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package fw

import "base:runtime"

import "core:log"
import "core:fmt"
import "core:math/linalg"
import "core:os"

import "vendor:glfw"
import gl "vendor:OpenGL"

@(private)
enum_conv: map[All_Enums]u32

vert_shader_src := string(#load("shader.vert"))
frag_shader_src := string(#load("shader.frag"))

vao: u32
vbo: u32
ebo: u32

framebuf: struct {
  handle: u32,
  color: Texture, // so we can reuse pre-existing draw procs
  depth: u32,
}
shader_program: u32

projection_loc: i32
view_loc: i32
tex0_loc: i32

// @(private)
// _gl_debug_message :: proc "c" (
//   source: u32,
//   type: u32,
//   id: u32,
//   severity: u32,
//   length: i32,
//   message: cstring,
//   userParam: rawptr,
// ) {
//   context = runtime.default_context()
//   switch severity {
//   case gl.DEBUG_SEVERITY_HIGH: fmt.print("[HIGH]")
//   case gl.DEBUG_SEVERITY_MEDIUM: fmt.print("[MEDIUM]")
//   case gl.DEBUG_SEVERITY_LOW: fmt.print("[LOW]")
//   case gl.DEBUG_SEVERITY_NOTIFICATION: fmt.print("[NOTIF]")
//   }
//   fmt.printfln(" OpenGL %v: %v", id, message)
// }

@(private)
_init_vertex_buffer_and_array :: proc(vao: u32, vbo: u32, ebo: u32) {
  gl.BindVertexArray(vao)

  gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
  gl.BufferData(gl.ARRAY_BUFFER, 0, nil, gl.DYNAMIC_DRAW)

  gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo)
  gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, 0, nil, gl.DYNAMIC_DRAW)

  stride := i32(size_of(Vertex))

  gl.EnableVertexAttribArray(0)
  gl.VertexAttribPointer(0, 3, gl.FLOAT, false, stride, offset_of(Vertex, pos))

  gl.EnableVertexAttribArray(1)
  gl.VertexAttribPointer(1, 2, gl.FLOAT, false, stride, offset_of(Vertex, uv))

  gl.EnableVertexAttribArray(2)
  gl.VertexAttribPointer(
    2,
    4,
    gl.FLOAT,
    false,
    stride,
    offset_of(Vertex, color),
  )
}

@(private)
_gl_load_shader :: proc(src: string, type: u32) -> u32 {
  shader := gl.CreateShader(type)
  csrc := cstring(raw_data(src))
  src_len := i32(len(src))
  gl.ShaderSource(shader, 1, &csrc, &src_len)
  gl.CompileShader(shader)

  status: i32
  gl.GetShaderiv(shader, gl.COMPILE_STATUS, &status)
  if status == 0 {
    gl.DeleteShader(shader)
    return 0
  }

  return shader
}

@(private)
_gl_load_shader_program :: proc(vert_src: string, frag_src: string) -> u32 {
  vert_shader := _gl_load_shader(vert_src, gl.VERTEX_SHADER)
  defer gl.DeleteShader(vert_shader)
  frag_shader := _gl_load_shader(frag_src, gl.FRAGMENT_SHADER)
  defer gl.DeleteShader(frag_shader)

  program := gl.CreateProgram()
  gl.AttachShader(program, vert_shader)
  gl.AttachShader(program, frag_shader)
  gl.LinkProgram(program)

  status: i32
  gl.GetProgramiv(program, gl.LINK_STATUS, &status)
  if status == 0 {
    gl.DeleteProgram(program)
    return 0
  }

  return program
}

gl_init :: proc() {
  glfw.MakeContextCurrent(window)

  gl.load_up_to(3, 3, glfw.gl_set_proc_address)

  gl.Enable(gl.DEPTH_TEST)
  gl.DepthFunc(gl.LEQUAL)

  // gl.Enable(gl.BLEND);
  // gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

  renderer.vt.start_frame = gl_start_frame
  renderer.vt.end_frame = gl_end_frame
  renderer.vt.draw = gl_draw
  renderer.vt.clear = gl_clear
  renderer.vt.init_texture = gl_init_texture
  renderer.vt.destroy_texture = gl_destroy_texture
  renderer.vt.init_screen = gl_init_screen

  enum_conv[Vertex_Mode.None] = gl.TRIANGLES
  enum_conv[Vertex_Mode.Triangles] = gl.TRIANGLES
  enum_conv[Vertex_Mode.Triangle_Fan] = gl.TRIANGLE_FAN
  enum_conv[Vertex_Mode.Triangle_Strip] = gl.TRIANGLE_STRIP
  enum_conv[Vertex_Mode.Lines] = gl.LINES
  enum_conv[Vertex_Mode.Line_Strip] = gl.LINE_STRIP
  enum_conv[Vertex_Mode.Line_Loop] = gl.LINE_LOOP
  enum_conv[Vertex_Mode.Points] = gl.POINTS

  gl.PixelStorei(gl.UNPACK_ALIGNMENT, 1);

  gl.GenBuffers(1, &vbo)
  gl.GenBuffers(1, &ebo)
  gl.GenVertexArrays(1, &vao)
  _init_vertex_buffer_and_array(vao, vbo, ebo)

  shader_program = _gl_load_shader_program(vert_shader_src, frag_shader_src)
  projection_loc = gl.GetUniformLocation(shader_program, "projection")
  view_loc = gl.GetUniformLocation(shader_program, "view")
  tex0_loc = gl.GetUniformLocation(shader_program, "tex0")
}

gl_deinit :: proc() {
  delete(enum_conv)

