package me.rigamortis.seppuku.api.util;

import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.BufferBuilder;
import net.minecraft.client.renderer.GLAllocation;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.vertex.DefaultVertexFormats;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.math.AxisAlignedBB;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL32;

import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import static org.lwjgl.opengl.GL11.*;

/**
 * Author Seth
 * 4/16/2019 @ 3:28 AM.
 */
public final class RenderUtil {

    private static final IntBuffer VIEWPORT = GLAllocation.createDirectIntBuffer(16);
    private static final FloatBuffer MODELVIEW = GLAllocation.createDirectFloatBuffer(16);
    private static final FloatBuffer PROJECTION = GLAllocation.createDirectFloatBuffer(16);

    public static void updateModelViewProjectionMatrix() {
        glGetFloat(GL_MODELVIEW_MATRIX, MODELVIEW);
        glGetFloat(GL_PROJECTION_MATRIX, PROJECTION);
        glGetInteger(GL_VIEWPORT, VIEWPORT);
        final ScaledResolution res = new ScaledResolution(Minecraft.getMinecraft());
        GLUProjection.getInstance().updateMatrices(VIEWPORT, MODELVIEW, PROJECTION, (float) res.getScaledWidth() / (float) Minecraft.getMinecraft().displayWidth, (float) res.getScaledHeight() / (float) Minecraft.getMinecraft().displayHeight);
    }

    public static void drawRect(float x, float y, float w, float h, int color) {
        float alpha = (float) (color >> 24 & 255) / 255.0F;
        float red = (float) (color >> 16 & 255) / 255.0F;
        float green = (float) (color >> 8 & 255) / 255.0F;
        float blue = (float) (color & 255) / 255.0F;
        final Tessellator tessellator = Tessellator.getInstance();
        final BufferBuilder bufferbuilder = tessellator.getBuffer();
        GlStateManager.enableBlend();
        GlStateManager.disableTexture2D();
        GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
        bufferbuilder.begin(7, DefaultVertexFormats.POSITION_COLOR);
        bufferbuilder.pos((double) x, (double) h, 0.0D).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos((double) w, (double) h, 0.0D).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos((double) w, (double) y, 0.0D).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos((double) x, (double) y, 0.0D).color(red, green, blue, alpha).endVertex();
        tessellator.draw();
        GlStateManager.enableTexture2D();
        GlStateManager.disableBlend();
    }

    public static void drawGradientRect(float left, float top, float right, float bottom, int startColor, int endColor) {
        float f = (float) (startColor >> 24 & 255) / 255.0F;
        float f1 = (float) (startColor >> 16 & 255) / 255.0F;
        float f2 = (float) (startColor >> 8 & 255) / 255.0F;
        float f3 = (float) (startColor & 255) / 255.0F;
        float f4 = (float) (endColor >> 24 & 255) / 255.0F;
        float f5 = (float) (endColor >> 16 & 255) / 255.0F;
        float f6 = (float) (endColor >> 8 & 255) / 255.0F;
        float f7 = (float) (endColor & 255) / 255.0F;
        GlStateManager.disableTexture2D();
        GlStateManager.enableBlend();
        GlStateManager.disableAlpha();
        GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
        GlStateManager.shadeModel(7425);
        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bufferbuilder = tessellator.getBuffer();
        bufferbuilder.begin(7, DefaultVertexFormats.POSITION_COLOR);
        bufferbuilder.pos((double) right, (double) top, (double) 0).color(f1, f2, f3, f).endVertex();
        bufferbuilder.pos((double) left, (double) top, (double) 0).color(f1, f2, f3, f).endVertex();
        bufferbuilder.pos((double) left, (double) bottom, (double) 0).color(f5, f6, f7, f4).endVertex();
        bufferbuilder.pos((double) right, (double) bottom, (double) 0).color(f5, f6, f7, f4).endVertex();
        tessellator.draw();
        GlStateManager.shadeModel(7424);
        GlStateManager.disableBlend();
        GlStateManager.enableAlpha();
        GlStateManager.enableTexture2D();
    }

    public static void drawTriangle(float x, float y, float size, float theta, int color) {
        GL11.glTranslated(x, y, 0);
        GL11.glRotatef(180 + theta, 0F, 0F, 1.0F);

        float alpha = (float) (color >> 24 & 255) / 255.0F;
        float red = (float) (color >> 16 & 255) / 255.0F;
        float green = (float) (color >> 8 & 255) / 255.0F;
        float blue = (float) (color & 255) / 255.0F;

