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use crate::cx::*;

pub enum GLShaderType {
    OpenGL,
    WebGL1
}

impl Cx {
    
    pub fn gl_assemble_uniforms(unis: &Vec<ShVar>) -> String {
        let mut out = String::new();
        for uni in unis {
            out.push_str("uniform ");
            out.push_str(&uni.ty);
            out.push_str(" ");
            out.push_str(&uni.name);
            out.push_str(";\n")
        };
        out
    }
    
    pub fn ceil_div4(base: usize) -> usize {
        let r = base >> 2;
        if base & 3 != 0 {
            return r + 1
        }
        r
    }
    
    pub fn gl_assemble_texture_slots(unis: &Vec<ShVar>) -> String {
        let mut out = String::new();
        for uni in unis {
            out.push_str("uniform ");
            match uni.ty.as_ref() {
                "texture2d" => out.push_str("sampler2D"),
                _ => out.push_str("unknown_texture_type")
            };
            out.push_str(" ");
            out.push_str(&uni.name);
            out.push_str(";\n")
        };
        out
    }
    
    pub fn gl_assemble_vartype(i: usize, total: usize, left: usize) -> String {
        if i == total - 1 {
            match left {
                1 => "float",
                2 => "vec2",
                3 => "vec3",
                _ => "vec4"
            }.to_string()
        }
        else {
            "vec4".to_string()
        }
    }
    
    
    pub fn gl_assemble_varblock(thing: &str, base: &str, slots: usize) -> String {
        // ok lets do a ceil
        let mut out = String::new();
        let total = Self::ceil_div4(slots);
        for i in 0..total {
            out.push_str(thing);
            out.push_str(" ");
            out.push_str(&Self::gl_assemble_vartype(i, total, slots & 3));
            out.push_str(" ");
            out.push_str(base);
            out.push_str(&i.to_string());
            out.push_str(";\n");
        }
        out
    }
    
    pub fn gl_assemble_vardef(var: &ShVar) -> String {
        // ok lets do a ceil
        let mut out = String::new();
        out.push_str(&var.ty);
        out.push_str(" ");
        out.push_str(&var.name);
        out.push_str(";\n");
        out
    }
    
    pub fn gl_assemble_unpack(base: &str, slot: usize, total_slots: usize, sv: &ShVar) -> String {
        let mut out = String::new();
        // ok we have the slot we start at
        out.push_str("    ");
        out.push_str(&sv.name);
        out.push_str("=");
        let id = (slot)>>2;
        
        // just splat directly
        if sv.ty == "vec2" {
            match slot & 3 {
                0 => {
                    out.push_str(base);
                    out.push_str(&id.to_string());
                    out.push_str(".xy;\r\n");
                    return out
                }
                1 => {
                    out.push_str(base);
                    out.push_str(&id.to_string());
                    out.push_str(".yz;\r\n");
                    return out
                }
                2 => {
                    out.push_str(base);
                    out.push_str(&id.to_string());
                    out.push_str(".zw;\r\n");
                    return out
                }
                _ => ()
            }
        }
        if sv.ty == "vec3" {
            match slot & 3 {
                0 => {
                    out.push_str(base);
                    out.push_str(&id.to_string());
                    out.push_str(".xyz;\r\n");
                    return out
                }
                1 => {
                    out.push_str(base);
                    out.push_str(&id.to_string());
                    out.push_str(".yzw;\r\n");
                    return out
                }
                _ => ()
            }
        }
        if sv.ty == "vec4" {
            if slot & 3 == 0 {
                out.push_str(base);
                out.push_str(&id.to_string());
                out.push_str(".xyzw;\r\n");
                return out
            }
        }
        if sv.ty != "float" {
            out.push_str(&sv.ty);
            out.push_str("(");
        }
        
        // splat via loose props
        let svslots = match sv.ty.as_ref() {
            "float" => 1,
            "vec2" => 2,
            "vec3" => 3,
            _ => 4
        };
        
        for i in 0..svslots {
            if i != 0 {
                out.push_str(", ");
            }
            out.push_str(base);
            
            let id = (slot + i)>>2;
            let ext = (slot + i) & 3;
            
            out.push_str(&id.to_string());
            out.push_str(
                match ext {
                    0 => {
                        if (id == total_slots>>2) && total_slots & 3 == 1 {
                            ""
                        }
                        else {
                            ".x"
                        }
                    }
                    1 => ".y",
                    2 => ".z",
                    _ => ".w"
                }
            );
        }
        if sv.ty != "float" {
            out.push_str(")");
        }
        out.push_str(";\n");
        out
    }
    
    pub fn gl_assemble_pack_chunk(base: &str, id: usize, chunk: &str, sv: &ShVar) -> String {
        let mut out = String::new();
        out.push_str("    ");
        out.push_str(base);
        out.push_str(&id.to_string());
        out.push_str(chunk);
        out.push_str(&sv.name);
        out.push_str(";\n");
        out
    }
    
    pub fn gl_assemble_pack(base: &str, slot: usize, total_slots: usize, sv: &ShVar) -> String {
        // now we go the other way. we take slot and assign ShaderVar into it
        let mut out = String::new();
        let id = (slot)>>2;
        
