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#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <string.h>
#include <stdint.h>
#include <time.h>

#if __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#include <SDL/SDL.h>
#include <SDL/SDL_ttf.h>
#include <GLES2/gl2.h>
#else
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include <GLES2/gl2.h>
#endif

#include "koh.h"

#define SCREEN_WIDTH   320
#define SCREEN_WIDTH2  (SCREEN_WIDTH/2)
#define SCREEN_HEIGHT  320
#define SCREEN_HEIGHT2 (SCREEN_HEIGHT/2)

static int quit=0;
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;

typedef struct rgba32_t
{
    double r,g,b,a;
} rgba32_t;

#define MAX_LEVEL 7
#define QUEUE_SIZE (1+MAX_LEVEL*MAX_LEVEL*MAX_LEVEL*MAX_LEVEL*3)

int queue_index=0;
koh_node koh_queue[QUEUE_SIZE];
koh_config koh_set_config;
int first_run=1;



void queue_init()
{
    int i;
    queue_index = 0;
    for (i=0;i<QUEUE_SIZE;i++)
    {
        koh_queue[i].generaton = 0;
        koh_queue[i].size      = 0;
        koh_queue[i].x         = 0;
        koh_queue[i].y         = 0;
    }
}


void queue_add(koh_node kn)
{
    if (queue_index >= QUEUE_SIZE)
    {
        printf("Cannot add to queue\n");
        return ;
    }
    koh_queue[queue_index] = kn;
    queue_index += 1;
    return;
}


koh_node queue_get(int idx)
{
    koh_node kn = {-1,-1,-1,-1};

    if ((idx<0) || (idx>=QUEUE_SIZE))
    {
        return kn;
    }

    kn = koh_queue[idx];

    return kn;
}

rgba32_t color_gen_shade(rgba32_t original, int gen, int max_gen)
{
    rgba32_t c = {0,0,0,0};
    
    c.r = (1.0*original.r/max_gen)*gen;
    c.g = (1.0*original.g/max_gen)*gen;
    c.b = (1.0*original.b/max_gen)*gen;
    c.a = original.a;    
    
    return c;
}
rgba32_t color_gen_shade_inv(rgba32_t original, int gen, int max_gen)
{
    rgba32_t c = {0,0,0,0};
    
    c.r = original.r-(1.0*original.r/max_gen)*gen;
    c.g = original.g-(1.0*original.g/max_gen)*gen;
    c.b = original.b-(1.0*original.b/max_gen)*gen;
    c.a = original.a;
    
    return c;
}

rgba32_t color_gen_mainlv(rgba32_t original, int gen, int max_gen)
{
    double color_r = 10.0/255;
    double color_g = 20.0/255;
    double color_b = 14.0/255;
    rgba32_t c = {color_r, color_g, color_b,0};

    c.r = 1.0*180/255 - (max_gen-gen)*color_r;
    c.g = 1.0*100/255 - (max_gen-gen)*color_g;
    c.b = 1.0*50/255  - (max_gen-gen)*color_b;
    c.a = original.a;

    return c;
}

rgba32_t color_gen_redish(rgba32_t original, int gen, int max_gen)
{
    double color_r = 20.0/255;
    double color_g = 10.0/255;
    double color_b = 14.0/255;
    rgba32_t c = {color_r, color_g, color_b,0};

    c.r = 1.0*180/255 - (max_gen-gen)*color_r;
    c.g = 1.0*30/255 - (max_gen-gen)*color_g;
    c.b = 1.0*10/255  - (max_gen-gen)*color_b;
    c.a = original.a;

    return c;
}

rgba32_t color_gen_yellowish(rgba32_t original, int gen, int max_gen)
{
    double color_r = 10.0/255;
    double color_g = 20.0/255;
    double color_b = 14.0/255;
    rgba32_t c = {color_r, color_g, color_b,0};

    c.r = 1.0*180/255 - (max_gen-gen)*color_r;
    c.g = 1.0*160/255 - (max_gen-gen)*color_g;
    c.b = 1.0*40/255  - (max_gen-gen)*color_b;
    c.a = original.a;

    return c;
}

rgba32_t color_switch(int pattern_id, rgba32_t original, int gen, int max_gen)
{
    switch(pattern_id)
    {
        case 0:
            return color_gen_shade(original, gen, max_gen);
        case 1:
            return color_gen_shade_inv(original, gen, max_gen);
        case 2:
            return color_gen_mainlv(original, gen, max_gen);
        case 3:
            return color_gen_yellowish(original, gen, max_gen);
        case 4:
            return color_gen_redish(original, gen, max_gen);
        default:
            return color_gen_mainlv(original, gen, max_gen);
    }

    return color_gen_mainlv(original, gen, max_gen);
}

void generate_koh(int gener, double size, int posx, int posy, double k)
{
    int i;
    koh_node kn = {-1,-1,-1,-1};

    double t_size = size*k;

    if (gener<0)
    {
        return;
    }

    kn.generaton = gener;
    kn.size      = size;
    kn.x         = posx;
    kn.y         = posy;

