context.  We're getting
            // closer to that ideal in that we call validate*Op() before
            // every graphics operation (which in turn calls the
            // setRenderTarget() method), but there are still some cases
            // remaining where this doesn't happen (e.g. texture creation).
            // So for the time being this blanket call to setRenderTarget()
            // is better than nothing...
            context.setRenderTarget(this);
        }
    }

    protected NGCamera getCamera() {
        return camera;
    }

    public RenderTarget getRenderTarget() {
        return renderTarget;
    }

    @Override
    public void setState3D(boolean flag) {
        this.state3D = flag;
    }

    @Override
    public boolean isState3D() {
        return state3D;
    }

    public Screen getAssociatedScreen() {
        return context.getAssociatedScreen();
    }

    public ResourceFactory getResourceFactory() {
        return context.getResourceFactory();
    }

    public BaseTransform getTransformNoClone() {
        return transform3D;
    }

    @Override
    public void setPerspectiveTransform(GeneralTransform3D transform) {
        context.setPerspectiveTransform(transform);
    }

    public void setTransform(BaseTransform transform) {
        if (transform == null) {
            transform3D.setToIdentity();
        } else {
            transform3D.setTransform(transform);
        }
        validateTransformAndPaint();
    }

    public void setTransform(double m00, double m10,
                             double m01, double m11,
                             double m02, double m12)
    {
        transform3D.setTransform(m00, m10, m01, m11, m02, m12);
        validateTransformAndPaint();
    }

    public void setTransform3D(double mxx, double mxy, double mxz, double mxt,
                               double myx, double myy, double myz, double myt,
                               double mzx, double mzy, double mzz, double mzt)
    {
        transform3D.setTransform(mxx, mxy, mxz, mxt,
                                 myx, myy, myz, myt,
                                 mzx, mzy, mzz, mzt);
        validateTransformAndPaint();
    }

    public void transform(BaseTransform transform) {
        transform3D.concatenate(transform);
        validateTransformAndPaint();
    }

    public void translate(float tx, float ty) {
        if (tx != 0f || ty != 0f) {
            transform3D.translate(tx, ty);
            validateTransformAndPaint();
        }
    }

    public void translate(float tx, float ty, float tz) {
        if (tx != 0f || ty != 0f || tz != 0f) {
            transform3D.translate(tx, ty, tz);
            validateTransformAndPaint();
        }
    }

    public void scale(float sx, float sy) {
        if (sx != 1f || sy != 1f) {
            transform3D.scale(sx, sy);
            validateTransformAndPaint();
        }
    }

    public void scale(float sx, float sy, float sz) {
        if (sx != 1f || sy != 1f || sz != 1f) {
            transform3D.scale(sx, sy, sz);
            validateTransformAndPaint();
        }
    }

    public void setClipRectIndex(int index) {
        this.clipRectIndex = index;
    }
    public int getClipRectIndex() {
        return this.clipRectIndex;
    }

    public void setHasPreCullingBits(boolean hasBits) {
        this.hasPreCullingBits = hasBits;
    }

    public boolean hasPreCullingBits() {
        return hasPreCullingBits;
    }

    private NodePath renderRoot;
    @Override
    public final void setRenderRoot(NodePath root) {
        this.renderRoot = root;
    }

    @Override
    public final NodePath getRenderRoot() {
        return renderRoot;
    }

    private void validateTransformAndPaint() {
        if (transform3D.isTranslateOrIdentity() &&
            paint.getType() == Paint.Type.COLOR)
        {
            // RT-27422
            // TODO: we could probably extend this to include
            // proportional paints in addition to simple colors...
            isSimpleTranslate = true;
            transX = (float)transform3D.getMxt();
            transY = (float)transform3D.getMyt();
        } else {
            isSimpleTranslate = false;
            transX = 0f;
            transY = 0f;
        }
    }

    public NGCamera getCameraNoClone() {
        return camera;
    }

    public void setDepthTest(boolean depthTest) {
        this.depthTest = depthTest;
    }

    public boolean isDepthTest() {
        return depthTest;
    }

    public void setDepthBuffer(boolean depthBuffer) {
        this.depthBuffer = depthBuffer;
    }

