#include "ripplesimulation.hpp"

#include <iomanip>
#include <sstream>

#include <osg/Depth>
#include <osg/Material>
#include <osg/PolygonOffset>
#include <osg/PositionAttitudeTransform>
#include <osg/Texture2D>
#include <osgParticle/ParticleSystem>
#include <osgParticle/ParticleSystemUpdater>

#include <components/fallback/fallback.hpp>
#include <components/misc/rng.hpp>
#include <components/nifosg/controller.hpp>
#include <components/resource/imagemanager.hpp>
#include <components/resource/resourcesystem.hpp>
#include <components/resource/scenemanager.hpp>
#include <components/sceneutil/depth.hpp>

#include "vismask.hpp"

#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"

#include "../mwmechanics/actorutil.hpp"

namespace
{
    void createWaterRippleStateSet(Resource::ResourceSystem* resourceSystem, osg::Node* node)
    {
        int rippleFrameCount = Fallback::Map::getInt("Water_RippleFrameCount");
        if (rippleFrameCount <= 0)
            return;

        std::string_view tex = Fallback::Map::getString("Water_RippleTexture");

        std::vector<osg::ref_ptr<osg::Texture2D>> textures;
        for (int i = 0; i < rippleFrameCount; ++i)
        {
            std::ostringstream texname;
            texname << "textures/water/" << tex << std::setw(2) << std::setfill('0') << i << ".dds";
            const VFS::Path::Normalized path(texname.str());
            osg::ref_ptr<osg::Texture2D> tex2(new osg::Texture2D(resourceSystem->getImageManager()->getImage(path)));
            tex2->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
            tex2->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
            resourceSystem->getSceneManager()->applyFilterSettings(tex2);
            textures.push_back(tex2);
        }

        osg::ref_ptr<NifOsg::FlipController> controller(
            new NifOsg::FlipController(0, 0.3f / rippleFrameCount, textures));
        controller->setSource(std::make_shared<SceneUtil::FrameTimeSource>());
        node->addUpdateCallback(controller);

        osg::ref_ptr<osg::StateSet> stateset(new osg::StateSet);
        stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
        stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
        stateset->setTextureAttributeAndModes(0, textures[0], osg::StateAttribute::ON);

        osg::ref_ptr<osg::Depth> depth = new SceneUtil::AutoDepth;
        depth->setWriteMask(false);
        stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);

        osg::ref_ptr<osg::PolygonOffset> polygonOffset(new osg::PolygonOffset);
        polygonOffset->setUnits(SceneUtil::AutoDepth::isReversed() ? 1 : -1);
        polygonOffset->setFactor(SceneUtil::AutoDepth::isReversed() ? 1 : -1);
        stateset->setAttributeAndModes(polygonOffset, osg::StateAttribute::ON);

        stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

        osg::ref_ptr<osg::Material> mat(new osg::Material);
        mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
        mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f));
        mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f));
        mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.f));
        mat->setColorMode(osg::Material::DIFFUSE);
        stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);

        node->setStateSet(stateset);
    }

    int findOldestParticleAlive(const osgParticle::ParticleSystem* partsys)
    {
        int oldest = -1;
        float oldestAge = 0.f;
        for (int i = 0; i < partsys->numParticles(); ++i)
        {
            const osgParticle::Particle* particle = partsys->getParticle(i);
            if (!particle->isAlive())
                continue;
            const float age = particle->getAge();
            if (oldest == -1 || age > oldestAge)
            {
                oldest = i;
                oldestAge = age;
            }
        }
        return oldest;
    }
}

namespace MWRender
{

    RippleSimulation::RippleSimulation(osg::Group* parent, Resource::ResourceSystem* resourceSystem)
        : mParent(parent)
        , mMaxNumberRipples(Fallback::Map::getInt("Water_MaxNumberRipples"))
    {
        mParticleSystem = new osgParticle::ParticleSystem;

        mParticleSystem->setParticleAlignment(osgParticle::ParticleSystem::FIXED);
        mParticleSystem->setAlignVectorX(osg::Vec3f(1, 0, 0));
        mParticleSystem->setAlignVectorY(osg::Vec3f(0, 1, 0));

        osgParticle::Particle& particleTemplate = mParticleSystem->getDefaultParticleTemplate();
        particleTemplate.setSizeRange(osgParticle::rangef(15, 180));
        particleTemplate.setColorRange(osgParticle::rangev4(osg::Vec4f(1, 1, 1, 0.7), osg::Vec4f(1, 1, 1, 0.7)));
        particleTemplate.setAlphaRange(osgParticle::rangef(1.f, 0.f));
        particleTemplate.setAngularVelocity(osg::Vec3f(0, 0, Fallback::Map::getFloat("Water_RippleRotSpeed")));
        particleTemplate.setLifeTime(Fallback::Map::getFloat("Water_RippleLifetime"));

        osg::ref_ptr<osgParticle::ParticleSystemUpdater> updater(new osgParticle::ParticleSystemUpdater);
        updater->addParticleSystem(mParticleSystem);

