using Raylib;
using static Raylib.Raylib;

public enum LightType
{
	LIGHT_DIRECTIONAL,
	LIGHT_POINT
};

//TODO: move the light system out into it's own class file, rlights.h original
//also make it work properly
public struct Light
{
	public bool enabled;
	public LightType type;
	public Vector3 position;
	public Vector3 target;
	public Color color;
	public int enabledLoc;
	public int typeLoc;
	public int posLoc;
	public int targetLoc;
	public int colorLoc;
}

public partial class models_material_pbr
{
	/*******************************************************************************************
	*
	*   raylib [models] example - PBR material
	*
	*   This example has been created using raylib 1.8 (www.raylib.com)
	*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
	*
	*   Copyright (c) 2017 Ramon Santamaria (@raysan5)
	*
	********************************************************************************************/

	public const int CUBEMAP_SIZE = 512;
	public const int IRRADIANCE_SIZE = 32;
	public const int PREFILTERED_SIZE = 256;
	public const int BRDF_SIZE = 512;
	public const int MAX_LIGHTS = 4;
	public static int lightsCount = 0;
	public const float LIGHT_DISTANCE = 3.5f;
	public const float LIGHT_HEIGHT = 1.0f;

	// PBR material loading
	//private static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);

	public unsafe static int Main()
	{
		// Initialization
		//--------------------------------------------------------------------------------------
		int screenWidth = 800;
		int screenHeight = 450;


		SetConfigFlags(ConfigFlag.FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
		InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");

		// Define the camera to look into our 3d world
		Camera3D camera = new Camera3D(new Vector3(4.0f, 4.0f, 4.0f), new Vector3(0.0f, 0.5f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f), 45.0f, 0);

		// Load model and PBR material
		Model model = LoadModel("resources/pbr/trooper.obj");
		MeshTangents(ref model.mesh);
		model.material = LoadMaterialPBR(new Color(255, 255, 255, 255), 1.0f, 1.0f);

		// Define lights attributes
		// NOTE: Shader is passed to every light on creation to define shader bindings internally
		Light[] lights = new Light[]
		{
			CreateLight(LightType.LIGHT_POINT, new Vector3( LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Color( 255, 0, 0, 255 ), model.material.shader),
			CreateLight(LightType.LIGHT_POINT, new Vector3( 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE ), new Vector3( 0.0f, 0.0f, 0.0f ), new Color( 0, 255, 0, 255 ), model.material.shader),
			CreateLight(LightType.LIGHT_POINT, new Vector3( -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f ), new Vector3( 0.0f, 0.0f, 0.0f ),new Color( 0, 0, 255, 255 ), model.material.shader),
			CreateLight(LightType.LIGHT_DIRECTIONAL, new Vector3(0.0f, LIGHT_HEIGHT * 2.0f, -LIGHT_DISTANCE ), new Vector3( 0.0f, 0.0f, 0.0f ), new Color(255, 0, 255, 255 ), model.material.shader)
		};

		SetCameraMode(camera, CameraMode.CAMERA_ORBITAL);  // Set an orbital camera mode

		SetTargetFPS(60); // Set our game to run at 60 frames-per-second
						  //--------------------------------------------------------------------------------------

		// Main game loop
		while (!WindowShouldClose()) // Detect window close button or ESC key
		{
			// Update
			//----------------------------------------------------------------------------------
			UpdateCamera(ref camera);              // Update camera

			// Send to material PBR shader camera view position
			float[] cameraPos = { camera.position.x, camera.position.y, camera.position.z };
			SetShaderValue(model.material.shader, model.material.shader.locs[(int)ShaderLocationIndex.LOC_VECTOR_VIEW], cameraPos, 3);

			//----------------------------------------------------------------------------------
			// Draw
			//----------------------------------------------------------------------------------
			BeginDrawing();

				ClearBackground(RAYWHITE);

				BeginMode3D(camera);

					DrawModel(model, Vector3Zero(), 1.0f, WHITE);

					DrawGrid(10, 1.0f);

				EndMode3D();

				DrawFPS(10, 10);

			EndDrawing();
			//----------------------------------------------------------------------------------
		}

		// De-Initialization
		//--------------------------------------------------------------------------------------
		UnloadModel(model);         // Unload skybox model

		CloseWindow();              // Close window and OpenGL context
									//--------------------------------------------------------------------------------------
		return 0;
	}
	
	// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
	// NOTE: PBR shader is loaded inside this function
	unsafe public static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
	{
		Material mat = new Material();   // NOTE: All maps textures are set to { 0 )

		string PATH_PBR_VS = "resources/shaders/pbr.vs";
		string PATH_PBR_FS = "resources/shaders/pbr.fs";

		mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);

		// Get required locations points for PBR material
		// NOTE: Those location names must be available and used in the shader code
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
		//mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
		//mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");

		// Set view matrix location
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
		mat.shader.locs[(int)ShaderLocationIndex.LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); //TODO: figure out why this is the one run warning we get, and it may be all that's needed to fix lights.
		mat.shader.locs[(int)ShaderLocationIndex.LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");

		// Set PBR standard maps
		mat.maps[(int)TexmapIndex.MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
		mat.maps[(int)TexmapIndex.MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
		mat.maps[(int)TexmapIndex.MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
		mat.maps[(int)TexmapIndex.MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
		mat.maps[(int)TexmapIndex.MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");

