/*
    Copyright 2005-2013 Intel Corporation.  All Rights Reserved.

    This file is part of Threading Building Blocks.

    Threading Building Blocks is free software; you can redistribute it
    and/or modify it under the terms of the GNU General Public License
    version 2 as published by the Free Software Foundation.

    Threading Building Blocks 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 for more details.

    You should have received a copy of the GNU General Public License
    along with Threading Building Blocks; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    As a special exception, you may use this file as part of a free software
    library without restriction.  Specifically, if other files instantiate
    templates or use macros or inline functions from this file, or you compile
    this file and link it with other files to produce an executable, this
    file does not by itself cause the resulting executable to be covered by
    the GNU General Public License.  This exception does not however
    invalidate any other reasons why the executable file might be covered by
    the GNU General Public License.
*/

#ifndef UNIVERSE_H_
#define UNIVERSE_H_

#include "../../common/gui/video.h"
#include "tbb/partitioner.h"


class Universe {
public:
    enum {
        UniverseWidth = 1024
        ,UniverseHeight  = 512
    };
private:
    //in order to avoid performance degradation due to cache aliasing issue
    //some padding is needed after each row in array, and between array themselves.
    //the padding is achieved by adjusting number of rows and columns.
    //as the compiler is forced to place class members of the same clause in order of the
    //declaration this seems to be the right way of padding.

    //magic constants what are being added bellow are chosen experimentally.
    enum {
        MaxWidth = UniverseWidth+1,
        MaxHeight = UniverseHeight+3
    };

    typedef float ValueType;

    //! Horizontal stress
    ValueType S[MaxHeight][MaxWidth];

    //! Velocity at each grid point
    ValueType V[MaxHeight][MaxWidth];

    //! Vertical stress
    ValueType T[MaxHeight][MaxWidth];

    //! Coefficient related to modulus
    ValueType M[MaxHeight][MaxWidth];

    //! Damping coefficients
    ValueType D[MaxHeight][MaxWidth];

    //! Coefficient related to lightness
    ValueType L[MaxHeight][MaxWidth];

    enum { ColorMapSize = 1024};
    color_t ColorMap[4][ColorMapSize];

    enum MaterialType {
        WATER=0,
        SANDSTONE=1,
        SHALE=2
    };

    //! Values are MaterialType, cast to an unsigned char to save space.
    unsigned char material[MaxHeight][MaxWidth];

private:
    enum { DamperSize = 32};

    int pulseTime;
    int pulseCounter;
    int pulseX;
    int pulseY;

    drawing_memory drawingMemory;

public:
    void InitializeUniverse(video const& colorizer);

    void SerialUpdateUniverse();
    void ParallelUpdateUniverse();
    bool TryPutNewPulseSource(int x, int y);
    void SetDrawingMemory(const drawing_memory &dmem);
private:
    struct Rectangle;
    void UpdatePulse();
    void UpdateStress(Rectangle const& r );

    void SerialUpdateStress() ;
    friend struct UpdateStressBody;
    friend struct UpdateVelocityBody;
    void ParallelUpdateStress(tbb::affinity_partitioner &affinity);

    void UpdateVelocity(Rectangle const& r);

    void SerialUpdateVelocity() ;
    void ParallelUpdateVelocity(tbb::affinity_partitioner &affinity);
};

#endif /* UNIVERSE_H_ */
