#include "GL/glew.h"
#include "GLFW/glfw3.h"

#include "pwyazh.h"

#include "common.h"

#include <unistd.h>

#define WIDTH 1024
#define HEIGHT 768

static V3F camera_pos;
static F32 dt;
static Input input;

void
key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
    switch (action)
    {
        case GLFW_PRESS: {
            switch (key)
            {
                case GLFW_KEY_D: {
                    input.move_right.state = KeyState_PRESS;
                } break;
                case GLFW_KEY_W: {
                    input.move_forward.state = KeyState_PRESS;
                } break;
                case GLFW_KEY_A: {
                    input.move_left.state = KeyState_PRESS;
                } break;
                case GLFW_KEY_S: {
                    input.move_backward.state = KeyState_PRESS;
                } break;
                case GLFW_KEY_E: {
                    input.move_up.state = KeyState_PRESS;
                } break;
                case GLFW_KEY_Q: {
                    input.move_down.state = KeyState_PRESS;
                } break;
            }
        } break;

        case GLFW_RELEASE: {
            switch (key)
            {
                case GLFW_KEY_D: {
                    input.move_right.state = KeyState_RELEASE;
                } break;
                case GLFW_KEY_W: {
                    input.move_forward.state = KeyState_RELEASE;
                } break;
                case GLFW_KEY_A: {
                    input.move_left.state = KeyState_RELEASE;
                } break;
                case GLFW_KEY_S: {
                    input.move_backward.state = KeyState_RELEASE;
                } break;
                case GLFW_KEY_E: {
                    input.move_up.state = KeyState_RELEASE;
                } break;
                case GLFW_KEY_Q: {
                    input.move_down.state = KeyState_RELEASE;
                } break;
            }
        } break;
    }
}

int
main(void)
{
    GLFWwindow *window;
    
    if (glfwInit() == GLFW_FALSE)
    {
        fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
        return(1);
    }
    
    glfwWindowHint(GLFW_RESIZABLE, 0);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    window = glfwCreateWindow(WIDTH, HEIGHT, "depth testing", 0, 0);
    if (!window)
    {
        fprintf(stderr, "[ERROR] Failed to create window.\n");
        glfwTerminate();
        return(1);
    }
    
    glfwMakeContextCurrent(window);
    
    glfwSetKeyCallback(window, key_callback);
    
    if (glewInit() != GLEW_OK)
    {
        fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
        glfwTerminate();
        return(1);
    }
    
    U32 screen_shader = create_shader_program("shaders/screen.vs", "shaders/screen.fs");
    U32 cube_shader = create_shader_program("shaders/cube.vs", "shaders/cube.fs");
    U32 marble_texture = load_texture("../data/textures/marble.jpg");
    U32 metal_texture = load_texture("../data/textures/metal.png");
    U32 window_texture = load_texture("../data/textures/window.png");

    U32 fbo;
    glGenFramebuffers(1, &fbo);
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);

    U32 texture_colorbuffer;
    glGenTextures(1, &texture_colorbuffer);
    glBindTexture(GL_TEXTURE_2D, texture_colorbuffer);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glBindTexture(GL_TEXTURE_2D, 0);

    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
                           texture_colorbuffer, 0);

    U32 rbo;
    glGenRenderbuffers(1, &rbo);
    glBindRenderbuffer(GL_RENDERBUFFER, rbo);
    glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, WIDTH, HEIGHT);
    glBindRenderbuffer(GL_RENDERBUFFER, 0);

    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
                              GL_RENDERBUFFER, rbo);
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
        fprintf(stderr, "[ERROR]: Framebuffer is not complete.\n");
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    F32 a = 0.5f;
    F32 vertices[] = {
        -a, -a, -a,  0.0f, 0.0f,
         a, -a, -a,  1.0f, 0.0f,
         a,  a, -a,  1.0f, 1.0f,
         a,  a, -a,  1.0f, 1.0f,
        -a,  a, -a,  0.0f, 1.0f,
        -a, -a, -a,  0.0f, 0.0f,

        -a, -a,  a,  0.0f, 0.0f,
         a, -a,  a,  1.0f, 0.0f,
         a,  a,  a,  1.0f, 1.0f,
         a,  a,  a,  1.0f, 1.0f,
        -a,  a,  a,  0.0f, 1.0f,
        -a, -a,  a,  0.0f, 0.0f,
 
        -a,  a,  a,  1.0f, 0.0f,
        -a,  a, -a,  1.0f, 1.0f,
        -a, -a, -a,  0.0f, 1.0f,
        -a, -a, -a,  0.0f, 1.0f,
        -a, -a,  a,  0.0f, 0.0f,
        -a,  a,  a,  1.0f, 0.0f,

         a,  a,  a,  1.0f, 0.0f,
         a,  a, -a,  1.0f, 1.0f,
         a, -a, -a,  0.0f, 1.0f,
         a, -a, -a,  0.0f, 1.0f,
         a, -a,  a,  0.0f, 0.0f,
         a,  a,  a,  1.0f, 0.0f,