    public boolean isDepthBuffer() {
        return depthBuffer;
    }

    // If true use fragment shader that does alpha testing (i.e. discard if alpha == 0.0)
    // Currently it is required when depth testing is in use.
    public boolean isAlphaTestShader() {
        return (PrismSettings.forceAlphaTestShader || (isDepthTest() && isDepthBuffer()));
    }

    public void setAntialiasedShape(boolean aa) {
        antialiasedShape = aa;
    }

    public boolean isAntialiasedShape() {
        return antialiasedShape;
    }

    @Override
    public void setPixelScaleFactor(float pixelScale) {
        this.pixelScale = pixelScale;
    }

    @Override
    public float getPixelScaleFactor() {
        return pixelScale;
    }

    public void setCamera(NGCamera camera) {
        this.camera = camera;
    }

    public Rectangle getClipRect() {
        return (clipRect != null) ? new Rectangle(clipRect) : null;
    }

    public Rectangle getClipRectNoClone() {
        return clipRect;
    }

    public RectBounds getFinalClipNoClone() {
        return finalClipRect;
    }

    public void setClipRect(Rectangle clipRect) {
        this.finalClipRect.setBounds(devClipRect);
        if (clipRect == null) {
            this.clipRect = null;
        } else {
            this.clipRect = new Rectangle(clipRect);
            this.finalClipRect.intersectWith(clipRect);
        }
    }

    public float getExtraAlpha() {
        return extraAlpha;
    }

    public void setExtraAlpha(float extraAlpha) {
        this.extraAlpha = extraAlpha;
    }

    public CompositeMode getCompositeMode() {
        return compMode;
    }

    public void setCompositeMode(CompositeMode compMode) {
        this.compMode = compMode;
    }

    public Paint getPaint() {
        return paint;
    }

    public void setPaint(Paint paint) {
        this.paint = paint;
        validateTransformAndPaint();
    }

    public BasicStroke getStroke() {
        return stroke;
    }

    public void setStroke(BasicStroke stroke) {
        this.stroke = stroke;
    }

    public void clear() {
        clear(Color.TRANSPARENT);
    }

    protected abstract void renderShape(Shape shape, BasicStroke stroke,
                                        float bx, float by, float bw, float bh);

    public void fill(Shape shape) {
        float bx = 0f, by = 0f, bw = 0f, bh = 0f;
        if (paint.isProportional()) {
            if (nodeBounds != null) {
                bx = nodeBounds.getMinX();
                by = nodeBounds.getMinY();
                bw = nodeBounds.getWidth();
                bh = nodeBounds.getHeight();
            } else {
                float[] bbox = {
                    Float.POSITIVE_INFINITY, Float.POSITIVE_INFINITY,
                    Float.NEGATIVE_INFINITY, Float.NEGATIVE_INFINITY,
                };
                Shape.accumulate(bbox, shape, BaseTransform.IDENTITY_TRANSFORM);
                bx = bbox[0];
                by = bbox[1];
                bw = bbox[2] - bx;
                bh = bbox[3] - by;
            }
        }
        renderShape(shape, null, bx, by, bw, bh);
    }

    public void draw(Shape shape) {
        float bx = 0f, by = 0f, bw = 0f, bh = 0f;
        if (paint.isProportional()) {
            if (nodeBounds != null) {
                bx = nodeBounds.getMinX();
                by = nodeBounds.getMinY();
                bw = nodeBounds.getWidth();
                bh = nodeBounds.getHeight();
            } else {
                float[] bbox = {
                    Float.POSITIVE_INFINITY, Float.POSITIVE_INFINITY,
                    Float.NEGATIVE_INFINITY, Float.NEGATIVE_INFINITY,
                };
                Shape.accumulate(bbox, shape, BaseTransform.IDENTITY_TRANSFORM);
                bx = bbox[0];
                by = bbox[1];
                bw = bbox[2] - bx;
                bh = bbox[3] - by;
            }
        }
        renderShape(shape, stroke, bx, by, bw, bh);
    }

