/*************************************************************************/
/*  terrain_library.cpp                                                  */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "terrain_library.h"

#include "../world/terrain_chunk.h"

#include "terrain_material_cache.h"

#include "modules/modules_enabled.gen.h"

#ifdef MODULE_PROPS_ENABLED
#include "../../props/props/prop_data.h"
#endif

#include "scene/resources/packed_scene.h"

bool TerrainLibrary::get_initialized() const {
	return _initialized;
}
void TerrainLibrary::set_initialized(const bool value) {
	_initialized = value;
}

bool TerrainLibrary::supports_caching() {
	return call("_supports_caching");
}
bool TerrainLibrary::_supports_caching() {
	return false;
}

//Materials
Ref<Material> TerrainLibrary::material_get(const int index) {
	ERR_FAIL_INDEX_V(index, _materials.size(), Ref<Material>());

	return _materials[index];
}

Ref<Material> TerrainLibrary::material_lod_get(const int index) {
	ERR_FAIL_COND_V_MSG(_materials.size() == 0, Ref<Material>(), "Error! You should to add at least one material to TerrainLibrary! (By default it will use up to 5. See VoxelWorldDefault::_create_chunk().)");

	if (index < 0) {
		return _materials[0];
	}

	if (index >= _materials.size()) {
		return _materials[_materials.size() - 1];
	}

	return _materials[index];
}

void TerrainLibrary::material_cache_get_key(Ref<TerrainChunk> chunk) {
	call("_material_cache_get_key", chunk);
}

void TerrainLibrary::_material_cache_get_key(Ref<TerrainChunk> chunk) {
}

Ref<TerrainMaterialCache> TerrainLibrary::material_cache_get(const int key) {
	return call("_material_cache_get", key);
}

Ref<TerrainMaterialCache> TerrainLibrary::_material_cache_get(const int key) {
	ERR_FAIL_V_MSG(Ref<TerrainMaterialCache>(), "This TerrainLibrary doesn't support cached materials!");
}

void TerrainLibrary::material_cache_unref(const int key) {
	call("_material_cache_unref", key);
}
void TerrainLibrary::_material_cache_unref(const int key) {
}

void TerrainLibrary::material_add(const Ref<Material> &value) {
	ERR_FAIL_COND(!value.is_valid());

	_materials.push_back(value);
}

void TerrainLibrary::material_set(const int index, const Ref<Material> &value) {
	ERR_FAIL_INDEX(index, _materials.size());

	_materials.set(index, value);
}

void TerrainLibrary::material_remove(const int index) {
	_materials.remove(index);
}

int TerrainLibrary::material_get_num() const {
	return _materials.size();
}

void TerrainLibrary::materials_clear() {
	_materials.clear();
}

Vector<Variant> TerrainLibrary::materials_get() {
	VARIANT_ARRAY_GET(_materials);
}

void TerrainLibrary::materials_set(const Vector<Variant> &materials) {
	_materials.clear();

	for (int i = 0; i < materials.size(); i++) {
		Ref<Material> material = Ref<Material>(materials[i]);

		_materials.push_back(material);
	}
}

//Liquid Materials
Ref<Material> TerrainLibrary::liquid_material_get(const int index) {
	ERR_FAIL_INDEX_V(index, _liquid_materials.size(), Ref<Material>());

	return _liquid_materials[index];
}

Ref<Material> TerrainLibrary::liquid_material_lod_get(const int index) {
	ERR_FAIL_COND_V_MSG(_liquid_materials.size() == 0, Ref<Material>(), "Error! You should to add at least one liquid to TerrainLibrary! (By default it will use up to 5. See VoxelWorldDefault::_create_chunk().)");

	if (index < 0) {
		return _liquid_materials[0];
	}

	if (index >= _liquid_materials.size()) {
		return _liquid_materials[_liquid_materials.size() - 1];
	}

	return _liquid_materials[index];
}

void TerrainLibrary::liquid_material_cache_get_key(Ref<TerrainChunk> chunk) {
	call("_liquid_material_cache_get_key", chunk);
}

void TerrainLibrary::_liquid_material_cache_get_key(Ref<TerrainChunk> chunk) {
}

Ref<TerrainMaterialCache> TerrainLibrary::liquid_material_cache_get(const int key) {
	return call("_liquid_material_cache_get", key);
}