		// Set environment maps
		const string PATH_CUBEMAP_VS = "resources/shaders/cubemap.vs"; // Path to equirectangular to cubemap vertex shader
		const string PATH_CUBEMAP_FS = "resources/shaders/cubemap.fs"; // Path to equirectangular to cubemap fragment shader
		const string PATH_SKYBOX_VS = "resources/shaders/skybox.vs";  // Path to skybox vertex shader
		const string PATH_IRRADIANCE_FS = "resources/shaders/irradiance.fs"; // Path to irradiance (GI) calculation fragment shader
		const string PATH_PREFILTER_FS = "resources/shaders/prefilter.fs"; // Path to reflection prefilter calculation fragment shader
		const string PATH_BRDF_VS = "resources/shaders/brdf.vs"; // Path to bidirectional reflectance distribution function vertex shader 
		const string PATH_BRDF_FS = "resources/shaders/brdf.fs"; // Path to bidirectional reflectance distribution function fragment shader

		Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
		Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
		Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
		Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);

		// Setup required shader locations
		SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), new int[] { 0 }, 1);
		SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), new int[] { 0 }, 1);
		SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), new int[] { 0 }, 1);

		Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
		Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
		mat.maps[(int)TexmapIndex.MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
		mat.maps[(int)TexmapIndex.MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
		mat.maps[(int)TexmapIndex.MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE);
		UnloadTexture(cubemap);
		UnloadTexture(texHDR);

		// Unload already used shaders (to create specific textures)
		UnloadShader(shdrCubemap);
		UnloadShader(shdrIrradiance);
		UnloadShader(shdrPrefilter);
		UnloadShader(shdrBRDF);

		// Set textures filtering for better quality
		SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_ALBEDO].texture, TextureFilterMode.FILTER_BILINEAR);
		SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_NORMAL].texture, TextureFilterMode.FILTER_BILINEAR);
		SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_METALNESS].texture, TextureFilterMode.FILTER_BILINEAR);
		SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_ROUGHNESS].texture, TextureFilterMode.FILTER_BILINEAR);
		SetTextureFilter(mat.maps[(int)TexmapIndex.MAP_OCCLUSION].texture, TextureFilterMode.FILTER_BILINEAR);

		// Enable sample usage in shader for assigned textures
		SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), new int[] { 1 }, 1);
		SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), new int[] { 1 }, 1);
		SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), new int[] { 1 }, 1);
		SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), new int[] { 1 }, 1);
		SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), new int[] { 1 }, 1);

		int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
		SetShaderValuei(mat.shader, renderModeLoc, new int[] { 0 }, 1);

		// Set up material properties color
		mat.maps[(int)TexmapIndex.MAP_ALBEDO].color = albedo;
		mat.maps[(int)TexmapIndex.MAP_NORMAL].color = new Color(128, 128, 255, 255);
		mat.maps[(int)TexmapIndex.MAP_METALNESS].value = metalness;
		mat.maps[(int)TexmapIndex.MAP_ROUGHNESS].value = roughness;
		mat.maps[(int)TexmapIndex.MAP_OCCLUSION].value = 1.0f;
		mat.maps[(int)TexmapIndex.MAP_EMISSION].value = 0.5f;
		mat.maps[(int)TexmapIndex.MAP_HEIGHT].value = 0.5f;

		return mat;
	}

	public static Light CreateLight(LightType type, Vector3 pos, Vector3 targ, Color color, Shader shader)
	{

		Light light = new Light();

		if (lightsCount < MAX_LIGHTS)
		{
			light.enabled = true;
			light.type = type;
			light.position = pos;
			light.target = targ;
			light.color = color;

			string enabledName = $"lights[{lightsCount}].enabled\0";
			string typeName = $"lights[{lightsCount}].type\0";
			string posName = $"lights[{lightsCount}].position\0";
			string targetName = $"lights[{lightsCount}].target\0";
			string colorName = $"lights[{lightsCount}].color\0";

			light.enabledLoc = GetShaderLocation(shader, enabledName);
			light.typeLoc = GetShaderLocation(shader, typeName);
			light.posLoc = GetShaderLocation(shader, posName);
			light.targetLoc = GetShaderLocation(shader, targetName);
			light.colorLoc = GetShaderLocation(shader, colorName);

			UpdateLightValues(shader, light);
			lightsCount++;
		}
		return light;
	}

	public static void UpdateLightValues(Shader shader, Light light)
	{
		// Send to shader light enabled state and type
		SetShaderValuei(shader, light.enabledLoc, new int[] { light.enabled ? 1 : 0 }, 1);
		SetShaderValuei(shader, light.typeLoc, new int[] { (int)light.type }, 1);

		// Send to shader light position values
		float[] position = { light.position.x, light.position.y, light.position.z };
		SetShaderValue(shader, light.posLoc, position, 3);

		// Send to shader light target position values
		float[] target = { light.target.x, light.target.y, light.target.z };
		SetShaderValue(shader, light.targetLoc, target, 3);

		// Send to shader light color values
		float[] diff = { light.color.r / 255, light.color.g / 255, light.color.b / 255, light.color.a / 255 };
		SetShaderValue(shader, light.colorLoc, diff, 4);
	}
}