    @Override
    public void drawTexture(Texture tex, float x, float y, float w, float h) {
        drawTexture(tex,
                    x, y, x+w, y+h,
                    0, 0, w, h);
    }

    @Override
    public void drawTexture(Texture tex,
                            float dx1, float dy1, float dx2, float dy2,
                            float sx1, float sy1, float sx2, float sy2)
    {
        BaseTransform xform = isSimpleTranslate ? IDENT : getTransformNoClone();
        PixelFormat format = tex.getPixelFormat();
        if (format == PixelFormat.BYTE_ALPHA) {
            // Note that we treat this as a paint operation, using the
            // given texture as the alpha mask; perhaps it would be better
            // to treat this as a separate operation from drawTexture(), but
            // overloading drawTexture() seems like an equally valid option.
            context.validatePaintOp(this, xform, tex, dx1, dy1, dx2-dx1, dy2-dy1);
        } else {
            context.validateTextureOp(this, xform, tex, format);
        }
        if (isSimpleTranslate) {
            // The validatePaintOp bounds above needed to use the original
            // coordinates (prior to any translation below) for relative
            // paint processing.
            dx1 += transX;
            dy1 += transY;
            dx2 += transX;
            dy2 += transY;
        }

        float pw = tex.getPhysicalWidth();
        float ph = tex.getPhysicalHeight();
        float cx1 = tex.getContentX();
        float cy1 = tex.getContentY();
        float tx1 = (cx1 + sx1) / pw;
        float ty1 = (cy1 + sy1) / ph;
        float tx2 = (cx1 + sx2) / pw;
        float ty2 = (cy1 + sy2) / ph;

        VertexBuffer vb = context.getVertexBuffer();
        if (context.isSuperShaderEnabled()) {
            vb.addSuperQuad(dx1, dy1, dx2, dy2, tx1, ty1, tx2, ty2, false);
        } else {
            vb.addQuad(dx1, dy1, dx2, dy2, tx1, ty1, tx2, ty2);
        }
    }

    @Override
    public void drawTexture3SliceH(Texture tex,
                                   float dx1, float dy1, float dx2, float dy2,
                                   float sx1, float sy1, float sx2, float sy2,
                                   float dh1, float dh2, float sh1, float sh2)
    {
        BaseTransform xform = isSimpleTranslate ? IDENT : getTransformNoClone();
        PixelFormat format = tex.getPixelFormat();
        if (format == PixelFormat.BYTE_ALPHA) {
            // Note that we treat this as a paint operation, using the
            // given texture as the alpha mask; perhaps it would be better
            // to treat this as a separate operation from drawTexture(), but
            // overloading drawTexture() seems like an equally valid option.
            context.validatePaintOp(this, xform, tex, dx1, dy1, dx2-dx1, dy2-dy1);
        } else {
            context.validateTextureOp(this, xform, tex, format);
        }
        if (isSimpleTranslate) {
            // The validatePaintOp bounds above needed to use the original
            // coordinates (prior to any translation below) for relative
            // paint processing.
            dx1 += transX;
            dy1 += transY;
            dx2 += transX;
            dy2 += transY;
            dh1 += transX;
         // dv1 += transY;
            dh2 += transX;
         // dv2 += transY;
        }

        float pw = tex.getPhysicalWidth();
        float ph = tex.getPhysicalHeight();
        float cx1 = tex.getContentX();
        float cy1 = tex.getContentY();
        float tx1 = (cx1 + sx1) / pw;
        float ty1 = (cy1 + sy1) / ph;
        float tx2 = (cx1 + sx2) / pw;
        float ty2 = (cy1 + sy2) / ph;
        float th1 = (cx1 + sh1) / pw;
     // float tv1 = (cy1 + sv1) / ph;
        float th2 = (cx1 + sh2) / pw;
     // float tv2 = (cy1 + sv2) / ph;