Ref<TerrainMaterialCache> TerrainLibrary::_liquid_material_cache_get(const int key) {
	ERR_FAIL_V_MSG(Ref<TerrainMaterialCache>(), "This TerrainLibrary doesn't support cached liquid materials!");
}

void TerrainLibrary::liquid_material_cache_unref(const int key) {
	call("_liquid_material_cache_unref", key);
}
void TerrainLibrary::_liquid_material_cache_unref(const int key) {
}

void TerrainLibrary::liquid_material_add(const Ref<Material> &value) {
	ERR_FAIL_COND(!value.is_valid());

	_liquid_materials.push_back(value);
}

void TerrainLibrary::liquid_material_set(const int index, const Ref<Material> &value) {
	ERR_FAIL_INDEX(index, _liquid_materials.size());

	_liquid_materials.set(index, value);
}

void TerrainLibrary::liquid_material_remove(const int index) {
	_liquid_materials.remove(index);
}

int TerrainLibrary::liquid_material_get_num() const {
	return _liquid_materials.size();
}

void TerrainLibrary::liquid_materials_clear() {
	_liquid_materials.clear();
}

Vector<Variant> TerrainLibrary::liquid_materials_get() {
	VARIANT_ARRAY_GET(_liquid_materials);
}

void TerrainLibrary::liquid_materials_set(const Vector<Variant> &materials) {
	_liquid_materials.clear();

	for (int i = 0; i < materials.size(); i++) {
		Ref<Material> material = Ref<Material>(materials[i]);

		_liquid_materials.push_back(material);
	}
}

//Prop Materials
Ref<Material> TerrainLibrary::prop_material_get(const int index) {
	ERR_FAIL_INDEX_V(index, _prop_materials.size(), Ref<Material>());

	return _prop_materials[index];
}

Ref<Material> TerrainLibrary::prop_material_lod_get(const int index) {
	ERR_FAIL_COND_V_MSG(_prop_materials.size() == 0, Ref<Material>(), "Error! You should to add at least one prop material to TerrainLibrary! (By default it will use up to 5. See VoxelWorldDefault::_create_chunk().)");

	if (index < 0) {
		return _prop_materials[0];
	}

	if (index >= _prop_materials.size()) {
		return _prop_materials[_prop_materials.size() - 1];
	}

	return _prop_materials[index];
}

void TerrainLibrary::prop_material_cache_get_key(Ref<TerrainChunk> chunk) {
	call("_prop_material_cache_get_key", chunk);
}

void TerrainLibrary::_prop_material_cache_get_key(Ref<TerrainChunk> chunk) {
}

Ref<TerrainMaterialCache> TerrainLibrary::prop_material_cache_get(const int key) {
	return call("_prop_material_cache_get", key);
}

Ref<TerrainMaterialCache> TerrainLibrary::_prop_material_cache_get(const int key) {
	ERR_FAIL_V_MSG(Ref<TerrainMaterialCache>(), "This TerrainLibrary doesn't support cached prop materials!");
}

void TerrainLibrary::prop_material_cache_unref(const int key) {
	call("_prop_material_cache_unref", key);
}
void TerrainLibrary::_prop_material_cache_unref(const int key) {
}

void TerrainLibrary::prop_material_add(const Ref<Material> &value) {
	ERR_FAIL_COND(!value.is_valid());

	_prop_materials.push_back(value);
}

void TerrainLibrary::prop_material_set(const int index, const Ref<Material> &value) {
	ERR_FAIL_INDEX(index, _prop_materials.size());

	_prop_materials.set(index, value);
}

void TerrainLibrary::prop_material_remove(const int index) {
	_prop_materials.remove(index);
}

int TerrainLibrary::prop_material_get_num() const {
	return _prop_materials.size();
}

void TerrainLibrary::prop_materials_clear() {
	_prop_materials.clear();
}

Vector<Variant> TerrainLibrary::prop_materials_get() {
	VARIANT_ARRAY_GET(_prop_materials);
}

void TerrainLibrary::prop_materials_set(const Vector<Variant> &materials) {
	VARIANT_ARRAY_SET(materials, _prop_materials, Material);
}

