#include "camera.h"
#include "entity.h"
#include "transform.h"
#include "entity.h"
#include "array.h"
#include "framebuffer.h"
#include "texture.h"
#include "bounding_volumes.h"

#include "utils.h"
#include "log.h"
#include "gl_load.h"

#include <assert.h>
#include <stdio.h>
#include <string.h>
#include <math.h>

static void update_frustum(struct Camera* camera);

void camera_destroy(struct Entity* entity)
{
	struct Camera* camera = &entity->camera;
	if(camera->fbo != -1)        framebuffer_remove(camera->fbo);
	if(camera->render_tex != -1) texture_remove(camera->render_tex);
	if(camera->depth_tex != -1)  texture_remove(camera->depth_tex);
	camera->fbo = camera->render_tex = camera->depth_tex = -1;
	camera->ortho = camera->resizeable = false;
	camera->fov = camera->aspect_ratio = camera->nearz = camera->farz = 0.f;
	mat4_identity(&camera->view_mat);
	mat4_identity(&camera->proj_mat);
	mat4_identity(&camera->view_proj_mat);
	for(int i = 0; i < FP_NUM_PLANES; i++)
		vec4_fill(&camera->frustum[i], 0.f, 0.f, 0.f, 0.f);
	vec4_fill(&camera->clear_color, 0.f, 1.f, 0.f, 1.0);
}

void camera_create(struct Entity* entity, int width, int height)
{
	struct Camera* camera = &entity->camera;
	camera->fbo        = -1;
	camera->render_tex = -1;
	camera->depth_tex  = -1;
	camera->farz       = 1000.f;
	camera->nearz      = 0.1f;
	camera->fov        = 60.f;
	camera->ortho      = 0;
	camera->resizeable = 1;
	float aspect_ratio = (float)width / (float)height;
	camera->aspect_ratio = aspect_ratio <= 0.f ? (4.f / 3.f) : aspect_ratio;
	mat4_identity(&camera->view_mat);
	mat4_identity(&camera->proj_mat);
	mat4_identity(&camera->view_proj_mat);
	for(int i = 0; i < FP_NUM_PLANES; i++)
		vec4_fill(&camera->frustum[i], 0.f, 0.f, 0.f, 0.f);
	camera_update_view(entity);
	camera_update_proj(entity);
	vec4_fill(&camera->clear_color, 1.f, 1.f, 1.f, 1.f);
}

void camera_update_view_proj(struct Entity* entity)
{
	struct Camera* camera = &entity->camera;
	mat4_identity(&camera->view_proj_mat);
	mat4_mul(&camera->view_proj_mat, &camera->proj_mat, &camera->view_mat);
	update_frustum(camera);
}

void camera_update_view(struct Entity* entity)
{
	struct Camera* camera = &entity->camera;
	vec3 lookat   = {0.f, 0.f, 0.f};
	vec3 up       = {0.f, 0.f, 0.f};
	vec3 position = {0.f, 0.f, 0.f};
	transform_get_absolute_lookat(entity, &lookat);
	transform_get_absolute_up(entity, &up);
	transform_get_absolute_pos(entity, &position);
	mat4_lookat(&camera->view_mat, &position, &lookat, &up);
	camera_update_view_proj(entity);
}

void camera_update_proj(struct Entity* entity)
{
	struct Camera* camera = &entity->camera;
	if(!camera->ortho)
	{
		mat4_perspective(&camera->proj_mat,
						 camera->fov,
						 camera->aspect_ratio,
						 camera->nearz,
						 camera->farz);
	}
	else
	{
		mat4_ortho(&camera->proj_mat, -1, 1, -1, 1, camera->nearz, camera->farz);
	}
	camera_update_view_proj(entity);
}

void camera_attach_fbo(struct Entity* entity,
					   int            width,
					   int            height,
					   int            has_depth,
					   int            has_color,
					   int            resizeable)
{
	assert(width > 0 && height > 0);
	struct Camera* camera = &entity->camera;
	if(camera->fbo != -1)
	{
		log_error("camera:attach_fbo", "Camera already has fbo attached!");
		return;
	}
	camera->fbo = framebuffer_create(width, height, has_depth, 0, resizeable);
	if(camera->fbo > -1)
	{
		if(has_color)
		{
			camera->render_tex = texture_create(NULL,
												TU_DIFFUSE,
												width, height,
												GL_RGBA,
												GL_RGBA8,
												GL_UNSIGNED_BYTE,
												NULL);
			texture_set_param(camera->render_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			texture_set_param(camera->render_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
			texture_set_param(camera->render_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			texture_set_param(camera->render_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			framebuffer_set_texture(camera->fbo, camera->render_tex, FA_COLOR_ATTACHMENT0);
		}