        VertexBuffer vb = context.getVertexBuffer();
        if (context.isSuperShaderEnabled()) {
            vb.addSuperQuad(dx1, dy1, dh1, dy2, tx1, ty1, th1, ty2, false);
            vb.addSuperQuad(dh1, dy1, dh2, dy2, th1, ty1, th2, ty2, false);
            vb.addSuperQuad(dh2, dy1, dx2, dy2, th2, ty1, tx2, ty2, false);
        } else {
            vb.addQuad(dx1, dy1, dh1, dy2, tx1, ty1, th1, ty2);
            vb.addQuad(dh1, dy1, dh2, dy2, th1, ty1, th2, ty2);
            vb.addQuad(dh2, dy1, dx2, dy2, th2, ty1, tx2, ty2);
        }
    }

    @Override
    public void drawTexture3SliceV(Texture tex,
                                   float dx1, float dy1, float dx2, float dy2,
                                   float sx1, float sy1, float sx2, float sy2,
                                   float dv1, float dv2, float sv1, float sv2)
    {
        BaseTransform xform = isSimpleTranslate ? IDENT : getTransformNoClone();
        PixelFormat format = tex.getPixelFormat();
        if (format == PixelFormat.BYTE_ALPHA) {
            // Note that we treat this as a paint operation, using the
            // given texture as the alpha mask; perhaps it would be better
            // to treat this as a separate operation from drawTexture(), but
            // overloading drawTexture() seems like an equally valid option.
            context.validatePaintOp(this, xform, tex, dx1, dy1, dx2-dx1, dy2-dy1);
        } else {
            context.validateTextureOp(this, xform, tex, format);
        }
        if (isSimpleTranslate) {
            // The validatePaintOp bounds above needed to use the original
            // coordinates (prior to any translation below) for relative
            // paint processing.
            dx1 += transX;
            dy1 += transY;
            dx2 += transX;
            dy2 += transY;
         // dh1 += transX;
            dv1 += transY;
         // dh2 += transX;
            dv2 += transY;
        }

        float pw = tex.getPhysicalWidth();
        float ph = tex.getPhysicalHeight();
        float cx1 = tex.getContentX();
        float cy1 = tex.getContentY();
        float tx1 = (cx1 + sx1) / pw;
        float ty1 = (cy1 + sy1) / ph;
        float tx2 = (cx1 + sx2) / pw;
        float ty2 = (cy1 + sy2) / ph;
     // float th1 = (cx1 + sh1) / pw;
        float tv1 = (cy1 + sv1) / ph;
     // float th2 = (cx1 + sh2) / pw;
        float tv2 = (cy1 + sv2) / ph;

        VertexBuffer vb = context.getVertexBuffer();
        if (context.isSuperShaderEnabled()) {
            vb.addSuperQuad(dx1, dy1, dx2, dv1, tx1, ty1, tx2, tv1, false);
            vb.addSuperQuad(dx1, dv1, dx2, dv2, tx1, tv1, tx2, tv2, false);
            vb.addSuperQuad(dx1, dv2, dx2, dy2, tx1, tv2, tx2, ty2, false);
        } else {
            vb.addQuad(dx1, dy1, dx2, dv1, tx1, ty1, tx2, tv1);
            vb.addQuad(dx1, dv1, dx2, dv2, tx1, tv1, tx2, tv2);
            vb.addQuad(dx1, dv2, dx2, dy2, tx1, tv2, tx2, ty2);
        }
    }

    @Override
    public void drawTexture9Slice(Texture tex,
                                  float dx1, float dy1, float dx2, float dy2,
                                  float sx1, float sy1, float sx2, float sy2,
                                  float dh1, float dv1, float dh2, float dv2,
                                  float sh1, float sv1, float sh2, float sv2)
    {
        BaseTransform xform = isSimpleTranslate ? IDENT : getTransformNoClone();
        PixelFormat format = tex.getPixelFormat();
        if (format == PixelFormat.BYTE_ALPHA) {
            // Note that we treat this as a paint operation, using the
            // given texture as the alpha mask; perhaps it would be better
            // to treat this as a separate operation from drawTexture(), but
            // overloading drawTexture() seems like an equally valid option.
            context.validatePaintOp(this, xform, tex, dx1, dy1, dx2-dx1, dy2-dy1);
        } else {
            context.validateTextureOp(this, xform, tex, format);
        }
        if (isSimpleTranslate) {
            // The validatePaintOp bounds above needed to use the original
            // coordinates (prior to any translation below) for relative
            // paint processing.
            dx1 += transX;
            dy1 += transY;
            dx2 += transX;
            dy2 += transY;
            dh1 += transX;
            dv1 += transY;
            dh2 += transX;
            dv2 += transY;
        }

