/*************************************************************************/
/*  prop_2d_instance_prop_job.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.                 */
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/* a copy of this software and associated documentation files (the       */
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/*************************************************************************/

#include "prop_2d_instance_prop_job.h"

#include "lights/prop_2d_light.h"
#include "material_cache/prop_2d_material_cache.h"
#include "prop_2d_instance.h"
#include "prop_2d_instance_merger.h"
#include "prop_2d_mesher.h"
#include "scene/resources/shapes/shape.h"
#include "singleton/prop_2d_cache.h"

#include "modules/modules_enabled.gen.h"

#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../mesh_data_resource/mesh_data_resource.h"
#endif

#ifdef MODULE_MESH_UTILS_ENABLED
#include "../mesh_utils/fast_quadratic_mesh_simplifier.h"
#endif

#ifdef MODULE_TEXTURE_PACKER_ENABLED
#include "../texture_packer/texture_packer.h"
#endif

#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../mesh_data_resource/props_2d/prop_2d_data_mesh_data.h"
#endif

#include "props/prop_2d_data_tiled_wall_2d.h"
#include "tiled_wall/tiled_wall_2d_data.h"

Ref<Prop2DMaterialCache> Prop2DInstanceProp2DJob::get_material_cache() {
	return _material_cache;
}
void Prop2DInstanceProp2DJob::set_material_cache(const Ref<Prop2DMaterialCache> &cache) {
	_material_cache = cache;
}

void Prop2DInstanceProp2DJob::add_collision_shape(const Ref<Shape2D> &shape, const Transform2D &transform, const bool owns_shape) {
	CollisionShapeEntry e;

	e.shape = shape;
	e.transform = transform;
	e.owns_shape = owns_shape;

	_collision_shapes.push_back(e);
}
void Prop2DInstanceProp2DJob::clear_collision_shapes() {
	_collision_shapes.clear();
}

Prop2DInstanceMerger *Prop2DInstanceProp2DJob::get_prop_instace() {
	return _prop_instace;
}
void Prop2DInstanceProp2DJob::set_prop_instace(Prop2DInstanceMerger *prop) {
	_prop_instace = prop;
	_instance = prop;
}
void Prop2DInstanceProp2DJob::set_prop_instace_bind(Node *prop) {
	set_prop_instace(Object::cast_to<Prop2DInstanceMerger>(prop));
}

Ref<Prop2DMesher> Prop2DInstanceProp2DJob::get_prop_mesher() const {
	return _prop_mesher;
}
void Prop2DInstanceProp2DJob::set_prop_mesher(const Ref<Prop2DMesher> &mesher) {
	_prop_mesher = mesher;
}

#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
void Prop2DInstanceProp2DJob::add_mesh(const Ref<Prop2DDataMeshData> &mesh_data, const Transform2D &base_transform) {
	PMDREntry e;
	e.mesh_data = mesh_data;
	e.base_transform = base_transform;

	_prop_mesh_datas.push_back(e);
}

void Prop2DInstanceProp2DJob::clear_meshes() {
	_prop_mesh_datas.clear();
}
#endif

void Prop2DInstanceProp2DJob::add_tiled_wall(const Ref<Prop2DDataTiledWall2D> &data, const Transform2D &base_transform) {
	PTWEntry e;
	e.data = data;
	e.base_transform = base_transform;

	_prop_tiled_wall_datas.push_back(e);
}

void Prop2DInstanceProp2DJob::clear_tiled_walls() {
	_prop_tiled_wall_datas.clear();
}

void Prop2DInstanceProp2DJob::add_light(const Ref<Prop2DLight> &light) {
	_prop_mesher->add_light(light);
}
void Prop2DInstanceProp2DJob::clear_lights() {
	_prop_mesher->clear_lights();
}

void Prop2DInstanceProp2DJob::_physics_process(float delta) {
	if (_phase == 0) {
		phase_physics_process();
	}
}

void Prop2DInstanceProp2DJob::_execute_phase() {
	if (!_material_cache.is_valid()) {
		ERR_PRINT("!Prop2DInstanceProp2DJob::_execute_phase(): !_material_cache.is_valid()");
		//reset_meshes();
		set_complete(true); //So threadpool knows it's done
		finished();
	}