        // just splat directly
        if sv.ty == "vec2" {
            match slot & 3 {
                0 => return Self::gl_assemble_pack_chunk(base, id, ".xy =", &sv),
                1 => return Self::gl_assemble_pack_chunk(base, id, ".yz =", &sv),
                2 => return Self::gl_assemble_pack_chunk(base, id, ".zw =", &sv),
                _ => ()
            }
        }
        if sv.ty == "vec3" {
            match slot & 3 {
                0 => return Self::gl_assemble_pack_chunk(base, id, ".xyz =", &sv),
                1 => return Self::gl_assemble_pack_chunk(base, id, ".yzw =", &sv),
                _ => ()
            }
        }
        if sv.ty == "vec4" {
            if slot & 3 == 0 {
                return Self::gl_assemble_pack_chunk(base, id, ".xyzw =", &sv);
            }
        }
        
        let svslots = match sv.ty.as_ref() {
            "float" => 1,
            "vec2" => 2,
            "vec3" => 3,
            _ => 4
        };
        
        for i in 0..svslots {
            out.push_str("    ");
            out.push_str(base);
            let id = (slot + i)>>2;
            let ext = (slot + i) & 3;
            out.push_str(&id.to_string());
            out.push_str(
                match ext {
                    0 => {
                        if (id == total_slots>>2) && total_slots & 3 == 1 { // we are at last slot
                            ""
                        }
                        else {
                            ".x"
                        }
                    }
                    1 => ".y",
                    2 => ".z",
                    _ => ".w"
                }
            );
            out.push_str(" = ");
            out.push_str(&sv.name);
            out.push_str(
                match i {
                    0 => {
                        if sv.ty == "float" {
                            ""
                        }
                        else {
                            ".x"
                        }
                    }
                    1 => ".y",
                    2 => ".z",
                    _ => ".w"
                }
            );
            out.push_str(";\r\n");
        }
        out
    }
    
    pub fn gl_assemble_shader(sg: &ShaderGen, shtype: GLShaderType) -> Result<(String, String, CxShaderMapping), SlErr> {
        
        let mut vtx_out = String::new();
        let mut pix_out = String::new();
        match shtype {
            GLShaderType::OpenGL => {
                vtx_out.push_str("#version 100\n");
                pix_out.push_str("#version 100\n");
                pix_out.push_str("#extension GL_OES_standard_derivatives : enable\n");
                vtx_out.push_str("precision highp float;\n");
                pix_out.push_str("precision highp float;\n");
                vtx_out.push_str("precision highp int;\n");
                pix_out.push_str("precision highp int;\n");
            },
            GLShaderType::WebGL1 => {
                pix_out.push_str("#extension GL_OES_standard_derivatives : enable\n");
                vtx_out.push_str("precision highp float;\n");
                pix_out.push_str("precision highp float;\n");
                vtx_out.push_str("precision highp int;\n");
                pix_out.push_str("precision highp int;\n");
            }
        }

        vtx_out.push_str("vec4 texture2Dflip(sampler2D sampler, vec2 pos){return texture2D(sampler, vec2(pos.x, 1.0-pos.y));}\n");
        pix_out.push_str("vec4 texture2Dflip(sampler2D sampler, vec2 pos){return texture2D(sampler, vec2(pos.x, 1.0-pos.y));}\n");

        // ok now define samplers from our sh.
        let texture_slots = sg.flat_vars(|v| if let ShVarStore::Texture = *v{true} else {false});
        let geometries = sg.flat_vars(|v| if let ShVarStore::Geometry = *v{true} else {false});
        let instances = sg.flat_vars(|v| if let ShVarStore::Instance(_) = *v{true} else {false});
        let mut varyings = sg.flat_vars(|v| if let ShVarStore::Varying = *v{true} else {false});
        let locals = sg.flat_vars(|v| if let ShVarStore::Local = *v{true} else {false});
        let pass_uniforms = sg.flat_vars(|v| if let ShVarStore::PassUniform = *v{true} else {false});
        let view_uniforms = sg.flat_vars(|v| if let ShVarStore::ViewUniform = *v{true} else {false});
        let draw_uniforms = sg.flat_vars(|v| if let ShVarStore::DrawUniform = *v{true} else {false});
        let uniforms = sg.flat_vars(|v| if let ShVarStore::Uniform(_) = *v{true} else {false});
        
