// Copyright (c) 2017 The vulkano developers
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or
// https://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or https://opensource.org/licenses/MIT>,
// at your option. All files in the project carrying such
// notice may not be copied, modified, or distributed except
// according to those terms.

use std::sync::Arc;
use vulkano::{
    buffer::{Buffer, BufferAllocateInfo, BufferContents, BufferUsage, Subbuffer},
    command_buffer::{
        allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder,
        CommandBufferInheritanceInfo, CommandBufferUsage, SecondaryAutoCommandBuffer,
    },
    device::Queue,
    memory::allocator::StandardMemoryAllocator,
    pipeline::{
        graphics::{
            depth_stencil::DepthStencilState,
            input_assembly::InputAssemblyState,
            vertex_input::Vertex,
            viewport::{Viewport, ViewportState},
        },
        GraphicsPipeline,
    },
    render_pass::Subpass,
};

pub struct TriangleDrawSystem {
    gfx_queue: Arc<Queue>,
    vertex_buffer: Subbuffer<[TriangleVertex]>,
    subpass: Subpass,
    pipeline: Arc<GraphicsPipeline>,
    command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
}

impl TriangleDrawSystem {
    /// Initializes a triangle drawing system.
    pub fn new(
        gfx_queue: Arc<Queue>,
        subpass: Subpass,
        memory_allocator: &StandardMemoryAllocator,
        command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
    ) -> TriangleDrawSystem {
        let vertices = [
            TriangleVertex {
                position: [-0.5, -0.25],
            },
            TriangleVertex {
                position: [0.0, 0.5],
            },
            TriangleVertex {
                position: [0.25, -0.1],
            },
        ];
        let vertex_buffer = Buffer::from_iter(
            memory_allocator,
            BufferAllocateInfo {
                buffer_usage: BufferUsage::VERTEX_BUFFER,
                ..Default::default()
            },
            vertices,
        )
        .expect("failed to create buffer");

        let pipeline = {
            let vs = vs::load(gfx_queue.device().clone()).expect("failed to create shader module");
            let fs = fs::load(gfx_queue.device().clone()).expect("failed to create shader module");

            GraphicsPipeline::start()
                .vertex_input_state(TriangleVertex::per_vertex())
                .vertex_shader(vs.entry_point("main").unwrap(), ())
                .input_assembly_state(InputAssemblyState::new())
                .viewport_state(ViewportState::viewport_dynamic_scissor_irrelevant())
                .fragment_shader(fs.entry_point("main").unwrap(), ())
                .depth_stencil_state(DepthStencilState::simple_depth_test())
                .render_pass(subpass.clone())
                .build(gfx_queue.device().clone())
                .unwrap()
        };

        TriangleDrawSystem {
            gfx_queue,
            vertex_buffer,
            subpass,
            pipeline,
            command_buffer_allocator,
        }
    }

    /// Builds a secondary command buffer that draws the triangle on the current subpass.
    pub fn draw(&self, viewport_dimensions: [u32; 2]) -> SecondaryAutoCommandBuffer {
        let mut builder = AutoCommandBufferBuilder::secondary(
            &self.command_buffer_allocator,
            self.gfx_queue.queue_family_index(),
            CommandBufferUsage::MultipleSubmit,
            CommandBufferInheritanceInfo {
                render_pass: Some(self.subpass.clone().into()),
                ..Default::default()
            },
        )
        .unwrap();
        builder
            .set_viewport(
                0,
                [Viewport {
                    origin: [0.0, 0.0],
                    dimensions: [viewport_dimensions[0] as f32, viewport_dimensions[1] as f32],
                    depth_range: 0.0..1.0,
                }],
            )
            .bind_pipeline_graphics(self.pipeline.clone())
            .bind_vertex_buffers(0, self.vertex_buffer.clone())
            .draw(self.vertex_buffer.len() as u32, 1, 0, 0)
            .unwrap();
        builder.build().unwrap()
    }
}

#[derive(BufferContents, Vertex)]
#[repr(C)]
struct TriangleVertex {
    #[format(R32G32_SFLOAT)]
    position: [f32; 2],
}

mod vs {
    vulkano_shaders::shader! {
        ty: "vertex",
        src: r"
            #version 450

            layout(location = 0) in vec2 position;

            void main() {
                gl_Position = vec4(position, 0.0, 1.0);
            }
        ",
    }
}

mod fs {
    vulkano_shaders::shader! {
        ty: "fragment",
        src: r"
            #version 450

            layout(location = 0) out vec4 f_color;
            layout(location = 1) out vec3 f_normal;

            void main() {
                f_color = vec4(1.0, 1.0, 1.0, 1.0);
                f_normal = vec3(0.0, 0.0, 1.0);
            }
        ",
    }
}