    
    //printf("Gener %d posx %d posy %d size %f=>%f\n",gener,posx,posy,size,t_size);
    queue_add(kn);

    generate_koh(gener-1, t_size, posx-t_size/2,      posy-t_size/2,      k);
    generate_koh(gener-1, t_size, posx-t_size/2,      posy+size-t_size/2, k);
    generate_koh(gener-1, t_size, posx+size-t_size/2, posy+size-t_size/2, k);
    generate_koh(gener-1, t_size, posx+size-t_size/2, posy-t_size/2,      k);
}

void Triangle( int x, int y, int w, int h)
{
    // An array of 3 vectors which represents 3 vertices
    static const GLfloat g_vertex_buffer_data[] = {
    -1.0f, -1.0f, 0.0f,
    1.0f, -1.0f, 0.0f,
    0.0f,  1.0f, 0.0f,
    };

    // This will identify our vertex buffer
    GLuint vertexbuffer;
    // Generate 1 buffer, put the resulting identifier in vertexbuffer
    glGenBuffers(1, &vertexbuffer);
    // The following commands will talk about our 'vertexbuffer' buffer
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    // Give our vertices to OpenGL.
    glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);

    // 1st attribute buffer : vertices
    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
    glVertexAttribPointer(
    0,                  // attribute 0. No particular reason for 0, but must match the layout in the shader.
    3,                  // size
    GL_FLOAT,           // type
    GL_FALSE,           // normalized?
    0,                  // stride
    (void*)0            // array buffer offset
    );
    // Draw the triangle !
    glDrawArrays(GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
    glDisableVertexAttribArray(0);

}

// Shader sources
#if 1
const GLchar* vertexSource =
    "#version 100 \n"
    "attribute vec4 position;    \n"
    "attribute vec4 colour;      \n"
    "varying vec4 interpolated_colour;\n"
    "void main()                  \n"
    "{                            \n"
    "   interpolated_colour = colour;\n"
    "   gl_Position = position;  \n"
    "   \n"
    "}                            \n";
#else
const GLchar* vertexSource = 
"layout(location = 0) in vec3 vertexPosition;\n"
"layout(location = 1) in vec3 vertexColor;\n"
"out vec3 fragmentColor;\n"
"uniform mat4 MVP;\n"
"void main(){	\n"
"	gl_Position =  vec4(vertexPosition,1);\n"
"	fragmentColor = vertexColor;\n"
"}\n";
#endif

#if 1
const GLchar* fragmentSource =
    "#version 100 \n"
    "precision mediump float;\n"
    "varying vec4 interpolated_colour;\n"
    "void main()                                  \n"
    "{                                            \n"
    "  gl_FragColor = interpolated_colour;\n"
    "}                                            \n";
#else
const GLchar* fragmentSource =
"in vec3 fragmentColor;\n"
"out vec3 color;\n"
"void main(){\n"
"	color = vec3(0.0,0.0,0.0);\n"
"}\n";
#endif

GLuint vertexShader;
GLuint fragmentShader;
GLuint shaderProgram;
GLint posAttrib;


void RectPX( int x, int y,int w, int h )
{
    GLfloat x1 = (1.0f*x-SCREEN_WIDTH2)/SCREEN_WIDTH2;
    GLfloat y1 = (1.0f*y-SCREEN_HEIGHT2)/SCREEN_HEIGHT2;
    GLfloat x2 = (1.0f*(x+w)-SCREEN_WIDTH2)/SCREEN_WIDTH2;
    GLfloat y2 = (1.0f*(y+h)-SCREEN_HEIGHT2)/SCREEN_HEIGHT2;
    GLfloat vVertices[] = { x1, y2, 0.0f, 
                            x2, y2, 0.0f,
                            x2, y1, 0.0f,
                            x1, y1, 0.0f };
    GLuint vertexPosObject;

    //printf("x1 %f y1 %f x2 %f y2 %f\n",x1,y1,x2,y2);

    glGenBuffers(1, &vertexPosObject);
    glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW);

    glEnableVertexAttribArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject);
    glVertexAttribPointer(0 /* ? */, 3, GL_FLOAT, GL_FALSE, 0, 0);
    
    glDrawArrays (  GL_TRIANGLE_FAN, 0, 4 );

}


void RectPXcolor( int x, int y,int w, int h, rgba32_t c )
{
    GLfloat x1 = (1.0f*x-SCREEN_WIDTH2)/SCREEN_WIDTH2;
    GLfloat y1 = (1.0f*y-SCREEN_HEIGHT2)/SCREEN_HEIGHT2;
    GLfloat x2 = (1.0f*(x+w)-SCREEN_WIDTH2)/SCREEN_WIDTH2;
    GLfloat y2 = (1.0f*(y+h)-SCREEN_HEIGHT2)/SCREEN_HEIGHT2;
    GLfloat vVertices[] = { x1, y2, 0.0f, 
                            x2, y2, 0.0f,
                            x2, y1, 0.0f,
                            x1, y1, 0.0f };
    GLfloat cVertices[] = { c.r, c.g, c.b,
                            c.r, c.g, c.b,
                            c.r, c.g, c.b,
                            c.r, c.g, c<