use std::iter;

use cgmath::prelude::*;
use wgpu::util::DeviceExt;
use winit::{
    event::*,
    event_loop::{ControlFlow, EventLoop},
    window::Window,
};

mod model;
mod texture;

use model::{DrawLight, DrawModel, Vertex};

#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
    1.0, 0.0, 0.0, 0.0,
    0.0, 1.0, 0.0, 0.0,
    0.0, 0.0, 0.5, 0.0,
    0.0, 0.0, 0.5, 1.0,
);

const NUM_INSTANCES_PER_ROW: u32 = 10;

struct Camera {
    eye: cgmath::Point3<f32>,
    target: cgmath::Point3<f32>,
    up: cgmath::Vector3<f32>,
    aspect: f32,
    fovy: f32,
    znear: f32,
    zfar: f32,
}

impl Camera {
    fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
        let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
        let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
        proj * view
    }
}

#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Uniforms {
    view_position: [f32; 4],
    view_proj: [[f32; 4]; 4],
}

impl Uniforms {
    fn new() -> Self {
        Self {
            view_position: [0.0; 4],
            view_proj: cgmath::Matrix4::identity().into(),
        }
    }

    fn update_view_proj(&mut self, camera: &Camera) {
        self.view_position = camera.eye.to_homogeneous().into();
        self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
    }
}

struct CameraController {
    speed: f32,
    is_up_pressed: bool,
    is_down_pressed: bool,
    is_forward_pressed: bool,
    is_backward_pressed: bool,
    is_left_pressed: bool,
    is_right_pressed: bool,
}

impl CameraController {
    fn new(speed: f32) -> Self {
        Self {
            speed,
            is_up_pressed: false,
            is_down_pressed: false,
            is_forward_pressed: false,
            is_backward_pressed: false,
            is_left_pressed: false,
            is_right_pressed: false,
        }
    }

    fn process_events(&mut self, event: &WindowEvent) -> bool {
        match event {
            WindowEvent::KeyboardInput {
                input:
                    KeyboardInput {
                        state,
                        virtual_keycode: Some(keycode),
                        ..
                    },
                ..
            } => {
                let is_pressed = *state == ElementState::Pressed;
                match keycode {
                    VirtualKeyCode::Space => {
                        self.is_up_pressed = is_pressed;
                        true
                    }
                    VirtualKeyCode::LShift => {
                        self.is_down_pressed = is_pressed;
                        true
                    }
                    VirtualKeyCode::W | VirtualKeyCode::Up => {
                        self.is_forward_pressed = is_pressed;
                        true
                    }
                    VirtualKeyCode::A | VirtualKeyCode::Left => {
                        self.is_left_pressed = is_pressed;
                        true
                    }
                    VirtualKeyCode::S | VirtualKeyCode::Down => {
                        self.is_backward_pressed = is_pressed;
                        true
                    }
                    VirtualKeyCode::D | VirtualKeyCode::Right => {
                        self.is_right_pressed = is_pressed;
                        true
                    }
                    _ => false,
                }
            }
            _ => false,
        }
    }

    fn update_camera(&self, camera: &mut Camera) {
        let forward = camera.target - camera.eye;
        let forward_norm = forward.normalize();
        let forward_mag = forward.magnitude();

        // Prevents glitching when camera gets too close to the
        // center of the scene.
        if self.is_forward_pressed && forward_mag > self.speed {
            camera.eye += forward_norm * self.speed;
        }
        if self.is_backward_pressed {
            camera.eye -= forward_norm * self.speed;
        }

        let right = forward_norm.cross(camera.up);