        GL11.glColor4f(red, green, blue, alpha);
        GL11.glEnable(GL11.GL_BLEND);
        GL11.glDisable(GL11.GL_TEXTURE_2D);
        GL11.glEnable(GL11.GL_LINE_SMOOTH);
        GL11.glBlendFunc(770, 771);
        GL11.glLineWidth(1);
        GL11.glBegin(GL11.GL_TRIANGLE_FAN);

        GL11.glVertex2d(0, (1.0F * size));
        GL11.glVertex2d((1 * size), -(1.0F * size));
        GL11.glVertex2d(-(1 * size), -(1.0F * size));

        GL11.glEnd();
        GL11.glDisable(GL11.GL_LINE_SMOOTH);
        GL11.glEnable(GL11.GL_TEXTURE_2D);
        GL11.glDisable(GL11.GL_BLEND);
        GL11.glRotatef(-180 - theta, 0F, 0F, 1.0F);
        GL11.glTranslated(-x, -y, 0);
    }

    public static void drawOutlineRect(float x, float y, float w, float h, float thickness, int c) {
        drawRect(x, y, x - thickness, h, c);
        drawRect(w + thickness, y, w, h, c);
        drawRect(x, y, w, y - thickness, c);
        drawRect(x, h + thickness, w, h, c);
    }

    public static void drawLine(float x, float y, float x1, float y1, float thickness, int hex) {
        float red = (hex >> 16 & 0xFF) / 255.0F;
        float green = (hex >> 8 & 0xFF) / 255.0F;
        float blue = (hex & 0xFF) / 255.0F;
        float alpha = (hex >> 24 & 0xFF) / 255.0F;

        GlStateManager.pushMatrix();
        GlStateManager.disableTexture2D();
        GlStateManager.enableBlend();
        GlStateManager.disableAlpha();
        GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
        GlStateManager.shadeModel(GL_SMOOTH);
        glLineWidth(thickness);
        glEnable(GL_LINE_SMOOTH);
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        final Tessellator tessellator = Tessellator.getInstance();
        final BufferBuilder bufferbuilder = tessellator.getBuffer();
        bufferbuilder.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
        bufferbuilder.pos((double) x, (double) y, (double) 0).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos((double) x1, (double) y1, (double) 0).color(red, green, blue, alpha).endVertex();
        tessellator.draw();
        GlStateManager.shadeModel(GL_FLAT);
        glDisable(GL_LINE_SMOOTH);
        GlStateManager.disableBlend();
        GlStateManager.enableAlpha();
        GlStateManager.enableTexture2D();
        GlStateManager.popMatrix();
    }

    public static void drawLine3D(float x, float y, float z, float x1, float y1, float z1, float thickness, int hex) {
        float red = (hex >> 16 & 0xFF) / 255.0F;
        float green = (hex >> 8 & 0xFF) / 255.0F;
        float blue = (hex & 0xFF) / 255.0F;
        float alpha = (hex >> 24 & 0xFF) / 255.0F;

        GlStateManager.pushMatrix();
        GlStateManager.disableTexture2D();
        GlStateManager.enableBlend();
        GlStateManager.disableAlpha();
        GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
        GlStateManager.shadeModel(GL_SMOOTH);
        glLineWidth(thickness);
        glEnable(GL_LINE_SMOOTH);
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        GlStateManager.disableDepth();
        glEnable(GL32.GL_DEPTH_CLAMP);
        final Tessellator tessellator = Tessellator.getInstance();
        final BufferBuilder bufferbuilder = tessellator.getBuffer();
        bufferbuilder.begin(GL_LINES, DefaultVertexFormats.POSITION_COLOR);
        bufferbuilder.pos((double) x, (double) y, (double) z).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos((double) x1, (double) y1, (double) z1).color(red, green, blue, alpha).endVertex();
        tessellator.draw();
        GlStateManager.shadeModel(GL_FLAT);
        glDisable(GL_LINE_SMOOTH);
        GlStateManager.enableDepth();
        glDisable(GL32.GL_DEPTH_CLAMP);
        GlStateManager.disableBlend();
        GlStateManager.enableAlpha();
        GlStateManager.enableTexture2D();
        GlStateManager.popMatrix();
    }