//Surfaces
Ref<TerrainSurface> TerrainLibrary::terra_surface_get(const int index) {
	return Ref<TerrainSurface>();
}
void TerrainLibrary::terra_surface_add(Ref<TerrainSurface> value) {
}
void TerrainLibrary::terra_surface_set(int index, Ref<TerrainSurface> value) {
}
void TerrainLibrary::terra_surface_remove(const int index) {
}
int TerrainLibrary::terra_surface_get_num() const {
	return 0;
}
void TerrainLibrary::terra_surfaces_clear() {
}

Ref<PackedScene> TerrainLibrary::scene_get(const int id) {
	return Ref<PackedScene>();
}
void TerrainLibrary::scene_add(Ref<PackedScene> value) {
}
void TerrainLibrary::scene_set(int id, Ref<PackedScene> value) {
}
void TerrainLibrary::scene_remove(const int id) {
}
int TerrainLibrary::scene_get_num() const {
	return 0;
}
void TerrainLibrary::scenes_clear() {
}

#ifdef MODULE_PROPS_ENABLED
Ref<PropData> TerrainLibrary::prop_get(const int id) {
	return Ref<PropData>();
}
void TerrainLibrary::prop_add(Ref<PropData> value) {
}
bool TerrainLibrary::prop_has(const Ref<PropData> &value) const {
	return false;
}
void TerrainLibrary::prop_set(int id, Ref<PropData> value) {
}
void TerrainLibrary::prop_remove(const int id) {
}
int TerrainLibrary::prop_get_num() const {
	return 0;
}
void TerrainLibrary::props_clear() {
}

Rect2 TerrainLibrary::get_prop_uv_rect(const Ref<Texture> &texture) {
	return Rect2(0, 0, 1, 1);
}
#endif

//Rects
void TerrainLibrary::refresh_rects() {
	_initialized = true;
}

void TerrainLibrary::setup_material_albedo(int material_index, Ref<Texture> texture) {
	if (has_method("_setup_material_albedo")) {
		call("_setup_material_albedo", material_index, texture);
	}
}

TerrainLibrary::TerrainLibrary() {
	_initialized = false;
}

TerrainLibrary::~TerrainLibrary() {
	_materials.clear();
	_liquid_materials.clear();
	_prop_materials.clear();
}

void TerrainLibrary::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_initialized"), &TerrainLibrary::get_initialized);
	ClassDB::bind_method(D_METHOD("set_initialized", "value"), &TerrainLibrary::set_initialized);
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", 0), "set_initialized", "get_initialized");

	BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "ret"), "_supports_caching"));

	ClassDB::bind_method(D_METHOD("_supports_caching"), &TerrainLibrary::_supports_caching);
	ClassDB::bind_method(D_METHOD("supports_caching"), &TerrainLibrary::supports_caching);

	BIND_VMETHOD(MethodInfo("_setup_material_albedo", PropertyInfo(Variant::INT, "material_index"), PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture")));

	BIND_VMETHOD(MethodInfo("_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
	BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "TerrainMaterialCache"), "_material_cache_get", PropertyInfo(Variant::INT, "key")));
	BIND_VMETHOD(MethodInfo("_material_cache_unref", PropertyInfo(Variant::INT, "key")));

	ClassDB::bind_method(D_METHOD("material_get", "index"), &TerrainLibrary::material_get);
	ClassDB::bind_method(D_METHOD("material_lod_get", "index"), &TerrainLibrary::material_lod_get);

	ClassDB::bind_method(D_METHOD("material_cache_get_key", "chunk"), &TerrainLibrary::material_cache_get_key);
	ClassDB::bind_method(D_METHOD("_material_cache_get_key", "chunk"), &TerrainLibrary::_material_cache_get_key);
	ClassDB::bind_method(D_METHOD("material_cache_get", "key"), &TerrainLibrary::material_cache_get);
	ClassDB::bind_method(D_METHOD("_material_cache_get", "key"), &TerrainLibrary::_material_cache_get);
	ClassDB::bind_method(D_METHOD("material_cache_unref", "key"), &TerrainLibrary::material_cache_unref);
	ClassDB::bind_method(D_METHOD("_material_cache_unref", "key"), &TerrainLibrary::_material_cache_unref);