        // Redo radius calc in case the up/ down is pressed.
        let forward = camera.target - camera.eye;
        let forward_mag = forward.magnitude();

        if self.is_right_pressed {
            // Rescale the distance between the target and eye so
            // that it doesn't change. The eye therefore still
            // lies on the circle made by the target and eye.
            camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
        }
        if self.is_left_pressed {
            camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
        }
    }
}

struct Instance {
    position: cgmath::Vector3<f32>,
    rotation: cgmath::Quaternion<f32>,
}

impl Instance {
    fn to_raw(&self) -> InstanceRaw {
        InstanceRaw {
            model: (cgmath::Matrix4::from_translation(self.position)
                * cgmath::Matrix4::from(self.rotation))
            .into(),
        }
    }
}

#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct InstanceRaw {
    #[allow(dead_code)]
    model: [[f32; 4]; 4],
}

impl model::Vertex for InstanceRaw {
    fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
        use std::mem;
        wgpu::VertexBufferLayout {
            array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
            // We need to switch from using a step mode of Vertex to Instance
            // This means that our shaders will only change to use the next
            // instance when the shader starts processing a new instance
            step_mode: wgpu::InputStepMode::Instance,
            attributes: &[
                wgpu::VertexAttribute {
                    offset: 0,
                    // While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
                    // be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
                    shader_location: 5,
                    format: wgpu::VertexFormat::Float4,
                },
                // A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
                // for each vec4. We don't have to do this in code though.
                wgpu::VertexAttribute {
                    offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
                    shader_location: 6,
                    format: wgpu::VertexFormat::Float4,
                },
                wgpu::VertexAttribute {
                    offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
                    shader_location: 7,
                    format: wgpu::VertexFormat::Float4,
                },
                wgpu::VertexAttribute {
                    offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
                    shader_location: 8,
                    format: wgpu::VertexFormat::Float4,
                },
            ],
        }
    }
}

#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Light {
    position: [f32; 3],
    // Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
    _padding: u32,
    color: [f32; 3],
}

struct State {
    surface: wgpu::Surface,
    device: wgpu::Device,
    queue: wgpu::Queue,
    sc_desc: wgpu::SwapChainDescriptor,
    swap_chain: wgpu::SwapChain,
    render_pipeline: wgpu::RenderPipeline,
    obj_model: model::Model,
    camera: Camera,
    camera_controller: CameraController,
    uniforms: Uniforms,
    uniform_buffer: wgpu::Buffer,
    uniform_bind_group: wgpu::BindGroup,
    instances: Vec<Instance>,
    #[allow(dead_code)]
    instance_buffer: wgpu::Buffer,
    depth_texture: texture::Texture,
    size: winit::dpi::PhysicalSize<u32>,
    light: Light,
    light_buffer: wgpu::Buffer,
    light_bind_group: wgpu::BindGroup,
    light_render_pipeline: wgpu::RenderPipeline,
    #[allow(dead_code)]
    debug_material: model::Material,
}

fn create_render_pipeline(
    device: &wgpu::Device,
    layout: &wgpu::PipelineLayout,
    color_format: wgpu::TextureFormat,
    depth_format: Option<wgpu::TextureFormat>,
    vertex_layouts: &[wgpu::VertexBufferLayout],
    vs_src: wgpu::ShaderModuleDescriptor,
    fs_src: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
    let vs_module = device.create_shader_module(&vs_src);
    let fs_module = device.create_shader_module(&fs_src);

    device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
        label: Some("Render Pipeline"),
        layout: Some(&layout),
        vertex: wgpu::VertexState {
            module: &vs_module,
            entry_point: "main",
            buffers: vertex_layouts,
        },
        fragment: Some(wgpu::FragmentState {
            module: &fs_module,
            entry_point: "main",
            targets: &[wgpu::ColorTargetState {
                format: color_format,
                alpha_blend: wgpu::BlendState::REPLACE,
                color_blend: wgpu::BlendState::REPLACE,
                write_mask: wgpu::ColorWrite::ALL,
            }],
        }),
        primitive: wgpu::PrimitiveState {
            topology: wgpu::PrimitiveTopology::TriangleList,
            strip_index_format: None,
            front_face: wgpu::FrontFace::Ccw,
            cull_mode: wgpu::CullMode::Back,
            // Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
            polygon_mode: wgpu::PolygonMode::Fill,
        },
        depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
            format,
            depth_write_enabled: true,
            depth_compare: wgpu::CompareFunction::Less,
            stencil: wgpu::StencilState::default(),
            bias: wgpu::DepthBiasState::default(),
            // Setting this to true requires Features::DEPTH_CLAMPING
            clamp_depth: false,
        }),
        multisample: wgpu::MultisampleState {
            count: 1,
            mask: !0,
            alpha_to_coverage_enabled: false,
        },
    })
}

