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package tests.gl_320.sync;

import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL3;
import static com.jogamp.opengl.GL3ES3.*;
import com.jogamp.opengl.util.GLBuffers;
import com.jogamp.opengl.util.glsl.ShaderCode;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import framework.BufferUtils;
import glm.glm;
import glm.mat._4.Mat4;
import framework.Profile;
import framework.Semantic;
import framework.Test;
import glf.Vertex_v2fv2f;
import glm.vec._2.Vec2;
import glm.vec._4.Vec4;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;
import jgli.Texture2d;

/**
 *
 * @author GBarbieri
 */
public class Gl_320_sync extends Test {

    public static void main(String[] args) {
        Gl_320_sync gl_320_sync = new Gl_320_sync();
    }

    public Gl_320_sync() {
        super("gl-320-sync", Profile.CORE, 3, 2);
    }

    private final String SHADERS_SOURCE = "sync";
    private final String SHADERS_ROOT = "src/data/gl_320/sync";
    private final String TEXTURE_DIFFUSE = "kueken7_rgba8_srgb.dds";

    // With DDS textures, v texture coordinate are reversed, from top to bottom
    private int vertexCount = 6;
    private int vertexSize = vertexCount * Vertex_v2fv2f.SIZE;
    private float[] vertexData = {
        -1.0f, -1.0f,/**/ 0.0f, 1.0f,
        +1.0f, -1.0f,/**/ 1.0f, 1.0f,
        +1.0f, +1.0f,/**/ 1.0f, 0.0f,
        +1.0f, +1.0f,/**/ 1.0f, 0.0f,
        -1.0f, +1.0f,/**/ 0.0f, 0.0f,
        -1.0f, -1.0f,/**/ 0.0f, 1.0f};

    private class Buffer {

        public static final int VERTEX = 0;
        public static final int TRANSFORM = 1;
        public static final int MAX = 2;
    }

    private class Shader {

        public static final int VERT = 0;
        public static final int FRAG = 1;
        public static final int MAX = 2;
    }

    private IntBuffer bufferName = GLBuffers.newDirectIntBuffer(Buffer.MAX),
            textureName = GLBuffers.newDirectIntBuffer(1), vertexArrayName = GLBuffers.newDirectIntBuffer(1);
    private long syncName;
    private int programName, uniformTransform, uniformDiffuse;
    private FloatBuffer clearColor = GLBuffers.newDirectFloatBuffer(4);

    @Override
    protected boolean begin(GL gl) {

        GL3 gl3 = (GL3) gl;

        boolean validated = true;

        if (validated) {
            validated = initTexture(gl3);
        }
        if (validated) {
            validated = initProgram(gl3);
        }
        if (validated) {
            validated = initBuffer(gl3);
        }
        if (validated) {
            validated = initVertexArray(gl3);
        }

        return validated;
    }

    private boolean initProgram(GL3 gl3) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl3, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl3, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();
            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            shaderProgram.init(gl3);

            programName = shaderProgram.program();

            gl3.glBindAttribLocation(programName, Semantic.Attr.POSITION, "position");
            gl3.glBindAttribLocation(programName, Semantic.Attr.TEXCOORD, "texCoord");
            gl3.glBindFragDataLocation(programName, Semantic.Frag.COLOR, "color");

            shaderProgram.link(gl3, System.out);
        }
        if (validated) {

            uniformTransform = gl3.glGetUniformBlockIndex(programName, "Transform");
            uniformDiffuse = gl3.glGetUniformLocation(programName, "diffuse");
        }

        return validated & checkError(gl3, "initProgram");
    }

    private boolean initBuffer(GL3 gl3) {

        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);
        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);

        gl3.glGenBuffers(Buffer.MAX, bufferName);

        gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
        gl3.glBufferData(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, GL_STATIC_DRAW);
        gl3.glBindBuffer(GL_ARRAY_BUFFER, 0);

        gl3.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));

        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        gl3.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW);
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0);

        BufferUtils.destroyDirectBuffer(vertexBuffer);

        return true;
    }

    private boolean initTexture(GL3 gl3) {

        try {
            gl3.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

            gl3.glGenTextures(1, textureName);

            gl3.glActiveTexture(GL_TEXTURE0);
            gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
            gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

            jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
            assert (!texture.empty());

            jgli.Gl.Format format = jgli.Gl.translate(texture.format());
            for (int level = 0; level < texture.levels(); ++level) {
                gl3.glTexImage2D(GL_TEXTURE_2D, level,
                        format.internal.value,
                        texture.dimensions(level)[0], texture.dimensions(level)[1],
                        0,
                        format.external.value, format.type.value,
                        texture.data(level));
            }

            gl3.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

        } catch (IOException ex) {
            Logger.getLogger(Gl_320_sync.class.getName()).log(Level.SEVERE, null, ex);
        }
        return true;
    }

    private boolean initVertexArray(GL3 gl3) {

        gl3.glGenVertexArrays(1, vertexArrayName);
        gl3.glBindVertexArray(vertexArrayName.get(0));
        {
            gl3.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl3.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
            gl3.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
            gl3.glBindBuffer(GL_ARRAY_BUFFER, 0);

            gl3.glEnableVertexAttribArray(Semantic.Attr.POSITION);
            gl3.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
        }
        gl3.glBindVertexArray(0);

        return true;
    }

    @Override
    protected boolean render(GL gl) {

        GL3 gl3 = (GL3) gl;

        {
            gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            ByteBuffer pointer = gl3.glMapBufferRange(
                    GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                    GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

            Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
            Mat4 model = new Mat4(1.0f);

            pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

            // Make sure the uniform buffer is uploaded
            gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
        }

        gl3.glViewport(0, 0, windowSize.x, windowSize.y);
        clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind();
        gl3.glClearBufferfv(GL_COLOR, 0, clearColor);

        syncName = gl3.glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);

        gl3.glUseProgram(programName);
        gl3.glUniform1i(uniformDiffuse, 0);
        gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0);

        gl3.glActiveTexture(GL_TEXTURE0);
        gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
        gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
        gl3.glBindVertexArray(vertexArrayName.get(0));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);

        // ns
        long maxTimeout = 1_000;

        int result = gl3.glClientWaitSync(syncName, GL_SYNC_FLUSH_COMMANDS_BIT, maxTimeout);

        switch (result) {
            case GL_ALREADY_SIGNALED:
                System.out.println("GL_ALREADY_SIGNALED");
                break;
            case GL_TIMEOUT_EXPIRED:
                System.out.println("GL_TIMEOUT_EXPIRED");
                break;
            case GL_CONDITION_SATISFIED:
                System.out.println("GL_CONDITION_SATISFIED");
                break;
            case GL_WAIT_FAILED:
                System.out.println("GL_ALREADY_SIGNALED");
                break;
            default:
                System.out.println("result " + result);
                break;
        }

        return true;
    }

    @Override
    protected boolean end(GL gl) {

        GL3 gl3 = (GL3) gl;

        gl3.glDeleteSync(syncName);
        gl3.glDeleteBuffers(Buffer.MAX, bufferName);
        gl3.glDeleteProgram(programName);
        gl3.glDeleteTextures(1, textureName);
        gl3.glDeleteVertexArrays(1, vertexArrayName);

        BufferUtils.destroyDirectBuffer(bufferName);
        BufferUtils.destroyDirectBuffer(textureName);
        BufferUtils.destroyDirectBuffer(vertexArrayName);

        BufferUtils.destroyDirectBuffer(clearColor);

        return true;
    }
}