		if(has_depth)
		{
			camera->depth_tex = texture_create(NULL,
											   TU_SHADOWMAP1,
											   width, height,
											   GL_DEPTH_COMPONENT,
											   GL_DEPTH_COMPONENT,
											   GL_UNSIGNED_BYTE,
											   NULL);
			texture_set_param(camera->depth_tex, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			texture_set_param(camera->depth_tex, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
			texture_set_param(camera->depth_tex, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			texture_set_param(camera->depth_tex, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
			texture_set_param(camera->depth_tex, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
			texture_set_param(camera->depth_tex, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
			framebuffer_set_texture(camera->fbo, camera->depth_tex, FA_DEPTH_ATTACHMENT);
		}
	}
	else
	{
		log_error("camera:attach_fbo", "Framebuffer not attached to camera!");
	}
}

static void update_frustum(struct Camera* camera)
{
	assert(camera);
	float* mvp = &camera->view_proj_mat.mat[0];

	camera->frustum[FP_LEFT].x   = mvp[3]  + mvp[0];
	camera->frustum[FP_LEFT].y   = mvp[7]  + mvp[4];
	camera->frustum[FP_LEFT].z   = mvp[11] + mvp[2];
	camera->frustum[FP_LEFT].w   = mvp[15] + mvp[12];
 
	camera->frustum[FP_RIGHT].x  = mvp[3]  - mvp[0];
	camera->frustum[FP_RIGHT].y  = mvp[7]  - mvp[4];
	camera->frustum[FP_RIGHT].z  = mvp[11] - mvp[8];
	camera->frustum[FP_RIGHT].w  = mvp[15] - mvp[12];
       
	camera->frustum[FP_BOTTOM].x = mvp[3]  + mvp[1];
	camera->frustum[FP_BOTTOM].y = mvp[11] + mvp[5];
	camera->frustum[FP_BOTTOM].z = mvp[11] + mvp[9];
	camera->frustum[FP_BOTTOM].w = mvp[15] + mvp[13];
 
	camera->frustum[FP_TOP].x    = mvp[3]  - mvp[1];
	camera->frustum[FP_TOP].y    = mvp[7]  - mvp[5];
	camera->frustum[FP_TOP].z    = mvp[11] - mvp[9];
	camera->frustum[FP_TOP].w    = mvp[15] - mvp[13];
 
	camera->frustum[FP_NEAR].x   = mvp[3]  + mvp[2];
	camera->frustum[FP_NEAR].y   = mvp[7]  + mvp[6];
	camera->frustum[FP_NEAR].z   = mvp[11] + mvp[10];
	camera->frustum[FP_NEAR].w   = mvp[15] + mvp[14];
       
	camera->frustum[FP_FAR].x    = mvp[3]  - mvp[2];
	camera->frustum[FP_FAR].y    = mvp[7]  - mvp[6];
	camera->frustum[FP_FAR].z    = mvp[11] - mvp[10];
	camera->frustum[FP_FAR].w    = mvp[15] - mvp[14];

	for(int i = 0; i < FP_NUM_PLANES; i++)
	{
		vec3 plane_xyz = {camera->frustum[i].x, camera->frustum[i].y, camera->frustum[i].z};
		float length   = fabsf(vec3_len(&plane_xyz));
		vec4_scale(&camera->frustum[i], &camera->frustum[i], (1.f / length));
	}
}

/* void camera_resize_all(int width, int height) */
/* { */
/* 	for(int i = 0; i < array_len(camera_list); i++) */
/* 	{ */
/* 		struct Camera* camera = &camera_list[i]; */
/* 		if(!camera->resizeable) continue; */

/* 		float aspect = (float)width / (float)height; */
/* 		camera->aspect_ratio = aspect > 0.f ? aspect : 4.f / 3.f; */
/* 		camera_update_proj(camera); */
/* 	} */
/* } */