impl State {
    async fn new(window: &Window) -> Self {
        let size = window.inner_size();

        // The instance is a handle to our GPU
        // BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
        let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
        let surface = unsafe { instance.create_surface(window) };
        let adapter = instance
            .request_adapter(&wgpu::RequestAdapterOptions {
                power_preference: wgpu::PowerPreference::default(),
                compatible_surface: Some(&surface),
            })
            .await
            .unwrap();
        let (device, queue) = adapter
            .request_device(
                &wgpu::DeviceDescriptor {
                    label: None,
                    features: wgpu::Features::empty(),
                    limits: wgpu::Limits::default(),
                },
                None, // Trace path
            )
            .await
            .unwrap();

        let sc_desc = wgpu::SwapChainDescriptor {
            usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
            format: adapter.get_swap_chain_preferred_format(&surface),
            width: size.width,
            height: size.height,
            present_mode: wgpu::PresentMode::Fifo,
        };

        let swap_chain = device.create_swap_chain(&surface, &sc_desc);

        let texture_bind_group_layout =
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                entries: &[
                    wgpu::BindGroupLayoutEntry {
                        binding: 0,
                        visibility: wgpu::ShaderStage::FRAGMENT,
                        ty: wgpu::BindingType::Texture {
                            multisampled: false,
                            sample_type: wgpu::TextureSampleType::Float { filterable: true },
                            view_dimension: wgpu::TextureViewDimension::D2,
                        },
                        count: None,
                    },
                    wgpu::BindGroupLayoutEntry {
                        binding: 1,
                        visibility: wgpu::ShaderStage::FRAGMENT,
                        ty: wgpu::BindingType::Sampler {
                            comparison: false,
                            filtering: true,
                        },
                        count: None,
                    },
                    // normal map
                    wgpu::BindGroupLayoutEntry {
                        binding: 2,
                        visibility: wgpu::ShaderStage::FRAGMENT,
                        ty: wgpu::BindingType::Texture {
                            multisampled: false,
                            sample_type: wgpu::TextureSampleType::Float { filterable: true },
                            view_dimension: wgpu::TextureViewDimension::D2,
                        },
                        count: None,
                    },
                    wgpu::BindGroupLayoutEntry {
                        binding: 3,
                        visibility: wgpu::ShaderStage::FRAGMENT,
                        ty: wgpu::BindingType::Sampler {
                            comparison: false,
                            filtering: true,
                        },
                        count: None,
                    },
                ],
                label: Some("texture_bind_group_layout"),
            });

        let camera = Camera {
            eye: (0.0, 5.0, -10.0).into(),
            target: (0.0, 0.0, 0.0).into(),
            up: cgmath::Vector3::unit_y(),
            aspect: sc_desc.width as f32 / sc_desc.height as f32,
            fovy: 45.0,
            znear: 0.1,
            zfar: 100.0,
        };

        let camera_controller = CameraController::new(0.2);

        let mut uniforms = Uniforms::new();
        uniforms.update_view_proj(&camera);

        let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Uniform Buffer"),
            contents: bytemuck::cast_slice(&[uniforms]),
            usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
        });

        const SPACE_BETWEEN: f32 = 3.0;
        let instances = (0..NUM_INSTANCES_PER_ROW)
            .flat_map(|z| {
                (0..NUM_INSTANCES_PER_ROW).map(move |x| {
                    let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
                    let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);

                    let position = cgmath::Vector3 { x, y: 0.0, z };

                    let rotation = if position.is_zero() {
                        cgmath::Quaternion::from_axis_angle(
                            cgmath::Vector3::unit_z(),
                            cgmath::Deg(0.0),
                        )
                    } else {
                        cgmath::Quaternion::from_axis_angle(
                            position.clone().normalize(),
                            cgmath::Deg(45.0),
                        )
                    };

