#include "ingame.h"
#include "title.h"
#include "scene.h"

#include "twn_game_api.h"
#include "twn_vec.h"

#define STB_PERLIN_IMPLEMENTATION
#include <stb_perlin.h>
#include <SDL2/SDL.h>

#include <stdlib.h>


#define TERRAIN_FREQUENCY 0.15f
#define TERRAIN_DISTANCE 64
#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
#define PLAYER_HEIGHT 0.6f

static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE];


static void process_fly_mode(State *state) {
    SceneIngame *scn = (SceneIngame *)state->scene;

    DrawCameraFromPrincipalAxesResult dir_and_up =
        draw_camera_from_principal_axes(scn->pos, scn->roll, scn->pitch, scn->yaw, (float)M_PI_2 * 0.8f, 1);

    const Vec3 right = m_vec_norm(m_vec_cross(dir_and_up.direction, dir_and_up.up));
    const float speed = 0.04f; /* TODO: put this in a better place */
    if (input_action_pressed("player_left"))
        scn->pos = vec3_sub(scn->pos, m_vec_scale(right, speed));

    if (input_action_pressed("player_right"))
        scn->pos = vec3_add(scn->pos, m_vec_scale(right, speed));

    if (input_action_pressed("player_forward"))
        scn->pos = vec3_add(scn->pos, m_vec_scale(dir_and_up.direction, speed));

    if (input_action_pressed("player_backward"))
        scn->pos = vec3_sub(scn->pos, m_vec_scale(dir_and_up.direction, speed));

    if (input_action_pressed("player_jump"))
        scn->pos.y += speed;

    if (input_action_pressed("player_run"))
        scn->pos.y -= speed;
}


static float height_at(SceneIngame *scn, Vec2 position) {
    float height0, height1, height2, weight0, weight1, weight2;

    int const x = (int)(HALF_TERRAIN_DISTANCE + (position.x - scn->pos.x));
    int const y = (int)(HALF_TERRAIN_DISTANCE + (position.y - scn->pos.z));

    height0 = heightmap[x][y];
    height1 = heightmap[x + 1][y + 1];

    Vec2 incell = { position.x - floorf(position.x), position.y - floorf(position.y) };

    /* who needs barycentric coordinates, am i right? */
    weight0 = 1 / sqrtf(powf(incell.x, 2) + powf(incell.y, 2));
    weight1 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(1 - incell.y, 2));

    /* find which triangle we're directly under */
    /* for this manhattan distance is sufficient */
    if (incell.x + (1 - incell.y) < (1 - incell.x) + incell.y) {
        height2 = heightmap[x][y + 1];
        weight2 = 1 / sqrtf(powf(incell.x, 2) + powf(1 - incell.y, 2));
    } else {
        height2 = heightmap[x + 1][y];
        weight2 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(incell.y, 2));
    }

    return (height0 * weight0 + height1 * weight1 + height2 * weight2) / (weight0 + weight1 + weight2);
}


static void process_ground_mode(State *state) {
    SceneIngame *scn = (SceneIngame *)state->scene;

    DrawCameraFromPrincipalAxesResult dir_and_up =
        draw_camera_from_principal_axes(scn->pos, scn->roll, scn->pitch, scn->yaw, (float)M_PI_2 * 0.8f, 1);

    dir_and_up.direction.y = 0;
    dir_and_up.direction = vec3_norm(dir_and_up.direction);

    const Vec3 right = m_vec_norm(m_vec_cross(dir_and_up.direction, dir_and_up.up));
    const float speed = 0.18f; /* TODO: put this in a better place */

    Vec3 target = scn->pos;

    /* gravity */
    {
        float const height = height_at(scn, (Vec2){scn->pos.x, scn->pos.z});

        if (target.y > height + PLAYER_HEIGHT)
            target.y = target.y - 0.4f;

        if (target.y < height + PLAYER_HEIGHT)
            target.y = height + PLAYER_HEIGHT;
    }

    /* movement */
    {
        Vec3 direction = {0, 0, 0};

        if (input_action_pressed("player_left"))
           direction = m_vec_sub(direction, m_vec_scale(right, speed));

        if (input_action_pressed("player_right"))
           direction = m_vec_add(direction, m_vec_scale(right, speed));

        if (input_action_pressed("player_forward"))
            direction = m_vec_add(direction, m_vec_scale(dir_and_up.direction, speed));

        if (input_action_pressed("player_backward"))
            direction = m_vec_sub(direction, m_vec_scale(dir_and_up.direction, speed));

        target = m_vec_add(target, direction);
    }

    /* interpolate */
    scn->pos.x = (target.x - scn->pos.x) * (0.13f / 0.9f) + scn->pos.x;
    scn->pos.y = (target.y - scn->pos.y) * (0.13f / 0.9f) + scn->pos.y;
    scn->pos.z = (target.z - scn->pos.z) * (0.13f / 0.9f) + scn->pos.z;
}