        -a, -a, -a,  0.0f, 1.0f,
         a, -a, -a,  1.0f, 1.0f,
         a, -a,  a,  1.0f, 0.0f,
         a, -a,  a,  1.0f, 0.0f,
        -a, -a,  a,  0.0f, 0.0f,
        -a, -a, -a,  0.0f, 1.0f,

        -a,  a, -a,  0.0f, 1.0f,
         a,  a, -a,  1.0f, 1.0f,
         a,  a,  a,  1.0f, 0.0f,
         a,  a,  a,  1.0f, 0.0f,
        -a,  a,  a,  0.0f, 0.0f,
        -a,  a, -a,  0.0f, 1.0f
    };

    Transform cube_positions[] = {
        transform_default(),
        transform_make_translate(v3f(a, 0.0f, -4.0f*a))
    };

    Transform platform_position =
        transform_make_scale_translate(v3f(10.0f, 0.2f, 10.0f),
                                       v3f(0.0f, -(a+(a*0.2f)+0.01f), 0.0f));

    U32 cube_vao, quad_vao, vbo;

    glGenVertexArrays(1, &cube_vao);
    glBindVertexArray(cube_vao);

    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
    glBindVertexArray(0);
    
    F32 quad_vertices[] = {
        -1.0f, -1.0f, 0.0f,  0.0f, 0.0f,
         1.0f, -1.0f, 0.0f,  1.0f, 0.0f,
         1.0f,  1.0f, 0.0f,  1.0f, 1.0f,
        -1.0f, -1.0f, 0.0f,  0.0f, 0.0f,
         1.0f,  1.0f, 0.0f,  1.0f, 1.0f,
        -1.0f,  1.0f, 0.0f,  0.0f, 1.0f
    };
    
    glGenVertexArrays(1, &quad_vao);
    glBindVertexArray(quad_vao);
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
    glBindVertexArray(0);

    Transform window_transforms[] = {
        transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, a+0.1f)),
        transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(0.0f, 0.0f, 2.0f)),
        transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(1.0f, 0.0f, -1.0f)),
        transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-2.0f, 0.0f, 0.5f)),
        transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(-3.0f, 0.0f, -3.0f)),
        transform_make_scale_translate(v3f(0.5f, 0.5f, 0.5f), v3f(3.0f, 0.0f, 0.2)),
    };

    F32 angle = 0.0f;
    for (S32 window_index = 0;
         window_index < (S32)ArrayCount(window_transforms);
         ++window_index)
    {
        Transform *transform = window_transforms+window_index;
        *transform = transform_rotate(*transform, v3f(0.0f, angle, 0.0f));
        angle += 30.0f;
    }
    
    F32 target_fps = 60.0f;
    F32 target_spf = 1.0f/target_fps;
    camera_pos = v3f(0.0f, 1.0f, 3.0f);
    
    F32 last_time = glfwGetTime();

    while (!glfwWindowShouldClose(window))
    {
        glfwPollEvents();
        
        /* INFO(pryazha): update */
        V3F left, up, forward;
        V3F world_up = v3f(0.0f, 1.0f, 0.0f);
        
        forward = v3f_norm(v3f_sub(v3f(0.0f, 0.0f, 0.0f), camera_pos));
        left = v3f_norm(v3f_cross(world_up, forward));
        up = v3f_cross(forward, left);
        
        V3F dp = v3f_zero();
        F32 speed = 2.0f;
        if (key_is_pressed(input.move_right))
            dp = v3f_add(dp, v3f_scalef(left, -speed*dt));
        if (key_is_pressed(input.move_forward))
            dp = v3f_add(dp, v3f_scalef(forward, speed*dt));
        if (key_is_pressed(input.move_left))
            dp = v3f_add(dp, v3f_scalef(left, speed*dt));
        if (key_is_pressed(input.move_backward))
            dp = v3f_add(dp, v3f_scalef(forward, -speed*dt));
        if (key_is_pressed(input.move_up))
            dp = v3f_add(dp, v3f_scalef(up, speed*dt));
        if (key_is_pressed(input.move_down))
            dp = v3f_add(dp, v3f_scalef(up, -speed*dt));

        input_update_last_state(&input);

        camera_pos = v3f_add(camera_pos, dp);