#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
	if (_prop_mesh_datas.size() == 0 && _prop_tiled_wall_datas.size() == 0) {
		//reset_meshes();
		set_complete(true);
		finished();
		return;
	}
#endif

	if (_phase == 1) {
		phase_setup_cache();
	} else if (_phase == 2) {
		phase_prop();
	} else if (_phase == 3) {
		phase_steps();
	} else if (_phase > 3) {
		set_complete(true); //So threadpool knows it's done
		finished();
		ERR_FAIL_MSG("Prop2DInstanceProp2DJob: _phase is too high!");
	}
}

void Prop2DInstanceProp2DJob::_reset() {
	Prop2DInstanceJob::_reset();

	_build_done = false;
	_phase = 0;

	reset_stages();

	if (_prop_mesher.is_valid()) {
		_prop_mesher->reset();
	}

	_prop_tiled_wall_datas.clear();
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
	_prop_mesh_datas.clear();
#endif
	clear_collision_shapes();

	set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
}

void Prop2DInstanceProp2DJob::phase_physics_process() {
	ERR_FAIL_COND(!_prop_instace);

	//TODO this should only update the differences
	//for (int i = 0; i < _prop_instace->collider_get_num(); ++i) {
	//	PhysicsServer::get_singleton()->free(_prop_instace->collider_body_get(i));
	//}

	_prop_instace->free_colliders();
	_prop_instace->colliders_clear();
	/*
		for (int i = 0; i < _collision_shapes.size(); ++i) {
			CollisionShapeEntry &e = _collision_shapes.write[i];

			if (!e.shape.is_valid()) {
				continue;
			}

			RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);

			PhysicsServer::get_singleton()->body_add_shape(body, e.shape->get_rid());

			//TODO store the layer mask somewhere
			PhysicsServer::get_singleton()->body_set_collision_layer(body, _prop_instace->get_collision_layer());
			PhysicsServer::get_singleton()->body_set_collision_mask(body, _prop_instace->get_collision_mask());

			if (_prop_instace->is_inside_tree() && _prop_instace->is_inside_world()) {
				Ref<World2D> world = _prop_instace->get_world_2d();

				if (world.is_valid() && world->get_space() != RID()) {
					PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
				}
			}

			//PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, e.transform);

			_prop_instace->collider_add(e.transform, e.shape, e.shape->get_rid(), body, e.owns_shape);
		}
	*/

#if TOOLS_ENABLED
/*
	if (SceneTree::get_singleton()->is_debugging_collisions_hint() && _prop_instace->collider_get_num() > 0) {
		_prop_instace->draw_debug_mdr_colliders();
	}
	*/
#endif

	set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
	next_phase();
}

void Prop2DInstanceProp2DJob::phase_setup_cache() {
	if (should_do()) {
		if (!_material_cache->get_initialized()) {
			_material_cache->mutex_lock();

			//check again, this thread might have gotten here after an another one already did the initialization!
			if (!_material_cache->get_initialized()) {
				//this will set up materials, and settings
				//Can only be called from the main thread!
				//Merger calls this
				//_material_cache->initial_setup_default();

				_material_cache->prop_add_textures(_prop_instace->get_prop_data());

				_material_cache->refresh_rects();
			}

			_material_cache->mutex_unlock();
		}

		if (should_return()) {
			return;
		}
	}

	reset_stages();
	next_phase();
}

void Prop2DInstanceProp2DJob::phase_prop() {
	if (!_prop_mesher.is_valid()) {
		set_complete(true); //So threadpool knows it's done
		return;
	}

	if (should_do()) {
		if (
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
				_prop_mesh_datas.size() == 0 &&
#endif
				_prop_tiled_wall_datas.size() == 0) {
			//reset_meshes();
			reset_stages();
			set_complete(true); //So threadpool knows it's done
			return;
		}

#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
		for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
			PMDREntry &e = _prop_mesh_datas.write[i];