        let mut const_cx = SlCx {
            depth: 0,
            target: SlTarget::Constant,
            defargs_fn: "".to_string(),
            defargs_call: "".to_string(),
            call_prefix: "_".to_string(),
            shader_gen: sg,
            scope: Vec::new(),
            fn_deps: Vec::new(),
            fn_done: Vec::new(),
            auto_vary: Vec::new()
        };
        let consts = sg.flat_consts();
        let mut consts_out = String::new();
        for cnst in &consts {
            let const_init = assemble_const_init(cnst, &mut const_cx) ?;
            if cnst.ty != const_init.ty {
                return Err(SlErr {msg: format!("Constant {} init value {} is not the right type {}", cnst.name, const_init.sl, cnst.ty)})
            }
            consts_out.push_str("const ");
            consts_out.push_str(" ");
            consts_out.push_str(&cnst.ty);
            consts_out.push_str(" ");
            consts_out.push_str(&cnst.name);
            consts_out.push_str(" = ");
            consts_out.push_str(&const_init.sl);
            consts_out.push_str(";\n");
        }
        
        let mut vtx_cx = SlCx {
            depth: 0,
            target: SlTarget::Vertex,
            defargs_fn: "".to_string(),
            defargs_call: "".to_string(),
            call_prefix: "".to_string(),
            shader_gen: sg,
            scope: Vec::new(),
            fn_deps: vec!["vertex".to_string()],
            fn_done: Vec::new(),
            auto_vary: Vec::new()
        };
        let vtx_fns = assemble_fn_and_deps(sg, &mut vtx_cx) ?;
        
        let mut pix_cx = SlCx {
            depth: 0,
            target: SlTarget::Pixel,
            defargs_fn: "".to_string(),
            defargs_call: "".to_string(),
            call_prefix: "".to_string(),
            shader_gen: sg,
            scope: Vec::new(),
            fn_deps: vec!["pixel".to_string()],
            fn_done: Vec::new(),
            auto_vary: Vec::new()
        };
        let pix_fns = assemble_fn_and_deps(sg, &mut pix_cx) ?;
        
        for auto in &pix_cx.auto_vary {
            varyings.push(auto.clone());
        }
        
        // lets count the slots
        let geometry_slots = sg.compute_slot_total(&geometries);
        let instance_slots = sg.compute_slot_total(&instances);
        let varying_slots = sg.compute_slot_total(&varyings);
        let mut shared = String::new();
        shared.push_str("// Consts\n");
        shared.push_str(&consts_out);
        shared.push_str("//Pass uniforms\n");
        shared.push_str(&Self::gl_assemble_uniforms(&pass_uniforms));
        shared.push_str("//View uniforms\n");
        shared.push_str(&Self::gl_assemble_uniforms(&view_uniforms));
        shared.push_str("//Draw uniforms\n");
        shared.push_str(&Self::gl_assemble_uniforms(&draw_uniforms));
        shared.push_str("//Uniforms\n");
        shared.push_str(&Self::gl_assemble_uniforms(&uniforms));
        shared.push_str("//Texture slots\n");
        shared.push_str(&Self::gl_assemble_texture_slots(&texture_slots));
        shared.push_str("// Varyings\n");
        shared.push_str(&Self::gl_assemble_varblock("varying", "varying", varying_slots));
        
        for local in &locals {shared.push_str(&Self::gl_assemble_vardef(&local));}
        
        pix_out.push_str(&shared);
        
        vtx_out.push_str(&shared);
        
        let mut vtx_main = "void main(){\n".to_string();
        let mut pix_main = "void main(){\n".to_string();
        
        vtx_out.push_str("// Geometry attributes\n");
        vtx_out.push_str(&Self::gl_assemble_varblock("attribute", "geomattr", geometry_slots));
        let mut slot_id = 0;
        for geometry in &geometries {
            vtx_out.push_str(&Self::gl_assemble_vardef(&geometry));
            vtx_main.push_str(&Self::gl_assemble_unpack("geomattr", slot_id, geometry_slots, &geometry));
            slot_id += sg.get_type_slots(&geometry.ty);
        }
        
        vtx_out.push_str("// Instance attributes\n");
        vtx_out.push_str(&Self::gl_assemble_varblock("attribute", "instattr", instance_slots));
        let mut slot_id = 0;
        for instance in &instances {
            vtx_out.push_str(&Self::gl_assemble_vardef(&instance));
            vtx_main.push_str(&Self::gl_assemble_unpack("instattr", slot_id, instance_slots, &instance));
            slot_id += sg.get_type_slots(&instance.ty);
        }
        
        
        vtx_main.push_str("\n    gl_Position = vertex();\n");
        vtx_main.push_str("\n    // Varying packing\n");
        
        pix_main.push_str("\n    // Varying unpacking\n");
        