        float pw = tex.getPhysicalWidth();
        float ph = tex.getPhysicalHeight();
        float cx1 = tex.getContentX();
        float cy1 = tex.getContentY();
        float tx1 = (cx1 + sx1) / pw;
        float ty1 = (cy1 + sy1) / ph;
        float tx2 = (cx1 + sx2) / pw;
        float ty2 = (cy1 + sy2) / ph;
        float th1 = (cx1 + sh1) / pw;
        float tv1 = (cy1 + sv1) / ph;
        float th2 = (cx1 + sh2) / pw;
        float tv2 = (cy1 + sv2) / ph;

        VertexBuffer vb = context.getVertexBuffer();
        if (context.isSuperShaderEnabled()) {
            vb.addSuperQuad(dx1, dy1, dh1, dv1, tx1, ty1, th1, tv1, false);
            vb.addSuperQuad(dh1, dy1, dh2, dv1, th1, ty1, th2, tv1, false);
            vb.addSuperQuad(dh2, dy1, dx2, dv1, th2, ty1, tx2, tv1, false);

            vb.addSuperQuad(dx1, dv1, dh1, dv2, tx1, tv1, th1, tv2, false);
            vb.addSuperQuad(dh1, dv1, dh2, dv2, th1, tv1, th2, tv2, false);
            vb.addSuperQuad(dh2, dv1, dx2, dv2, th2, tv1, tx2, tv2, false);

            vb.addSuperQuad(dx1, dv2, dh1, dy2, tx1, tv2, th1, ty2, false);
            vb.addSuperQuad(dh1, dv2, dh2, dy2, th1, tv2, th2, ty2, false);
            vb.addSuperQuad(dh2, dv2, dx2, dy2, th2, tv2, tx2, ty2, false);
        } else {
            vb.addQuad(dx1, dy1, dh1, dv1, tx1, ty1, th1, tv1);
            vb.addQuad(dh1, dy1, dh2, dv1, th1, ty1, th2, tv1);
            vb.addQuad(dh2, dy1, dx2, dv1, th2, ty1, tx2, tv1);

            vb.addQuad(dx1, dv1, dh1, dv2, tx1, tv1, th1, tv2);
            vb.addQuad(dh1, dv1, dh2, dv2, th1, tv1, th2, tv2);
            vb.addQuad(dh2, dv1, dx2, dv2, th2, tv1, tx2, tv2);

            vb.addQuad(dx1, dv2, dh1, dy2, tx1, tv2, th1, ty2);
            vb.addQuad(dh1, dv2, dh2, dy2, th1, tv2, th2, ty2);
            vb.addQuad(dh2, dv2, dx2, dy2, th2, tv2, tx2, ty2);
        }
    }

    public void drawTextureVO(Texture tex,
                              float topopacity, float botopacity,
                              float dx1, float dy1, float dx2, float dy2,
                              float sx1, float sy1, float sx2, float sy2)
    {
        BaseTransform xform = isSimpleTranslate ? IDENT : getTransformNoClone();
        PixelFormat format = tex.getPixelFormat();
        if (format == PixelFormat.BYTE_ALPHA) {
            // Note that we treat this as a paint operation, using the
            // given texture as the alpha mask; perhaps it would be better
            // to treat this as a separate operation from drawTexture(), but
            // overloading drawTexture() seems like an equally valid option.
            context.validatePaintOp(this, xform, tex, dx1, dy1, dx2-dx1, dy2-dy1);
        } else {
            context.validateTextureOp(this, xform, tex, format);
        }
        if (isSimpleTranslate) {
            // The validatePaintOp bounds above needed to use the original
            // coordinates (prior to any translation below) for relative
            // paint processing.
            dx1 += transX;
            dy1 += transY;
            dx2 += transX;
            dy2 += transY;
        }

        float tw = tex.getPhysicalWidth();
        float th = tex.getPhysicalHeight();
        float cx1 = tex.getContentX();
        float cy1 = tex.getContentY();
        float tx1 = (cx1 + sx1) / tw;
        float ty1 = (cy1 + sy1) / th;
        float tx2 = (cx1 + sx2) / tw;
        float ty2 = (cy1 + sy2) / th;