			Ref<Prop2DDataMeshData> pmd = e.mesh_data;

			Ref<MeshDataResource> mesh = pmd->get_mesh();
			Ref<Texture> tex = pmd->get_texture();
			Transform t = pmd->get_transform();

			Rect2 uvr = _material_cache->texture_get_uv_rect(tex);

			_prop_mesher->add_mesh_data_resource_transform(mesh, t, uvr);
		}
#endif

		for (int i = 0; i < _prop_tiled_wall_datas.size(); ++i) {
			PTWEntry &e = _prop_tiled_wall_datas.write[i];

			Ref<Prop2DDataTiledWall2D> pdtw = e.data;
			//Transform t = pdtw->get_transform();
			//Transform2D t = e.base_transform;

			//_prop_mesher->add_tiled_wall_simple(pdtw->get_width(), pdtw->get_heigth(), t, pdtw->get_data(), _material_cache);
		}

		if (_prop_mesher->get_vertex_count() == 0) {
			//reset_meshes();

			reset_stages();

			set_complete(true); //So threadpool knows it's done
			return;
		}

		if (should_return()) {
			return;
		}
	}

	if (should_do()) {
		if ((_prop_mesher->get_build_flags() & Prop2DMesher::BUILD_FLAG_USE_LIGHTING) != 0) {
			_prop_mesher->bake_colors();
		}

		if (should_return()) {
			return;
		}
	}

	reset_stages();
	next_phase();
}

void Prop2DInstanceProp2DJob::phase_steps() {
	ERR_FAIL_COND(!_prop_mesher.is_valid());

	if (should_return()) {
		return;
	}

	if (_prop_mesher->get_vertex_count() == 0) {
		reset_stages();
		//next_phase();
		set_complete(true); //So threadpool knows it's done
		finished();
		return;
	}

	//set up the meshes
	if (should_do()) {
		if (_prop_instace->mesh_get_num() == 0) {
			//need to allocate the meshes
			_prop_instace->meshes_create(1);
		} else {
			//we have the meshes, just clear
			int count = _prop_instace->mesh_get_num();

			for (int i = 0; i < count; ++i) {
				RID mesh_rid = _prop_instace->mesh_get(i);

				if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
					RS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
			}
		}
	}

	step_type_normal();

	reset_stages();
	//next_phase();
	set_complete(true); //So threadpool knows it's done
	finished();
}

void Prop2DInstanceProp2DJob::step_type_normal() {
	//TODO add a lighting generation step

	temp_mesh_arr = _prop_mesher->build_mesh();

	RID mesh_rid = _prop_instace->mesh_get(0);

	RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);

	Ref<Material> lmat = _material_cache->material_get();

	if (lmat.is_valid()) {
		RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
	}
}

Array Prop2DInstanceProp2DJob::merge_mesh_array(Array arr) const {
	ERR_FAIL_COND_V(arr.size() != RenderingServer::ARRAY_MAX, arr);

	PoolVector3Array verts = arr[RenderingServer::ARRAY_VERTEX];
	PoolVector3Array normals = arr[RenderingServer::ARRAY_NORMAL];
	PoolVector2Array uvs = arr[RenderingServer::ARRAY_TEX_UV];
	PoolColorArray colors = arr[RenderingServer::ARRAY_COLOR];
	PoolIntArray indices = arr[RenderingServer::ARRAY_INDEX];

	bool has_normals = normals.size() > 0;
	bool has_uvs = uvs.size() > 0;
	bool has_colors = colors.size() > 0;

	int i = 0;
	while (i < verts.size()) {
		Vector3 v = verts[i];

		Array equals;
		for (int j = i + 1; j < verts.size(); ++j) {
			Vector3 vc = verts[j];

			if (Math::is_equal_approx(v.x, vc.x) && Math::is_equal_approx(v.y, vc.y) && Math::is_equal_approx(v.z, vc.z))
				equals.push_back(j);
		}

		for (int k = 0; k < equals.size(); ++k) {
			int rem = equals[k];
			int remk = rem - k;

			verts.remove(remk);

			if (has_normals)
				normals.remove(remk);
			if (has_uvs)
				uvs.remove(remk);
			if (has_colors)
				colors.remove(remk);

			for (int j = 0; j < indices.size(); ++j) {
				int indx = indices[j];

				if (indx == remk)
					indices.set(j, i);
				else if (indx > remk)
					indices.set(j, indx - 1);
			}
		}

