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package tests.gl_500;

import com.jogamp.opengl.GL;
import static com.jogamp.opengl.GL2GL3.*;
import com.jogamp.opengl.GL4;
import com.jogamp.opengl.util.GLBuffers;
import com.jogamp.opengl.util.glsl.ShaderCode;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import framework.BufferUtils;
import framework.Profile;
import framework.Semantic;
import framework.Test;
import glf.Vertex_v2fv2f;
import glm.glm;
import glm.mat._4.Mat4;
import glm.vec._2.Vec2;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;
import jgli.Texture2d;

/**
 *
 * @author GBarbieri
 */
public class Gl_500_buffer_pinned_amd extends Test {

    public static void main(String[] args) {
        Gl_500_buffer_pinned_amd gl_500_buffer_pinned_amd = new Gl_500_buffer_pinned_amd();
    }

    public Gl_500_buffer_pinned_amd() {
        super("gl-500-buffer-pinned-amd", Profile.CORE, 4, 5);
    }

    private final String SHADERS_SOURCE = "buffer-pinned-amd";
    private final String SHADERS_ROOT = "src/data/gl_500";
    private final String TEXTURE_DIFFUSE = "kueken7_rgba8_srgb.dds";

    private int vertexCount = 4;
    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,/**/ 0.0f, 0.0f};

    private int elementCount = 6;
    private int elementSize = elementCount * Short.BYTES;
    private short[] elementData = {
        0, 1, 2,
        2, 3, 0};

    private class Buffer {

        public static final int VERTEX = 0;
        public static final int ELEMENT = 1;
        public static final int TRANSFORM = 2;
        public static final int MAX = 3;
    }

    private final int PAGE_SIZE = 4096;

    private IntBuffer pipelineName = GLBuffers.newDirectIntBuffer(1),
            vertexArrayName = GLBuffers.newDirectIntBuffer(1), textureName = GLBuffers.newDirectIntBuffer(1),
            bufferName = GLBuffers.newDirectIntBuffer(Buffer.MAX);
    private int programName;
    private ByteBuffer clientBufferAddress;
    private FloatBuffer clearColor = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f});

    @Override
    protected boolean begin(GL gl) {

        GL4 gl4 = (GL4) gl;

        boolean validated = true;
        validated = validated && gl4.isExtensionAvailable("GL_AMD_pinned_memory");

        if (validated) {
            validated = initTexture(gl4);
        }
        if (validated) {
            validated = initProgram(gl4);
        }
        if (validated) {
            validated = initBuffer(gl4);
        }
        if (validated) {
            validated = initVertexArray(gl4);
        }

        return validated;
    }

    private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        if (validated) {

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            ShaderProgram shaderProgram = new ShaderProgram();
            shaderProgram.init(gl4);

            programName = shaderProgram.program();

            gl4.glProgramParameteri(programName, GL_PROGRAM_SEPARABLE, GL_TRUE);

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);
            shaderProgram.link(gl4, System.out);
        }

        if (validated) {

            gl4.glGenProgramPipelines(1, pipelineName);
            gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programName);
        }

        return validated & checkError(gl4, "initProgram");
    }

    private boolean initBuffer(GL4 gl4) {

        boolean validated = true;

        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);

        gl4.glGenBuffers(Buffer.MAX, bufferName);

        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));

        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        gl4.glBufferData(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_DYNAMIC_DRAW);
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);

        gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
        gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
        gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

//		void* Pointer = initMemoryBuffer();
        ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(Math.max(vertexSize, PAGE_SIZE));
        gl4.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, bufferName.get(Buffer.VERTEX));
//		gl4.glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, vertexSize, Pointer, GL_STREAM_COPY);
        gl4.glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, vertexSize, vertexBuffer, GL_STREAM_COPY);
        gl4.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
        gl4.glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);

        BufferUtils.destroyDirectBuffer(uniformBufferOffset);

        return validated;
    }

    private ByteBuffer initMemoryBuffer() {
        clientBufferAddress = GLBuffers.newDirectByteBuffer(vertexSize + PAGE_SIZE - 1);
//		glm::byte* UnalignAddress = this->ClientBufferAddress.get();
//		glm::byte* AlignAddress = align(UnalignAddress, PAGE_SIZE);
//		memcpy(AlignAddress, VertexData, VertexSize);
//		return reinterpret_cast<void*>(AlignAddress);
        return null;
    }

    private boolean initTexture(GL4 gl4) {

        boolean validated = true;
        try {

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

            jgli.Gl.Format format = jgli.Gl.translate(texture.format());

            gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

            gl4.glGenTextures(1, textureName);
            gl4.glActiveTexture(GL_TEXTURE0);
            gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, format.swizzles.r.value);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, format.swizzles.g.value);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, format.swizzles.b.value);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, format.swizzles.a.value);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

            gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(),
                    format.internal.value,
                    texture.dimensions(0)[0], texture.dimensions(0)[1], 1);

            for (int level = 0; level < texture.levels(); ++level) {
                gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
                        0, 0, 0,
                        texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
                        format.external.value, format.type.value,
                        texture.data(level));
            }

            gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

        } catch (IOException ex) {
            Logger.getLogger(Gl_500_buffer_pinned_amd.class.getName()).log(Level.SEVERE, null, ex);
        }
        return validated;
    }

    private boolean initVertexArray(GL4 gl4) {

        boolean validated = true;

        gl4.glGenVertexArrays(1, vertexArrayName);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        {
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
            gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

            gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
            gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
        }
        gl4.glBindVertexArray(0);

        return validated;
    }

    @Override
    protected boolean render(GL gl) {

        GL4 gl4 = (GL4) gl;

        {
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            ByteBuffer pointer = gl4.glMapBufferRange(
                    GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                    GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);

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

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

        gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
        gl4.glClearBufferfv(GL_COLOR, 0, clearColor);

        // Bind rendering objects
        gl4.glBindProgramPipeline(pipelineName.get(0));
        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
        gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);

        gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

        return true;
    }
}