        VertexBuffer vb = context.getVertexBuffer();
        if (topopacity == 1f && botopacity == 1f) {
            vb.addQuad(dx1, dy1, dx2, dy2,
                       tx1, ty1, tx2, ty2);
        } else {
            topopacity *= getExtraAlpha();
            botopacity *= getExtraAlpha();
            vb.addQuadVO(topopacity, botopacity,
                         dx1, dy1, dx2, dy2,
                         tx1, ty1, tx2, ty2);
        }
    }

    public void drawTextureRaw(Texture tex,
                               float dx1, float dy1, float dx2, float dy2,
                               float tx1, float ty1, float tx2, float ty2)
    {
        // Capture the original bounds (prior to any translation below),
        // which will be needed in the mask case.
        // NOTE: note that we currently assume (here and throughout this
        // method) that dx1<=dx2 and dy1<=dy2; the scenegraph does not rely
        // on flipping behavior, but this method will need to be fixed if
        // that assumption becomes invalid...
        float bx = dx1;
        float by = dy1;
        float bw = dx2 - dx1;
        float bh = dy2 - dy1;

        // The following is safe; this method does not mutate the transform
        BaseTransform xform = getTransformNoClone();
        if (isSimpleTranslate) {
            xform = IDENT;
            dx1 += transX;
            dy1 += transY;
            dx2 += transX;
            dy2 += transY;
        }

        PixelFormat format = tex.getPixelFormat();
        if (format == PixelFormat.BYTE_ALPHA) {
            // Note that we treat this as a paint operation, using the
            // given texture as the alpha mask; perhaps it would be better
            // to treat this as a separate operation from drawTexture(), but
            // overloading drawTexture() seems like an equally valid option.
            context.validatePaintOp(this, xform, tex, bx, by, bw, bh);
        } else {
            context.validateTextureOp(this, xform, tex, format);
        }

        VertexBuffer vb = context.getVertexBuffer();
        vb.addQuad(dx1, dy1, dx2, dy2,
                   tx1, ty1, tx2, ty2);
    }

    public void drawMappedTextureRaw(Texture tex,
                                     float dx1, float dy1, float dx2, float dy2,
                                     float tx11, float ty11, float tx21, float ty21,
                                     float tx12, float ty12, float tx22, float ty22)
    {
        // Capture the original bounds (prior to any translation below),
        // which will be needed in the mask case.
        // NOTE: note that we currently assume (here and throughout this
        // method) that dx1<=dx2 and dy1<=dy2; the scenegraph does not rely
        // on flipping behavior, but this method will need to be fixed if
        // that assumption becomes invalid...
        float bx = dx1;
        float by = dy1;
        float bw = dx2 - dx1;
        float bh = dy2 - dy1;

        // The following is safe; this method does not mutate the transform
        BaseTransform xform = getTransformNoClone();
        if (isSimpleTranslate) {
            xform = IDENT;
            dx1 += transX;
            dy1 += transY;
            dx2 += transX;
            dy2 += transY;
        }

        PixelFormat format = tex.getPixelFormat();
        if (format == PixelFormat.BYTE_ALPHA) {
            // Note that we treat this as a paint operation, using the
            // given texture as the alpha mask; perhaps it would be better
            // to treat this as a separate operation from drawTexture(), but
            // overloading drawTexture() seems like an equally valid option.
            context.validatePaintOp(this, xform, tex, bx, by, bw, bh);
        } else {
            context.validateTextureOp(this, xform, tex, format);
        }

        VertexBuffer vb = context.getVertexBuffer();
        vb.addMappedQuad(dx1, dy1, dx2, dy2,
                         tx11, ty11, tx21, ty21,
                         tx12, ty12, tx22, ty22);
    }

}