		++i;
	}

	arr[RenderingServer::ARRAY_VERTEX] = verts;

	if (has_normals)
		arr[RenderingServer::ARRAY_NORMAL] = normals;
	if (has_uvs)
		arr[RenderingServer::ARRAY_TEX_UV] = uvs;
	if (has_colors)
		arr[RenderingServer::ARRAY_COLOR] = colors;

	arr[RenderingServer::ARRAY_INDEX] = indices;

	return arr;
}
Array Prop2DInstanceProp2DJob::bake_mesh_array_uv(Array arr, Ref<Texture> tex, const float mul_color) const {
	ERR_FAIL_COND_V(arr.size() != RenderingServer::ARRAY_MAX, arr);
	ERR_FAIL_COND_V(!tex.is_valid(), arr);

	Ref<Image> img = tex->get_data();

	ERR_FAIL_COND_V(!img.is_valid(), arr);

	Vector2 imgsize = img->get_size();

	PoolVector2Array uvs = arr[RenderingServer::ARRAY_TEX_UV];
	PoolColorArray colors = arr[RenderingServer::ARRAY_COLOR];

	if (colors.size() < uvs.size())
		colors.resize(uvs.size());

	img->lock();

	for (int i = 0; i < uvs.size(); ++i) {
		Vector2 uv = uvs[i];
		uv *= imgsize;

		int ux = static_cast<int>(CLAMP(uv.x, 0, imgsize.x - 1));
		int uy = static_cast<int>(CLAMP(uv.y, 0, imgsize.y - 1));

		Color c = img->get_pixel(ux, uy);

		colors.set(i, colors[i] * c * mul_color);
	}

	img->unlock();

	arr[RenderingServer::ARRAY_COLOR] = colors;

	return arr;
}

void Prop2DInstanceProp2DJob::reset_meshes() {
	if (!_prop_instace) {
		return;
	}

	//we have meshes, clear
	if (_prop_instace->mesh_get_num() != 0) {
		int count = _prop_instace->mesh_get_num();

		for (int i = 0; i < count; ++i) {
			RID mesh_rid = _prop_instace->mesh_get(i);

			if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
				RS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
		}
	}
}

Prop2DInstanceProp2DJob::Prop2DInstanceProp2DJob() {
	set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);

	_prop_instace = NULL;

	//todo allocate this in a virtual method
	_prop_mesher.instance();
	_prop_mesher->set_build_flags(Prop2DMesher::BUILD_FLAG_USE_LIGHTING | Prop2DMesher::BUILD_FLAG_USE_AO | Prop2DMesher::BUILD_FLAG_USE_RAO | Prop2DMesher::BUILD_FLAG_BAKE_LIGHTS);
}

Prop2DInstanceProp2DJob::~Prop2DInstanceProp2DJob() {
}

void Prop2DInstanceProp2DJob::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_material_cache"), &Prop2DInstanceProp2DJob::get_material_cache);
	ClassDB::bind_method(D_METHOD("set_material_cache", "packer"), &Prop2DInstanceProp2DJob::set_material_cache);
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_cache", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DMaterialCache", 0), "set_material_cache", "get_material_cache");

	ClassDB::bind_method(D_METHOD("get_prop_mesher"), &Prop2DInstanceProp2DJob::get_prop_mesher);
	ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &Prop2DInstanceProp2DJob::set_prop_mesher);
	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DMesher", 0), "set_prop_mesher", "get_prop_mesher");

	ClassDB::bind_method(D_METHOD("add_light", "light"), &Prop2DInstanceProp2DJob::add_light);
	ClassDB::bind_method(D_METHOD("clear_lights"), &Prop2DInstanceProp2DJob::clear_lights);

	ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &Prop2DInstanceProp2DJob::_physics_process);
}