    public static void drawBoundingBox(AxisAlignedBB bb, float width, float red, float green, float blue, float alpha) {
        GlStateManager.pushMatrix();
        GlStateManager.enableBlend();
        GlStateManager.disableDepth();
        GlStateManager.tryBlendFuncSeparate(770, 771, 0, 1);
        GlStateManager.disableTexture2D();
        GlStateManager.depthMask(false);
        glEnable(GL_LINE_SMOOTH);
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        glLineWidth(width);

        final Tessellator tessellator = Tessellator.getInstance();
        final BufferBuilder bufferbuilder = tessellator.getBuffer();

        bufferbuilder.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
        bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, 0.0F).endVertex();
        bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, 0.0F).endVertex();
        bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, 0.0F).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, 0.0F).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, 0.0F).endVertex();
        tessellator.draw();
        glDisable(GL_LINE_SMOOTH);
        GlStateManager.depthMask(true);
        GlStateManager.enableDepth();
        GlStateManager.enableTexture2D();
        GlStateManager.disableBlend();
        GlStateManager.popMatrix();
    }

    public static void drawBoundingBox(AxisAlignedBB bb, float width, int color) {
        final float alpha = (color >> 24 & 0xFF) / 255.0F;
        final float red = (color >> 16 & 0xFF) / 255.0F;
        final float green = (color >> 8 & 0xFF) / 255.0F;
        final float blue = (color & 0xFF) / 255.0F;
        drawBoundingBox(bb, width, red, green, blue, alpha);
    }

    public static void drawPlane(double x, double y, double z, AxisAlignedBB bb, float width, int color) {
        GL11.glPushMatrix();
        GL11.glTranslated(x, y, z);
        drawPlane(bb, width, color);
        GL11.glPopMatrix();
    }

    public static void drawPlane(AxisAlignedBB axisalignedbb, float width, int color) {
        GlStateManager.pushMatrix();
        GlStateManager.glLineWidth(width);
        GlStateManager.enableBlend();
        GlStateManager.disableDepth();
        GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
        GlStateManager.disableTexture2D();
        GlStateManager.depthMask(false);
        glEnable(GL_LINE_SMOOTH);
        glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        drawPlane(axisalignedbb, color);
        glDisable(GL_LINE_SMOOTH);
        GlStateManager.depthMask(true);
        GlStateManager.enableDepth();
        GlStateManager.enableTexture2D();
        GlStateManager.disableBlend();
        GlStateManager.popMatrix();
    }

    public static void drawPlane(AxisAlignedBB boundingBox, int color) {
        float alpha = (color >> 24 & 0xFF) / 255.0F;
        float red = (color >> 16 & 0xFF) / 255.0F;
        float green = (color >> 8 & 0xFF) / 255.0F;
        float blue = (color & 0xFF) / 255.0F;

        double minX = boundingBox.minX;
        double minY = boundingBox.minY;
        double minZ = boundingBox.minZ;

        double maxX = boundingBox.maxX;
        double maxY = boundingBox.maxY;
        double maxZ = boundingBox.maxZ;

        Tessellator tessellator = Tessellator.getInstance();
        BufferBuilder bufferbuilder = tessellator.getBuffer();

        bufferbuilder.begin(GL_LINE_STRIP, DefaultVertexFormats.POSITION_COLOR);
        bufferbuilder.pos(minX, minY, minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(maxX, minY, maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(minX, minY, maxZ).color(red, green, blue, 0).endVertex();
        bufferbuilder.pos(maxZ, minY, minZ).color(red, green, blue, alpha).endVertex();

        tessellator.draw();
    }

    public static void drawFilledBox(AxisAlignedBB bb, int color) {
        GlStateManager.pushMatrix();
        GlStateManager.enableBlend();
        GlStateManager.disableDepth();
        GlStateManager.tryBlendFuncSeparate(770, 771, 0, 1);
        GlStateManager.disableTexture2D();
        GlStateManager.depthMask(false);

        final float alpha = (color >> 24 & 0xFF) / 255.0F;
        final float red = (color >> 16 & 0xFF) / 255.0F;
        final float green = (color >> 8 & 0xFF) / 255.0F;
        final float blue = (color & 0xFF) / 255.0F;