                    Instance { position, rotation }
                })
            })
            .collect::<Vec<_>>();

        let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
        let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Instance Buffer"),
            contents: bytemuck::cast_slice(&instance_data),
            usage: wgpu::BufferUsage::VERTEX,
        });

        let uniform_bind_group_layout =
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                entries: &[wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                }],
                label: Some("uniform_bind_group_layout"),
            });

        let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
            layout: &uniform_bind_group_layout,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: uniform_buffer.as_entire_binding(),
            }],
            label: Some("uniform_bind_group"),
        });

        let res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
        let obj_model = model::Model::load(
            &device,
            &queue,
            &texture_bind_group_layout,
            res_dir.join("cube.obj"),
        )
        .unwrap();

        let light = Light {
            position: [2.0, 2.0, 2.0],
            _padding: 0,
            color: [1.0, 1.0, 1.0],
        };

        let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Light VB"),
            contents: bytemuck::cast_slice(&[light]),
            usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
        });

        let light_bind_group_layout =
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                entries: &[wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                }],
                label: None,
            });

        let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
            layout: &light_bind_group_layout,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: light_buffer.as_entire_binding(),
            }],
            label: None,
        });

        let depth_texture =
            texture::Texture::create_depth_texture(&device, &sc_desc, "depth_texture");

        let render_pipeline_layout =
            device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("Render Pipeline Layout"),
                bind_group_layouts: &[
                    &texture_bind_group_layout,
                    &uniform_bind_group_layout,
                    &light_bind_group_layout,
                ],
                push_constant_ranges: &[],
            });

        let render_pipeline = create_render_pipeline(
            &device,
            &render_pipeline_layout,
            sc_desc.format,
            Some(texture::Texture::DEPTH_FORMAT),
            &[model::ModelVertex::desc(), InstanceRaw::desc()],
            wgpu::include_spirv!("shader.vert.spv"),
            wgpu::include_spirv!("shader.frag.spv"),
        );

        let light_render_pipeline = {
            let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("Light Pipeline Layout"),
                bind_group_layouts: &[&uniform_bind_group_layout, &light_bind_group_layout],
                push_constant_ranges: &[],
            });

            create_render_pipeline(
                &device,
                &layout,
                sc_desc.format,
                Some(texture::Texture::DEPTH_FORMAT),
                &[model::ModelVertex::desc()],
                wgpu::include_spirv!("light.vert.spv"),
                wgpu::include_spirv!("light.frag.spv"),
            )
        };

        let debug_material = {
            let diffuse_bytes = include_bytes!("../res/cobble-diffuse.png");
            let normal_bytes = include_bytes!("../res/cobble-normal.png");

            let diffuse_texture = texture::Texture::from_bytes(
                &device,
                &queue,
                diffuse_bytes,
                "res/alt-diffuse.png",
                false,
            )
            .unwrap();
            let normal_texture = texture::Texture::from_bytes(
                &device,
                &queue,
                normal_bytes,
                "res/alt-normal.png",
                true,
            )
            .unwrap();

            model::Material::new(
                &device,
                "alt-material",
                diffuse_texture,
                normal_texture,
                &texture_bind_group_layout,
            )
        };