	ClassDB::bind_method(D_METHOD("material_add", "value"), &TerrainLibrary::material_add);
	ClassDB::bind_method(D_METHOD("material_set", "index", "value"), &TerrainLibrary::material_set);
	ClassDB::bind_method(D_METHOD("material_remove", "index"), &TerrainLibrary::material_remove);
	ClassDB::bind_method(D_METHOD("material_get_num"), &TerrainLibrary::material_get_num);
	ClassDB::bind_method(D_METHOD("materials_clear"), &TerrainLibrary::materials_clear);

	ClassDB::bind_method(D_METHOD("materials_get"), &TerrainLibrary::materials_get);
	ClassDB::bind_method(D_METHOD("materials_set"), &TerrainLibrary::materials_set);
	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "23/20:Material", PROPERTY_USAGE_DEFAULT, "Material"), "materials_set", "materials_get");

	BIND_VMETHOD(MethodInfo("_liquid_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
	BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "TerrainMaterialCache"), "_liquid_material_cache_get", PropertyInfo(Variant::INT, "key")));
	BIND_VMETHOD(MethodInfo("_liquid_material_cache_unref", PropertyInfo(Variant::INT, "key")));

	ClassDB::bind_method(D_METHOD("liquid_material_get", "index"), &TerrainLibrary::liquid_material_get);
	ClassDB::bind_method(D_METHOD("liquid_material_lod_get", "index"), &TerrainLibrary::liquid_material_lod_get);

	ClassDB::bind_method(D_METHOD("liquid_material_cache_get_key", "chunk"), &TerrainLibrary::liquid_material_cache_get_key);
	ClassDB::bind_method(D_METHOD("_liquid_material_cache_get_key", "chunk"), &TerrainLibrary::_liquid_material_cache_get_key);
	ClassDB::bind_method(D_METHOD("liquid_material_cache_get", "key"), &TerrainLibrary::liquid_material_cache_get);
	ClassDB::bind_method(D_METHOD("_liquid_material_cache_get", "key"), &TerrainLibrary::_liquid_material_cache_get);
	ClassDB::bind_method(D_METHOD("liquid_material_cache_unref", "key"), &TerrainLibrary::liquid_material_cache_unref);
	ClassDB::bind_method(D_METHOD("_liquid_material_cache_unref", "key"), &TerrainLibrary::_liquid_material_cache_unref);

	ClassDB::bind_method(D_METHOD("liquid_material_add", "value"), &TerrainLibrary::liquid_material_add);
	ClassDB::bind_method(D_METHOD("liquid_material_set", "index", "value"), &TerrainLibrary::liquid_material_set);
	ClassDB::bind_method(D_METHOD("liquid_material_remove", "index"), &TerrainLibrary::liquid_material_remove);
	ClassDB::bind_method(D_METHOD("liquid_material_get_num"), &TerrainLibrary::liquid_material_get_num);
	ClassDB::bind_method(D_METHOD("liquid_materials_clear"), &TerrainLibrary::liquid_materials_clear);

	ClassDB::bind_method(D_METHOD("liquid_materials_get"), &TerrainLibrary::liquid_materials_get);
	ClassDB::bind_method(D_METHOD("liquid_materials_set"), &TerrainLibrary::liquid_materials_set);
	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "liquid_materials", PROPERTY_HINT_NONE, "23/20:Material", PROPERTY_USAGE_DEFAULT, "Material"), "liquid_materials_set", "liquid_materials_get");

	BIND_VMETHOD(MethodInfo("_prop_material_cache_get_key", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "TerrainChunk")));
	BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::OBJECT, "ret", PROPERTY_HINT_RESOURCE_TYPE, "TerrainMaterialCache"), "_prop_material_cache_get", PropertyInfo(Variant::INT, "key")));
	BIND_VMETHOD(MethodInfo("_prop_material_cache_unref", PropertyInfo(Variant::INT, "key")));

	ClassDB::bind_method(D_METHOD("prop_material_get", "index"), &TerrainLibrary::prop_material_get);
	ClassDB::bind_method(D_METHOD("prop_material_lod_get", "index"), &TerrainLibrary::prop_material_lod_get);

