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#include <memory>
#include <algorithm>
#include <iostream>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>

#include "glfw/guard.h"
#include "glfw/window.h"

#include "buffer/vertex/fluid_cell_buffer.h"
#include "buffer/vertex/lattice_cell_buffer.h"

#include "shader/wrap/graphic_shader.h"
#include "shader/wrap/compute_shader.h"

#include "shader/code/geometry.glsl"
#include "shader/code/vertex.glsl"
#include "shader/code/fragment.glsl"

#include "shader/code/interact.glsl"
#include "shader/code/collide.glsl"
#include "shader/code/stream.glsl"

#include "timer.h"

constexpr GLuint nX = 256;
constexpr GLuint nY = 128;

constexpr int lups = 50; // max lattice updates per second

float getWorldHeight(int window_width, int window_height, float world_width) {
	return world_width / window_width * window_height;
}

glm::mat4 getMVP(float world_width, float world_height) {
	const glm::mat4 projection = glm::ortho(
		-(world_width/2),  world_width/2,
		-(world_height/2), world_height/2,
		0.1f, 100.0f
	);

	const glm::mat4 view = glm::lookAt(
		glm::vec3(0,0,1),
		glm::vec3(0,0,0),
		glm::vec3(0,1,0)
	);

	return projection * view;
}

int setupGeometry(int x, int y) {
	if ( x == 0 || y == 0 || x == nX-1 || y == nY-1 ) {
		return 0; // disable end of world
	}
	if ( (x == 1 || x == nX-2) && (y > 0 && y < nY-1) ) {
		if ( x == 1 && y > nY/4 && y < 3*nY/4 ) {
			return 5; // inflow
		}
		if ( x == nX-2 && y > nY/4 && y < 3*nY/4 ) {
			return 6; // outflow
		}
		return 2; // bounce back outer walls
	}
	if ( (y == 1 || y == nY-2) && (x > 0 && x < nX-1) ) {
		return 2; // bounce back outer walls
	}
	return 1; // everything else shall be bulk fluid
}

int renderWindow() {
	Window window("compustream");

	if ( !window.isGood() ) {
		std::cerr << "Failed to open GLFW window." << std::endl;
		return -1;
	}

	float world_width  = 1*nX;
	float world_height = getWorldHeight(window.getWidth(), window.getHeight(), world_width);

	glm::mat4 MVP = getMVP(world_width,  world_height);

	std::unique_ptr<GraphicShader> scene_shader;

	std::unique_ptr<LatticeCellBuffer> lattice_a;
	std::unique_ptr<LatticeCellBuffer> lattice_b;
	std::unique_ptr<FluidCellBuffer>   fluid;

	std::unique_ptr<ComputeShader> interact_shader;
	std::unique_ptr<ComputeShader> collide_shader;
	std::unique_ptr<ComputeShader> stream_shader;

	window.init([&]() {
		scene_shader = std::make_unique<GraphicShader>(
			VERTEX_SHADER_CODE, GEOMETRY_SHADER_CODE, FRAGMENT_SHADER_CODE);

		lattice_a = std::make_unique<LatticeCellBuffer>(nX, nY);
		lattice_b = std::make_unique<LatticeCellBuffer>(nX, nY);
		fluid     = std::make_unique<  FluidCellBuffer>(nX, nY, setupGeometry);

		interact_shader = std::make_unique<ComputeShader>(INTERACT_SHADER_CODE);
		collide_shader  = std::make_unique<ComputeShader>(COLLIDE_SHADER_CODE);
		stream_shader   = std::make_unique<ComputeShader>(STREAM_SHADER_CODE);
	});

	if ( !interact_shader->isGood() || !collide_shader->isGood() || !stream_shader->isGood() ) {
		std::cerr << "Compute shader error." << std::endl;
		return -1;
	}

	auto last_frame = timer::now();

	bool update_lattice = true;
	bool tick           = true;

	auto pause_key = window.getKeyWatcher(GLFW_KEY_SPACE);

	int prevMouseState = 0;
	float prevLatticeMouseX;
	float prevLatticeMouseY;

	int currMouseState = 0;
	float currLatticeMouseX;
	float currLatticeMouseY;

	auto tick_buffers = { lattice_a->getBuffer(), lattice_b->getBuffer(), fluid->getBuffer() };
	auto tock_buffers = { lattice_b->getBuffer(), lattice_a->getBuffer(), fluid->getBuffer() };

	window.render([&](bool window_size_changed) {
		if ( pause_key.wasClicked() ) {
			update_lattice = !update_lattice;
		}

		if ( window_size_changed ) {
			world_height = getWorldHeight(window.getWidth(), window.getHeight(), world_width);
			MVP = getMVP(world_width, world_height);
		}

		if ( update_lattice ) {
			if ( timer::millisecondsSince(last_frame) >= 1000/lups ) {
				if ( tick ) {
					collide_shader->workOn(tick_buffers);
					stream_shader->workOn(tick_buffers);
					interact_shader->workOn(tick_buffers);
					tick = false;
				} else {
					collide_shader->workOn(tock_buffers);
					stream_shader->workOn(tock_buffers);
					interact_shader->workOn(tock_buffers);
					tick = true;
				}

				/// Update mouse projection
				{
					const auto m = window.getMouse();

					prevMouseState = currMouseState;
					prevLatticeMouseX = currLatticeMouseX;
					prevLatticeMouseY = currLatticeMouseY;

					currMouseState = std::get<0>(m);
					currLatticeMouseX = float(std::get<1>(m)) / window.getWidth()  * world_width  + nX/2;
					currLatticeMouseY = float(std::get<2>(m)) / window.getHeight() * world_height + nY/2;
				}

				/// Handle mouse-based interaction
				if ( currMouseState != 0 || prevMouseState != 0 ) {
					auto guard = interact_shader->use();

					interact_shader->setUniform("influxRequested", currMouseState == 1);
					interact_shader->setUniform("wallRequested",   currMouseState == 2);

					interact_shader->setUniform("startOfLine", prevLatticeMouseX, prevLatticeMouseY);
					interact_shader->setUniform("endOfLine", currLatticeMouseX, currLatticeMouseY);

					interact_shader->dispatch(nX, nY);
				}

				/// Perform collide & stream steps
				{
					auto guard = collide_shader->use();
					collide_shader->dispatch(nX, nY);
				}
				{
					auto guard = stream_shader->use();
					stream_shader->dispatch(nX, nY);
				}

				last_frame = timer::now();
			}
		}

		{
			auto guard = scene_shader->use();

			scene_shader->setUniform("MVP", MVP);
			scene_shader->setUniform("nX", nX);
			scene_shader->setUniform("nY", nY);

			glClear(GL_COLOR_BUFFER_BIT);
			fluid->draw();
		}
	});

	return 0;
}

int main(int argc, char* argv[]) {
	GlfwGuard glfw;

	if( !glfw.isGood() ) {
		std::cerr << "Failed to initialize GLFW." << std::endl;
		return -1;
	}

	return renderWindow();
}