        Self {
            surface,
            device,
            queue,
            sc_desc,
            swap_chain,
            render_pipeline,
            obj_model,
            camera,
            camera_controller,
            uniform_buffer,
            uniform_bind_group,
            uniforms,
            instances,
            instance_buffer,
            depth_texture,
            size,
            light,
            light_buffer,
            light_bind_group,
            light_render_pipeline,
            #[allow(dead_code)]
            debug_material,
        }
    }

    fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
        self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
        self.size = new_size;
        self.sc_desc.width = new_size.width;
        self.sc_desc.height = new_size.height;
        self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
        self.depth_texture =
            texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
    }

    fn input(&mut self, event: &WindowEvent) -> bool {
        self.camera_controller.process_events(event)
    }

    fn update(&mut self) {
        self.camera_controller.update_camera(&mut self.camera);
        self.uniforms.update_view_proj(&self.camera);
        self.queue.write_buffer(
            &self.uniform_buffer,
            0,
            bytemuck::cast_slice(&[self.uniforms]),
        );

        // Update the light
        let old_position: cgmath::Vector3<_> = self.light.position.into();
        self.light.position =
            (cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
                * old_position)
                .into();
        self.queue
            .write_buffer(&self.light_buffer, 0, bytemuck::cast_slice(&[self.light]));
    }

    fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
        let frame = self.swap_chain.get_current_frame()?.output;

        let mut encoder = self
            .device
            .create_command_encoder(&wgpu::CommandEncoderDescriptor {
                label: Some("Render Encoder"),
            });

        {
            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Render Pass"),
                color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
                    attachment: &frame.view,
                    resolve_target: None,
                    ops: wgpu::Operations {
                        load: wgpu::LoadOp::Clear(wgpu::Color {
                            r: 0.1,
                            g: 0.2,
                            b: 0.3,
                            a: 1.0,
                        }),
                        store: true,
                    },
                }],
                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
                    attachment: &self.depth_texture.view,
                    depth_ops: Some(wgpu::Operations {
                        load: wgpu::LoadOp::Clear(1.0),
                        store: true,
                    }),
                    stencil_ops: None,
                }),
            });

            render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
            render_pass.set_pipeline(&self.light_render_pipeline);
            render_pass.draw_light_model(
                &self.obj_model,
                &self.uniform_bind_group,
                &self.light_bind_group,
            );

            render_pass.set_pipeline(&self.render_pipeline);
            render_pass.draw_model_instanced(
                &self.obj_model,
                0..self.instances.len() as u32,
                &self.uniform_bind_group,
                &self.light_bind_group,
            );
        }
        self.queue.submit(iter::once(encoder.finish()));

        Ok(())
    }
}

fn main() {
    env_logger::init();
    let event_loop = EventLoop::new();
    let title = env!("CARGO_PKG_NAME");
    let window = winit::window::WindowBuilder::new()
        .with_title(title)
        .build(&event_loop)
        .unwrap();
    use futures::executor::block_on;
    let mut state = block_on(State::new(&window));
    event_loop.run(move |event, _, control_flow| {
        *control_flow = ControlFlow::Poll;
        match event {
            Event::MainEventsCleared => window.request_redraw(),
            Event::WindowEvent {
                ref event,
                window_id,
            } if window_id == window.id() => {
                if !state.input(event) {
                    match event {
                        WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
                        WindowEvent::KeyboardInput { input, .. } => match input {
                            KeyboardInput {
                                state: ElementState::Pressed,
                                virtual_keycode: Some(VirtualKeyCode::Escape),
                                ..
                            } => {
                                *control_flow = ControlFlow::Exit;
                            }
                            _ => {}
                        },
                        WindowEvent::Resized(physical_size) => {
                            state.resize(*physical_size);
                        }
                        WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
                            state.resize(**new_inner_size);
                        }
                        _ => {}
                    }
                }
            }
            Event::RedrawRequested(_) => {
                state.update();
                match state.render() {
                    Ok(_) => {}
                    // Recreate the swap_chain if lost
                    Err(wgpu::SwapChainError::Lost) => state.resize(state.size),
                    // The system is out of memory, we should probably quit
                    Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
                    // All other errors (Outdated, Timeout) should be resolved by the next frame
                    Err(e) => eprintln!("{:?}", e),
                }
            }
            _ => {}
        }
    });
}