  destroy_texture(framebuf.color)
  gl.DeleteRenderbuffers(1, &framebuf.depth)
  gl.DeleteFramebuffers(1, &framebuf.handle)

  gl.DeleteProgram(shader_program)

  gl.DeleteBuffers(1, &vbo)
  gl.DeleteVertexArrays(1, &vao)
}

gl_start_frame :: proc() {
  gl.BindFramebuffer(gl.FRAMEBUFFER, framebuf.handle)
  gl.Viewport(0, 0, framebuf.color.size.x, framebuf.color.size.y)
  renderer.projection = linalg.matrix_ortho3d(
    f32(0), f32(framebuf.color.size.x),
    f32(framebuf.color.size.y), 0,
    -1, 1,
  )
}

gl_end_frame :: proc() {
  gl.BindFramebuffer(gl.FRAMEBUFFER, 0)

  w_width, w_height := glfw.GetWindowSize(window)

  gl.Viewport(0, 0, w_width, w_height)

  renderer.projection = linalg.matrix_ortho3d(
    f32(0), f32(w_width),
    0, f32(w_height),
    -1, 1,
  )

  draw_rect({0, 0}, {f32(w_width), f32(w_height)}, tex = framebuf.color)
  flush_batch(&renderer.draw_call)
}

gl_draw :: proc(draw_call: Draw_Call) {
  draw_call := draw_call

  gl.UseProgram(shader_program)

  gl.ActiveTexture(gl.TEXTURE0)
  gl.BindTexture(gl.TEXTURE_2D, draw_call.tex)

  gl.Uniform1i(tex0_loc, 0)
  gl.UniformMatrix4fv(
    projection_loc,
    1,
    false,
    transmute([^]f32)(&draw_call.projection),
  )
  gl.UniformMatrix4fv(view_loc, 1, false, transmute([^]f32)(&draw_call.view))

  gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
  gl.BufferData(
    gl.ARRAY_BUFFER,
    size_of(Vertex) * len(draw_call.vertices),
    raw_data(draw_call.vertices),
    gl.DYNAMIC_DRAW,
  )

  gl.BindVertexArray(vao)

  if !draw_call.indexed {
    gl.DrawArrays(
      enum_conv[draw_call.vertex_mode],
      0,
      i32(len(draw_call.vertices)),
    )
  } else {
    gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo)
    gl.BufferData(
      gl.ELEMENT_ARRAY_BUFFER,
      size_of(Index) * len(draw_call.indices),
      raw_data(draw_call.indices),
      gl.DYNAMIC_DRAW,
    )

    gl.DrawElements(
      enum_conv[draw_call.vertex_mode],
      i32(len(draw_call.indices)),
      gl.UNSIGNED_SHORT,
      nil,
    )
    gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0)
  }

  gl.BindBuffer(gl.ARRAY_BUFFER, 0)
  gl.BindVertexArray(0)
}

gl_clear :: proc(col: Color) {
  gl.ClearColor(col.r, col.g, col.b, col.a)
  gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
}

gl_init_texture :: proc(
  texture: ^Texture,
  data: []u8,
  channels: i32,
) {
  tex: u32
  gl.GenTextures(1, &tex)

  format := gl.RGBA
  switch channels {
  case 3: format = gl.RGB
  case 4: format = gl.RGBA
  case: panic("Unsupported amount of channels. Must be either 3 or 4.")
  }

  gl.BindTexture(gl.TEXTURE_2D, tex)
  gl.TexImage2D(
    gl.TEXTURE_2D,
    0,
    i32(format),
    texture.size.x,
    texture.size.y,
    0,
    u32(format),
    gl.UNSIGNED_BYTE,
    raw_data(data),
  )

  gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
  gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

  gl.GenerateMipmap(gl.TEXTURE_2D)

  texture.handle = tex
}

gl_destroy_texture :: proc(texture: Texture_Handle) {
  texture := texture
  gl.DeleteTextures(1, &texture)
}

gl_init_screen :: proc(screen_size: Vec2i) {
  assert(screen_size.x * screen_size.y > 0)

  gl.GenFramebuffers(1, &framebuf.handle)
  gl.BindFramebuffer(gl.FRAMEBUFFER, framebuf.handle)

  color_tex: u32
  gl.GenTextures(1, &color_tex)
  gl.BindTexture(gl.TEXTURE_2D, color_tex)
  
  gl.TexImage2D(
    gl.TEXTURE_2D,
    0,
    gl.RGB,
    screen_size.x,
    screen_size.y,
    0,
    gl.RGB,
    gl.UNSIGNED_BYTE,
    nil,
  )
  gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
  gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)

  gl.FramebufferTexture2D(
    gl.FRAMEBUFFER,
    gl.COLOR_ATTACHMENT0,
    gl.TEXTURE_2D,
    color_tex,
    0,
  )

  framebuf.color = Texture {
    handle = color_tex,
    size = screen_size,
  }

  gl.GenRenderbuffers(1, &framebuf.depth)
  gl.BindRenderbuffer(gl.RENDERBUFFER, framebuf.depth)
  gl.RenderbufferStorage(
    gl.RENDERBUFFER,
    gl.DEPTH_COMPONENT32F,
    screen_size.x,
    screen_size.y,
  );
  gl.FramebufferRenderbuffer(
    gl.FRAMEBUFFER,
    gl.DEPTH_ATTACHMENT,
    gl.RENDERBUFFER,
    framebuf.depth,
  );

  if gl.CheckFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE {
    log.fatal("[OPENGL] Framebuffer could not be completed")
    os.exit(1)
  }

  gl.BindFramebuffer(gl.FRAMEBUFFER, 0)
}