        final Tessellator tessellator = Tessellator.getInstance();
        final BufferBuilder bufferbuilder = tessellator.getBuffer();

        bufferbuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION_COLOR);
        bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();

        bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();

        bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();

        bufferbuilder.pos(bb.maxX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();

        bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.maxX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();

        bufferbuilder.pos(bb.minX, bb.minY, bb.minZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.minY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.maxY, bb.maxZ).color(red, green, blue, alpha).endVertex();
        bufferbuilder.pos(bb.minX, bb.maxY, bb.minZ).color(red, green, blue, alpha).endVertex();
        tessellator.draw();
        GlStateManager.depthMask(true);
        GlStateManager.enableDepth();
        GlStateManager.enableTexture2D();
        GlStateManager.disableBlend();
        GlStateManager.popMatrix();
    }

    public static void glScissor(float x, float y, float x1, float y1, final ScaledResolution sr) {
        GL11.glScissor((int) (x * sr.getScaleFactor()), (int) (Minecraft.getMinecraft().displayHeight - (y1 * sr.getScaleFactor())), (int) ((x1 - x) * sr.getScaleFactor()), (int) ((y1 - y) * sr.getScaleFactor()));
    }

    public static void glBillboard(float x, float y, float z) {
        float scale = 0.016666668f * 1.6f;
        GlStateManager.translate(x - Minecraft.getMinecraft().getRenderManager().renderPosX, y - Minecraft.getMinecraft().getRenderManager().renderPosY, z - Minecraft.getMinecraft().getRenderManager().renderPosZ);
        GlStateManager.glNormal3f(0.0f, 1.0f, 0.0f);
        GlStateManager.rotate(-Minecraft.getMinecraft().player.rotationYaw, 0.0f, 1.0f, 0.0f);
        GlStateManager.rotate(Minecraft.getMinecraft().player.rotationPitch, Minecraft.getMinecraft().gameSettings.thirdPersonView == 2 ? -1.0f : 1.0f, 0.0f, 0.0f);
        GlStateManager.scale(-scale, -scale, scale);
    }

    public static void glBillboardDistanceScaled(float x, float y, float z, EntityPlayer player, float scale) {
        glBillboard(x, y, z);
        int distance = (int) player.getDistance(x, y, z);
        float scaleDistance = (distance / 2.0f) / (2.0f + (2.0f - scale));
        if (scaleDistance < 1f)
            scaleDistance = 1;
        GlStateManager.scale(scaleDistance, scaleDistance, scaleDistance);
    }

    public static void drawTexture(float x, float y, float textureX, float textureY, float width, float height) {
        float f = 0.00390625F;
        float f1 = 0.00390625F;
        final Tessellator tessellator = Tessellator.getInstance();
        final BufferBuilder bufferbuilder = tessellator.getBuffer();
        bufferbuilder.begin(GL_QUADS, DefaultVertexFormats.POSITION_TEX);
        bufferbuilder.pos(x, (y + height), 0.0D).tex((textureX * f), ((textureY + height) * f1)).endVertex();
        bufferbuilder.pos((x + width), (y + height), 0.0D).tex(((textureX + width) * f), ((textureY + height) * f1)).endVertex();
        bufferbuilder.pos((x + width), y, 0.0D).tex(((textureX + width) * f), (textureY * f1)).endVertex();
        bufferbuilder.pos(x, y, 0.0D).tex((textureX * f), (textureY * f1)).endVertex();
        tessellator.draw();
    }

    public static void drawTexture(float x, float y, float width, float height, float u, float v, float t, float s) {
        final Tessellator tessellator = Tessellator.getInstance();
        final BufferBuilder bufferbuilder = tessellator.getBuffer();
        bufferbuilder.begin(GL_TRIANGLES, DefaultVertexFormats.POSITION_TEX);
        bufferbuilder.pos(x + width, y, 0F).tex(t, v).endVertex();
        bufferbuilder.pos(x, y, 0F).tex(u, v).endVertex();
        bufferbuilder.pos(x, y + height, 0F).tex(u, s).endVertex();
        bufferbuilder.pos(x, y + height, 0F).tex(u, s).endVertex();
        bufferbuilder.pos(x + width, y + height, 0F).tex(t, s).endVertex();
        bufferbuilder.pos(x + width, y, 0F).tex(t, v).endVertex();
        tessellator.draw();
    }
}