	ClassDB::bind_method(D_METHOD("prop_material_cache_get_key", "chunk"), &TerrainLibrary::prop_material_cache_get_key);
	ClassDB::bind_method(D_METHOD("_prop_material_cache_get_key", "chunk"), &TerrainLibrary::_prop_material_cache_get_key);
	ClassDB::bind_method(D_METHOD("prop_material_cache_get", "key"), &TerrainLibrary::prop_material_cache_get);
	ClassDB::bind_method(D_METHOD("_prop_material_cache_get", "key"), &TerrainLibrary::_prop_material_cache_get);
	ClassDB::bind_method(D_METHOD("prop_material_cache_unref", "key"), &TerrainLibrary::prop_material_cache_unref);
	ClassDB::bind_method(D_METHOD("_prop_material_cache_unref", "key"), &TerrainLibrary::_prop_material_cache_unref);

	ClassDB::bind_method(D_METHOD("prop_material_add", "value"), &TerrainLibrary::prop_material_add);
	ClassDB::bind_method(D_METHOD("prop_material_set", "index", "value"), &TerrainLibrary::prop_material_set);
	ClassDB::bind_method(D_METHOD("prop_material_remove", "index"), &TerrainLibrary::prop_material_remove);
	ClassDB::bind_method(D_METHOD("prop_material_get_num"), &TerrainLibrary::prop_material_get_num);
	ClassDB::bind_method(D_METHOD("prop_materials_clear"), &TerrainLibrary::prop_materials_clear);

	ClassDB::bind_method(D_METHOD("prop_materials_get"), &TerrainLibrary::prop_materials_get);
	ClassDB::bind_method(D_METHOD("prop_materials_set"), &TerrainLibrary::prop_materials_set);
	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "prop_materials", PROPERTY_HINT_NONE, "23/20:Material", PROPERTY_USAGE_DEFAULT, "Material"), "prop_materials_set", "prop_materials_get");

	ClassDB::bind_method(D_METHOD("terra_surface_get", "index"), &TerrainLibrary::terra_surface_get);
	ClassDB::bind_method(D_METHOD("terra_surface_add", "value"), &TerrainLibrary::terra_surface_add);
	ClassDB::bind_method(D_METHOD("terra_surface_set", "index", "surface"), &TerrainLibrary::terra_surface_set);
	ClassDB::bind_method(D_METHOD("terra_surface_remove", "index"), &TerrainLibrary::terra_surface_remove);
	ClassDB::bind_method(D_METHOD("terra_surface_get_num"), &TerrainLibrary::terra_surface_get_num);
	ClassDB::bind_method(D_METHOD("terra_surfaces_clear"), &TerrainLibrary::terra_surfaces_clear);

	ClassDB::bind_method(D_METHOD("scene_get", "index"), &TerrainLibrary::scene_get);
	ClassDB::bind_method(D_METHOD("scene_add", "value"), &TerrainLibrary::scene_add);
	ClassDB::bind_method(D_METHOD("scene_set", "index", "value"), &TerrainLibrary::scene_set);
	ClassDB::bind_method(D_METHOD("scene_remove", "index"), &TerrainLibrary::scene_remove);
	ClassDB::bind_method(D_METHOD("scene_get_num"), &TerrainLibrary::scene_get_num);
	ClassDB::bind_method(D_METHOD("scenes_clear"), &TerrainLibrary::scenes_clear);

#ifdef MODULE_PROPS_ENABLED
	ClassDB::bind_method(D_METHOD("prop_get", "id"), &TerrainLibrary::prop_get);
	ClassDB::bind_method(D_METHOD("prop_add", "value"), &TerrainLibrary::prop_add);
	ClassDB::bind_method(D_METHOD("prop_has", "prop"), &TerrainLibrary::prop_has);
	ClassDB::bind_method(D_METHOD("prop_set", "id", "surface"), &TerrainLibrary::prop_set);
	ClassDB::bind_method(D_METHOD("prop_remove", "id"), &TerrainLibrary::prop_remove);
	ClassDB::bind_method(D_METHOD("prop_get_num"), &TerrainLibrary::prop_get_num);
	ClassDB::bind_method(D_METHOD("props_clear"), &TerrainLibrary::props_clear);
#endif

	ClassDB::bind_method(D_METHOD("refresh_rects"), &TerrainLibrary::refresh_rects);

	ClassDB::bind_method(D_METHOD("setup_material_albedo", "material_index", "texture"), &TerrainLibrary::setup_material_albedo);

	BIND_CONSTANT(MATERIAL_INDEX_TERRAIN);
	BIND_CONSTANT(MATERIAL_INDEX_LIQUID);
	BIND_CONSTANT(MATERIAL_INDEX_PROP);
}