#include "sceneRenderer.h"
#include "maths.h"
#include "vertexArrayObject.h"
#include <gfx/gl/shaders/fs-directionalLight.h>
#include <gfx/gl/shaders/fs-lighting.h>
#include <gfx/gl/shaders/vs-lighting.h>
#include <glm/gtc/type_ptr.hpp>

static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{
		// positions(x,y) texture coords(z,w)
		{-1, 1, 0, 1},
		{-1, -1, 0, 0},
		{1, 1, 1, 1},
		{1, -1, 1, 0},
}};

SceneRenderer::SceneRenderer(ScreenAbsCoord s, GLuint o) :
	camera {{-1250000, -1250000, 35.0F}, quarter_pi, ratio(s), 100, 10000000}, size {s}, output {o},
	lighting {lighting_vs, lighting_fs}, shadowMapper {{2048, 2048}}
{
	shader.setViewPort({0, 0, size.x, size.y});
	VertexArrayObject {displayVAO}.addAttribs<glm::i8vec4>(displayVBO, displayVAOdata);

	const auto configuregdata = [this](const GLuint data, const std::initializer_list<GLint> iformats,
										const GLenum format, const GLenum attachment) {
		glBindTexture(GL_TEXTURE_2D, data);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		for (const auto iformat : iformats) {
			glTexImage2D(GL_TEXTURE_2D, 0, iformat, size.x, size.y, 0, format, GL_BYTE, nullptr);

			glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, data, 0);
			if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
				return iformat;
			}
		}
		throw std::runtime_error("Framebuffer could not be completed!");
	};

	glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
	configuregdata(gPosition, {GL_RGB32I}, GL_RGB_INTEGER, GL_COLOR_ATTACHMENT0);
	configuregdata(gNormal, {GL_RGB8_SNORM, GL_RGB16F}, GL_RGB, GL_COLOR_ATTACHMENT1);
	configuregdata(gAlbedoSpec, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT2);
	constexpr std::array<unsigned int, 3> attachments {
			GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
	glDrawBuffers(attachments.size(), attachments.data());

	glBindRenderbuffer(GL_RENDERBUFFER, depth);
	glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, size.x, size.y);
	glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);

	glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
	configuregdata(gIllumination, {GL_RGB8}, GL_RGB, GL_COLOR_ATTACHMENT0);
	glDrawBuffer(GL_COLOR_ATTACHMENT0);

	glBindFramebuffer(GL_FRAMEBUFFER, output);
}

void
SceneRenderer::render(const SceneProvider & scene) const
{
	shader.setViewProjection(camera.getPosition(), camera.getViewProjection());
	glViewport(0, 0, size.x, size.y);

	// Geometry pass
	glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
	glEnable(GL_BLEND);
	glEnable(GL_CULL_FACE);
	glCullFace(GL_BACK);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_DEPTH_TEST);
	glClearColor(0, 0, 0, 1);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	scene.content(shader);

	// Illumination pass
	glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
	glBlendFunc(GL_ONE, GL_ONE);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, gPosition);
	glActiveTexture(GL_TEXTURE1);
	glBindTexture(GL_TEXTURE_2D, gNormal);
	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, shadowMapper);
	scene.environment(shader, *this);
	glDisable(GL_DEPTH_TEST);
	scene.lights(shader);

	// Lighting pass
	glBindFramebuffer(GL_FRAMEBUFFER, output);
	glViewport(0, 0, size.x, size.y);
	glCullFace(GL_BACK);
	glDisable(GL_BLEND);
	glDisable(GL_DEPTH_TEST);
	glActiveTexture(GL_TEXTURE2);
	glBindTexture(GL_TEXTURE_2D, gAlbedoSpec);
	glActiveTexture(GL_TEXTURE3);
	glBindTexture(GL_TEXTURE_2D, gIllumination);
	lighting.use();
	renderQuad();
}

void
SceneRenderer::setAmbientLight(const RGB & colour) const
{
	glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
	glClearColor(colour.r, colour.g, colour.b, 1.0F);
	glClear(GL_COLOR_BUFFER_BIT);
}

void
SceneRenderer::setDirectionalLight(const RGB & colour, const Direction3D & direction, const SceneProvider & scene) const
{
	if (colour.r > 0 || colour.g > 0 || colour.b > 0) {
		const auto lvp = shadowMapper.update(scene, direction, camera);
		glBindFramebuffer(GL_FRAMEBUFFER, gBufferIll);
		glViewport(0, 0, size.x, size.y);
		dirLight.use();
		dirLight.setDirectionalLight(colour, direction, camera.getPosition(), lvp.projections, lvp.regions, lvp.maps);
		renderQuad();
	}
}

void
SceneRenderer::renderQuad() const
{
	glBindVertexArray(displayVAO);
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
	glBindVertexArray(0);
}

SceneRenderer::DirectionalLightProgram::DirectionalLightProgram() :
	Program {lighting_vs, directionalLight_fs}, directionLoc {*this, "lightDirection"},
	colourLoc {*this, "lightColour"}, lightPointLoc {*this, "lightPoint"},
	lightViewProjectionLoc {*this, "lightViewProjection"},
	lightViewProjectionCountLoc {*this, "lightViewProjectionCount"},
	lightViewShadowMapRegionLoc {*this, "shadowMapRegion"}
{
}

void
SceneRenderer::DirectionalLightProgram::setDirectionalLight(const RGB & c, const Direction3D & d,
		const GlobalPosition3D & p, const std::span<const glm::mat4x4> lvp,
		const std::span<const TextureRelRegion> shadowMapRegions, std::size_t maps) const
{
	glUniform3fv(colourLoc, 1, glm::value_ptr(c));
	const auto nd = glm::normalize(d);
	glUniform3fv(directionLoc, 1, glm::value_ptr(nd));
	glUniform3iv(lightPointLoc, 1, glm::value_ptr(p));
	glUniform1ui(lightViewProjectionCountLoc, static_cast<GLuint>(maps));
	glUniformMatrix4fv(lightViewProjectionLoc, static_cast<GLsizei>(maps), GL_FALSE, glm::value_ptr(lvp.front()));
	glUniform4fv(lightViewShadowMapRegionLoc, static_cast<GLsizei>(maps), glm::value_ptr(shadowMapRegions.front()));
}