        // alright lets pack/unpack varyings
        let mut slot_id = 0;
        for vary in &varyings {
            // only if we aren't already a geom/instance var
            if geometries.iter().find( | v | v.name == vary.name).is_none() &&
            instances.iter().find( | v | v.name == vary.name).is_none() {
                vtx_out.push_str(&Self::gl_assemble_vardef(&vary));
            }
            pix_out.push_str(&Self::gl_assemble_vardef(&vary));
            // pack it in the vertexshader
            vtx_main.push_str(&Self::gl_assemble_pack("varying", slot_id, varying_slots, &vary));
            // unpack it in the pixelshader
            pix_main.push_str(&Self::gl_assemble_unpack("varying", slot_id, varying_slots, &vary));
            slot_id += sg.get_type_slots(&vary.ty);
        }
        
        pix_main.push_str("\n    gl_FragColor = pixel();\n");
        vtx_main.push_str("\n}\n\0");
        pix_main.push_str("\n}\n\0");
        
        vtx_out.push_str("//Vertex shader\n");
        vtx_out.push_str(&vtx_fns);
        pix_out.push_str("//Pixel shader\n");
        pix_out.push_str(&pix_fns);
        
        vtx_out.push_str("//Main function\n");
        vtx_out.push_str(&vtx_main);
        
        pix_out.push_str("//Main function\n");
        pix_out.push_str(&pix_main);
        
        if sg.log != 0 {
            //println!("---------- Pixelshader:  ---------\n{}", pix_out);
            //println!("---------- Vertexshader:  ---------\n{}", vtx_out);
        }
        // we can also flatten our uniform variable set
        
        // lets composite our ShAst structure into a set of methods
        let uniform_props = UniformProps::construct(sg, &uniforms);
        Ok((vtx_out, pix_out, CxShaderMapping {
            instance_props: InstanceProps::construct(sg, &instances),
            rect_instance_props: RectInstanceProps::construct(sg, &instances),
            uniform_props,
            instances,
            geometries,
            instance_slots,
            geometry_slots,
            draw_uniforms,
            view_uniforms,
            pass_uniforms,
            uniforms,
            texture_slots,
        }))
    }
}


impl<'a> SlCx<'a> {
    pub fn map_call(&self, name: &str, args: &Vec<Sl>) -> MapCallResult {
        match name {
            "matrix_comp_mult" => return MapCallResult::Rename("matrixCompMult".to_string()),
            "less_than" => return MapCallResult::Rename("less_than".to_string()),
            "less_than_equal" => return MapCallResult::Rename("lessThanEqual".to_string()),
            "greater_than" => return MapCallResult::Rename("greaterThan".to_string()),
            "greater_than_equal" => return MapCallResult::Rename("greaterThanEqual".to_string()),
            "not_equal" => return MapCallResult::Rename("notEqual".to_string()),
            "sample2d" => {
                return MapCallResult::Rename("texture2Dflip".to_string())
            },
            "fmod" => {
                return MapCallResult::Rename("mod".to_string())
            },
            "dfdx" => {
                return MapCallResult::Rename("dFdx".to_string())
            },
            "dfdy" => {
                return MapCallResult::Rename("dFdy".to_string())
            },
            "color" => {
                let col = color(&args[0].sl);
                return MapCallResult::Rewrite(
                    format!("vec4({},{},{},{})", col.r, col.g, col.b, col.a),
                    "vec4".to_string()
                );
            },
            _ => return MapCallResult::None
        }
    }
    
    pub fn mat_mul(&self, left: &str, right: &str) -> String {
        format!("{}*{}", left, right)
    }
    
    pub fn map_type(&self, ty: &str) -> String {
        match ty {
            "texture2d" => return "sampler2D".to_string(),
            _ => return ty.to_string()
        }
    }
    
    pub fn map_constructor(&self, name: &str, args: &Vec<Sl>)->String{
        let mut out = String::new();
        out.push_str(&self.map_type(name));
        out.push_str("(");
        for (i,arg) in args.iter().enumerate(){
            if i != 0{
                out.push_str(", ");
            }
            out.push_str(&arg.sl);
        }
        out.push_str(")");
        return out;
    }
    
    pub fn map_var(&mut self, var: &ShVar) -> String {
        match var.store {
            ShVarStore::Instance(_) => {
                if let SlTarget::Pixel = self.target {
                    if self.auto_vary.iter().find( | v | v.name == var.name).is_none() {
                        self.auto_vary.push(var.clone());
                    }
                }
            },
            ShVarStore::Geometry => {
                if let SlTarget::Pixel = self.target {
                    if self.auto_vary.iter().find( | v | v.name == var.name).is_none() {
                        self.auto_vary.push(var.clone());
                    }
                }
            },
            _ => ()
        }
        var.name.clone()
    }
    
}