        Transform sorted_window_transforms[ArrayCount(window_transforms)];
        MemoryCopyArray(sorted_window_transforms, window_transforms);
        for (S32 i = 0; i < (S32)ArrayCount(sorted_window_transforms); ++i) {
            for (S32 pos_index = 1;
                 pos_index < (S32)ArrayCount(sorted_window_transforms);
                 ++pos_index)
            {
                F32 distance_left = v3f_length(v3f_sub(sorted_window_transforms[pos_index-1].translate, camera_pos));
                F32 distance_right = v3f_length(v3f_sub(sorted_window_transforms[pos_index].translate, camera_pos));
                if (distance_left < distance_right) {
                    Transform temp = sorted_window_transforms[pos_index];
                    sorted_window_transforms[pos_index] = sorted_window_transforms[pos_index-1];
                    sorted_window_transforms[pos_index-1] = temp;
                }
            }
        }
        
        /* INFO(pryazha): Render */
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glEnable(GL_DEPTH_TEST);
        MAT4 view, projection;
        view = look_at(camera_pos, v3f(0.0f, 0.0f, 0.0f), v3f(0.0f, 1.0f, 0.0f));
        projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
        glUseProgram(cube_shader);
        shader_set_mat4fv(cube_shader, "view", view);
        shader_set_mat4fv(cube_shader, "projection", projection);
        glBindTexture(GL_TEXTURE_2D, marble_texture);
        glBindVertexArray(cube_vao);
        for (S32 transform_index = 0;
             transform_index < (S32)ArrayCount(cube_positions);
             ++transform_index)
        {
            shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index]));
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        glBindTexture(GL_TEXTURE_2D, metal_texture);
        shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position));
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);

        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
        glUseProgram(cube_shader);
        glBindTexture(GL_TEXTURE_2D, window_texture);
        shader_set_mat4fv(cube_shader, "view", view);
        shader_set_mat4fv(cube_shader, "projection", projection);
        glBindVertexArray(quad_vao);
        for (S32 window_index = 0;
             window_index < (S32)ArrayCount(sorted_window_transforms);
             ++window_index)
        {
            shader_set_mat4fv(cube_shader, "model", transform_apply(sorted_window_transforms[window_index]));
            glDrawArrays(GL_TRIANGLES, 0, 6);
        }
        glBindVertexArray(0);
        glDisable(GL_BLEND);

        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        glUseProgram(screen_shader);
        glDisable(GL_DEPTH_TEST);
        glBindTexture(GL_TEXTURE_2D, texture_colorbuffer);
        glBindVertexArray(quad_vao);
        shader_set_mat4fv(screen_shader, "model", mat4_identity());
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindVertexArray(0);

        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glEnable(GL_DEPTH_TEST);
        V3F target = v3f_add(camera_pos, v3f_negate(forward));
        view = look_at(camera_pos, target, v3f(0.0f, 1.0f, 0.0f));
        glUseProgram(cube_shader);
        shader_set_mat4fv(cube_shader, "view", view);
        shader_set_mat4fv(cube_shader, "projection", projection);
        glBindTexture(GL_TEXTURE_2D, marble_texture);
        glBindVertexArray(cube_vao);
        for (S32 transform_index = 0;
             transform_index < (S32)ArrayCount(cube_positions);
             ++transform_index)
        {
            shader_set_mat4fv(cube_shader, "model", transform_apply(cube_positions[transform_index]));
            glDrawArrays(GL_TRIANGLES, 0, 36);
        }

        glBindTexture(GL_TEXTURE_2D, metal_texture);
        shader_set_mat4fv(cube_shader, "model", transform_apply(platform_position));
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);

        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
        glUseProgram(cube_shader);
        glBindTexture(GL_TEXTURE_2D, window_texture);
        shader_set_mat4fv(cube_shader, "view", view);
        shader_set_mat4fv(cube_shader, "projection", projection);
        glBindVertexArray(quad_vao);
        for (S32 window_index = 0;
             window_index < (S32)ArrayCount(sorted_window_transforms);
             ++window_index)
        {
            shader_set_mat4fv(cube_shader, "model", transform_apply(sorted_window_transforms[window_index]));
            glDrawArrays(GL_TRIANGLES, 0, 6);
        }
        glBindVertexArray(0);
        glDisable(GL_BLEND);

        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glUseProgram(screen_shader);
        glDisable(GL_DEPTH_TEST);
        glBindTexture(GL_TEXTURE_2D, texture_colorbuffer);
        glBindVertexArray(quad_vao);
        MAT4 model = transform_apply(transform_make_scale_translate(v3f(0.3f, 0.3f, 0.3f), v3f(-0.7f, 0.7f, 0.0f)));
        shader_set_mat4fv(screen_shader, "model", model);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindVertexArray(0);

        glfwSwapBuffers(window);

        F32 elapsed = glfwGetTime()-last_time;
        if (elapsed < target_spf)
        {
            U32 sleep_time = (U32)(target_spf-elapsed);
            if (sleep_time > 0)
                sleep(sleep_time);
        }
        F32 current_time = glfwGetTime();
        dt = current_time-last_time;
        last_time = current_time;
    }

    glfwTerminate();
    return(0);
}