#include <textures.h>
#include <stb_image.h>
#include <opengl.h>
#include <stdio.h>
#include <assert.h>

RenderBatch* texture_quad_batch = NULL;
int max_textures;

void setup_textures() {
    texture_quad_batch = create_texture_quad_batch();

    glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_textures);
    if(max_textures > 32) max_textures = 32;
}

uint32_t load_texture(const char* path) {
    uint32_t id;
    glCreateTextures(GL_TEXTURE_2D, 1, &id); 

    uint8_t default_texture[] = { 
	    0, 0, 0, 255, 	255, 0, 255, 255,
	    255, 0, 255, 255,	0, 0, 0, 255 };

    int width = 2, height = 2, channels;
    uint8_t* pixels = stbi_load(path, &width, &height, &channels, 4);
    if(pixels) {
	glTextureParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    	glTextureParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    	glTextureParameteri(id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    	glTextureParameteri(id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        glTextureStorage2D(id, 1, GL_RGBA8, width, height);
        glTextureSubImage2D(id, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
        printf("[Texture %d, %s] Loaded successfully (%dx%d, %d channels)\n", id, path, width, height, channels);
    } else {
	glTextureParameteri(id, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    	glTextureParameteri(id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    	glTextureParameteri(id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    	glTextureParameteri(id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	glTextureStorage2D(id, 1, GL_RGBA8, width, height);
	glTextureSubImage2D(id, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, default_texture);
        printf("[Texture %d, %s] Failed to load image data: %s\n", id, path, stbi_failure_reason());
    }

    return id;
}

vec2 texture_quad_texcoords[] = {
    { 0.0f, 1.0f },
    { 0.0f, 0.0f },
    { 1.0f, 0.0f },
        
    { 0.0f, 1.0f },
    { 1.0f, 0.0f },
    { 1.0f, 1.0f }
};

void draw_texture(Texture id, vec2 pos, vec2 size, vec4 tint) { 
    mat4 transform = mat4Multiply(
            mat4Scale(size.x, size.y, 1.0f),
            mat4Translate(pos.x, pos.y, 0.0f));

    draw_texture_trans(id, transform, tint);
}

void draw_texture_trans(Texture id, mat4 transform, vec4 tint) {
    assert(texture_quad_batch != NULL && "texture_quad_batch is null, was setup_textures() called?");
    batch_draw_texture(texture_quad_batch, id, transform, tint);
}

void batch_draw_texture(RenderBatch* batch, Texture texture, mat4 transform, vec4 color) {
    TextureQuadBatchData* batch_data = batch->data;
    uint32_t vertex_add = 6; 

    if(batch_needs_flush(batch, vertex_add) || batch_data->texture_index >= max_textures) 
        flush_batch(batch); 
 
    uint32_t tex_id = batch_data->texture_index++;
    glBindTextureUnit(tex_id, texture);

    for(int i = 0; i < vertex_add; i++) {
        TextureQuadVertex* vertex = batch->vertex_ptr;

        vertex->Position = vec3Transform(quad_vertex_positions[i], transform);
        vertex->Tint = color;
        vertex->TexCoord = texture_quad_texcoords[i];
        vertex->TexID = tex_id;

        batch->vertex_ptr += batch->vertex_size;
        batch->vertex_count++;
    }
}

void texture_flush_callback(RenderBatch* batch) {
    TextureQuadBatchData* data = batch->data;
    data->texture_index = 0;
}

RenderBatch* create_texture_quad_batch() {
    RenderBatch* texture_quad_batch = create_batch(sizeof(TextureQuadVertex), MAX_VERTICES);
    texture_quad_batch->shader = load_shader_program(
            compile_shader("assets/texture.vert", GL_VERTEX_SHADER),
            compile_shader("assets/texture.frag", GL_FRAGMENT_SHADER), 0);

    texture_quad_batch->data = sl_new(TextureQuadBatchData);
    texture_quad_batch->flush_callback = &texture_flush_callback;

    batch_add_attrib(texture_quad_batch, (VertexAttrib){ 
            .type = GL_FLOAT, .size = sizeof(float), .count = 3 
    }); // pos
    
    batch_add_attrib(texture_quad_batch, (VertexAttrib){ 
            .type = GL_FLOAT, .size = sizeof(float), .count = 4 
    }); // color

    batch_add_attrib(texture_quad_batch, (VertexAttrib){ 
            .type = GL_FLOAT, .size = sizeof(float), .count = 2 
    }); // texcoord

    batch_add_attrib(texture_quad_batch, (VertexAttrib){ 
            .type = GL_FLOAT, .size = sizeof(float), .count = 1 
    }); // texid

    batch_bind_attribs(texture_quad_batch);

    return texture_quad_batch;
}