        mParticleNode = new osg::PositionAttitudeTransform;
        mParticleNode->setName("Ripple Root");
        mParticleNode->addChild(updater);
        mParticleNode->addChild(mParticleSystem);
        mParticleNode->setNodeMask(Mask_Water);

        createWaterRippleStateSet(resourceSystem, mParticleNode);

        resourceSystem->getSceneManager()->recreateShaders(mParticleNode);

        mParent->addChild(mParticleNode);
    }

    RippleSimulation::~RippleSimulation()
    {
        mParent->removeChild(mParticleNode);
    }

    void RippleSimulation::update(float dt)
    {
        const MWBase::World* world = MWBase::Environment::get().getWorld();
        for (Emitter& emitter : mEmitters)
        {
            emitter.mTimer -= dt;
            MWWorld::ConstPtr& ptr = emitter.mPtr;
            if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr())
            {
                // fetch a new ptr (to handle cell change etc)
                // for non-player actors this is done in updateObjectCell
                ptr = MWBase::Environment::get().getWorld()->getPlayerPtr();
            }

            osg::Vec3f currentPos(ptr.getRefData().getPosition().asVec3());

            bool shouldEmit = (world->isUnderwater(ptr.getCell(), currentPos) && !world->isSubmerged(ptr))
                || world->isWalkingOnWater(ptr);

            if (!shouldEmit)
            {
                emitter.mTimer = 0.f;
            }
            else if (mRipples)
            {
                // Ripple simulation needs to continously apply impulses to keep simulation alive.
                // Adding a timer delay will introduce many smaller ripples around actor instead of a smooth wake
                currentPos.z() = mParticleNode->getPosition().z();
                emitRipple(currentPos);
            }
            else if (emitter.mTimer <= 0.f || (currentPos - emitter.mLastEmitPosition).length() > 10)
            {
                emitter.mLastEmitPosition = currentPos;
                emitter.mTimer = 1.5f;

                currentPos.z() = mParticleNode->getPosition().z();

                emitRipple(currentPos);
            }
        }
    }

    void RippleSimulation::addEmitter(const MWWorld::ConstPtr& ptr, float scale, float force)
    {
        Emitter newEmitter;
        newEmitter.mPtr = ptr;
        newEmitter.mScale = scale;
        newEmitter.mForce = force;
        newEmitter.mLastEmitPosition = osg::Vec3f(0, 0, 0);
        newEmitter.mTimer = 0.f;
        mEmitters.push_back(newEmitter);
    }

    void RippleSimulation::removeEmitter(const MWWorld::ConstPtr& ptr)
    {
        for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
        {
            if (it->mPtr == ptr)
            {
                mEmitters.erase(it);
                return;
            }
        }
    }

    void RippleSimulation::updateEmitterPtr(const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& ptr)
    {
        for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end(); ++it)
        {
            if (it->mPtr == old)
            {
                it->mPtr = ptr;
                return;
            }
        }
    }

    void RippleSimulation::removeCell(const MWWorld::CellStore* store)
    {
        for (std::vector<Emitter>::iterator it = mEmitters.begin(); it != mEmitters.end();)
        {
            if ((it->mPtr.isInCell() && it->mPtr.getCell() == store) && it->mPtr != MWMechanics::getPlayer())
            {
                it = mEmitters.erase(it);
            }
            else
                ++it;
        }
    }

    void RippleSimulation::emitRipple(const osg::Vec3f& pos)
    {
        if (std::abs(pos.z() - mParticleNode->getPosition().z()) < 20)
        {
            if (mRipples)
            {
                constexpr float particleRippleSizeInUnits = 12.f;
                mRipples->emit(osg::Vec3f(pos.x(), pos.y(), 0.f), particleRippleSizeInUnits);
            }
            else
            {
                if (mMaxNumberRipples <= 0)
                    return;

                osgParticle::ParticleSystem::ScopedWriteLock lock(*mParticleSystem->getReadWriteMutex());
                if (mParticleSystem->numParticles() - mParticleSystem->numDeadParticles() > mMaxNumberRipples)
                {
                    // osgParticle::ParticleSystem design requires this to be O(N)
                    // However, the number of particles we'll have to go through is not large
                    // If the user makes the limit absurd and manages to actually hit it this could be a problem
                    const int oldest = findOldestParticleAlive(mParticleSystem);
                    if (oldest != -1)
                        mParticleSystem->reuseParticle(oldest);
                }
                osgParticle::Particle* p = mParticleSystem->createParticle(nullptr);
                p->setPosition(osg::Vec3f(pos.x(), pos.y(), 0.f));
                p->setAngle(osg::Vec3f(0, 0, Misc::Rng::rollProbability() * osg::PI * 2 - osg::PI));
            }
        }
    }

    void RippleSimulation::setWaterHeight(float height)
    {
        mParticleNode->setPosition(osg::Vec3f(0, 0, height));
    }

    void RippleSimulation::clear()
    {
        for (int i = 0; i < mParticleSystem->numParticles(); ++i)
            mParticleSystem->destroyParticle(i);
    }

}