static void generate_terrain(SceneIngame *scn) {
    for (int ly = 0; ly < TERRAIN_DISTANCE; ly++) {
        for (int lx = 0; lx < TERRAIN_DISTANCE; lx++) {
            float x = floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx);
            float y = floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly);

            float height = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 1;
            height += stb_perlin_noise3((float)x * TERRAIN_FREQUENCY / 10, (float)y * TERRAIN_FREQUENCY / 10, 0, 0, 0, 0) * 10 - 1;

            heightmap[lx][ly] = height;
        }
    }
}


static void draw_terrain(SceneIngame *scn) {
    for (int ly = TERRAIN_DISTANCE - 1; ly > 0; ly--) {
        for (int lx = 0; lx < TERRAIN_DISTANCE - 1; lx++) {
            int32_t x = (int32_t)(floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx));
            int32_t y = (int32_t)(floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly));

            float d0 = heightmap[lx][ly];
            float d1 = heightmap[lx + 1][ly];
            float d2 = heightmap[lx + 1][ly - 1];
            float d3 = heightmap[lx][ly - 1];

            draw_triangle("/assets/grass.png",
                            (Vec3){ (float)x,     d0, (float)y },
                            (Vec3){ (float)x + 1, d1, (float)y },
                            (Vec3){ (float)x,     d3, (float)y - 1 },
                            (Vec2){ 128, 128 },
                            (Vec2){ 128, 0 },
                            (Vec2){ 0, 128 },
                            (Color){255, 255, 255, 255},
                            (Color){255, 255, 255, 255},
                            (Color){255, 255, 255, 255});

            draw_triangle("/assets/grass.png",
                            (Vec3){ (float)x + 1, d1, (float)y },
                            (Vec3){ (float)x + 1, d2, (float)y - 1 },
                            (Vec3){ (float)x,     d3, (float)y - 1 },
                            (Vec2){ 128, 0 },
                            (Vec2){ 0, 0 },
                            (Vec2){ 0, 128 },
                            (Color){255, 255, 255, 255},
                            (Color){255, 255, 255, 255},
                            (Color){255, 255, 255, 255});

            draw_billboard("/assets/grasses/10.png",
                          (Vec3){ (float)x, d0 + 0.15f, (float)y },
                          (Vec2){0.3f, 0.3f},
                          NULL,
                          (Color){255, 255, 255, 255}, true);
        }
    }
}


static void ingame_tick(State *state) {
    SceneIngame *scn = (SceneIngame *)state->scene;

    input_action("player_left", "A");
    input_action("player_right", "D");
    input_action("player_forward", "W");
    input_action("player_backward", "S");
    input_action("player_jump", "SPACE");
    input_action("player_run", "LSHIFT");
    input_action("mouse_capture_toggle", "ESCAPE");
    input_action("toggle_camera_mode", "C");

    // draw_model("models/test.obj", (Vec3){0}, (Vec3){0,0,1}, (Vec3){1.f / 64,1.f / 64,1.f / 64});
    // draw_model("models/test2.obj", (Vec3){0}, (Vec3){0,0,1}, (Vec3){1.f / 64,1.f / 64,1.f / 64});
    // draw_model("models/bunny.obj", (Vec3){0}, (Vec3){0,0,1}, (Vec3){4.,4.,4.});

    if (scn->mouse_captured) {
        const float sensitivity = 0.4f * (float)DEG2RAD; /* TODO: put this in a better place */
        scn->yaw += (float)ctx.mouse_movement.x * sensitivity;
        scn->pitch -= (float)ctx.mouse_movement.y * sensitivity;
        scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f);
    }

    if (input_action_just_pressed("toggle_camera_mode"))
        scn->flying_camera = !scn->flying_camera;

    if (scn->flying_camera) {
        process_fly_mode(state);
    } else {
        process_ground_mode(state);
    }

    /* toggle mouse capture with end key */
    if (input_action_just_pressed("mouse_capture_toggle"))
        scn->mouse_captured = !scn->mouse_captured;

    ctx.mouse_capture = scn->mouse_captured;

    generate_terrain(scn);
    draw_terrain(scn);

    draw_skybox("/assets/miramar/miramar_*.tga");

    ctx.fog_color = (Color){ 140, 147, 160, 255 };
    ctx.fog_density = 0.03f;
}


static void ingame_end(State *state) {
    free(state->scene);
}


Scene *ingame_scene(State *state) {
    (void)state;

    SceneIngame *new_scene = calloc(1, sizeof *new_scene);
    new_scene->base.tick = ingame_tick;
    new_scene->base.end = ingame_end;

    new_scene->mouse_captured = true;

    m_audio(m_set(path, "music/mod65.xm"),
            m_opt(channel, "soundtrack"),
            m_opt(repeat, true));

    new_scene->pos = (Vec3){ 0.1f, 0.0, 0.1f };

    return (Scene *)new_scene;
}