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use glium::{
    index, program, texture, vertex,
    Blend, DrawError, DrawParameters, GlObject, IndexBuffer, Program, Rect, Surface, Texture2d,
    VertexBuffer
};
use glium::backend::{Context, Facade};
use glium::index::PrimitiveType;
use glium::texture::{ClientFormat, RawImage2d};
use libc::uintptr_t;
use std::borrow::Cow;
use std::fmt;
use std::rc::Rc;

use super::{DrawList, Ui, ImDrawIdx, ImDrawVert, ImGui};

pub type RendererResult<T> = Result<T, RendererError>;

#[derive(Clone, Debug)]
pub enum RendererError {
    Vertex(vertex::BufferCreationError),
    Index(index::BufferCreationError),
    Program(program::ProgramChooserCreationError),
    Texture(texture::TextureCreationError),
    Draw(DrawError)
}

impl fmt::Display for RendererError {
    fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
        use self::RendererError::*;
        match *self {
            Vertex(_) => write!(f, "Vertex buffer creation failed"),
            Index(_) => write!(f, "Index buffer creation failed"),
            Program(ref e) => write!(f, "Program creation failed: {}", e),
            Texture(_) => write!(f, "Texture creation failed"),
            Draw(ref e) => write!(f, "Drawing failed: {}", e)
        }
    }
}

impl From<vertex::BufferCreationError> for RendererError {
    fn from(e: vertex::BufferCreationError) -> RendererError {
        RendererError::Vertex(e)
    }
}

impl From<index::BufferCreationError> for RendererError {
    fn from(e: index::BufferCreationError) -> RendererError {
        RendererError::Index(e)
    }
}

impl From<program::ProgramChooserCreationError> for RendererError {
    fn from(e: program::ProgramChooserCreationError) -> RendererError {
        RendererError::Program(e)
    }
}

impl From<texture::TextureCreationError> for RendererError {
    fn from(e: texture::TextureCreationError) -> RendererError {
        RendererError::Texture(e)
    }
}

impl From<DrawError> for RendererError {
    fn from(e: DrawError) -> RendererError {
        RendererError::Draw(e)
    }
}

pub struct Renderer {
    ctx: Rc<Context>,
    device_objects: DeviceObjects
}

impl Renderer {
    pub fn init<F: Facade>(imgui: &mut ImGui, ctx: &F) -> RendererResult<Renderer> {
        let device_objects = try!(DeviceObjects::init(imgui, ctx));
        Ok(Renderer {
            ctx: ctx.get_context().clone(),
            device_objects: device_objects
        })
    }
    pub fn render<'a, S: Surface>(&mut self, surface: &mut S,
                                  ui: Ui<'a>) -> RendererResult<()> {
        let _ = self.ctx.insert_debug_marker("imgui-rs: starting rendering");
        let result = ui.render(|draw_list| self.render_draw_list(surface, draw_list));
        let _ = self.ctx.insert_debug_marker("imgui-rs: rendering finished");
        result
    }
    fn render_draw_list<'a, S: Surface>(&mut self, surface: &mut S,
                                        draw_list: DrawList<'a>) -> RendererResult<()> {
        try!(self.device_objects.upload_vertex_buffer(&self.ctx, draw_list.vtx_buffer));
        try!(self.device_objects.upload_index_buffer(&self.ctx, draw_list.idx_buffer));

        let (width, height) = surface.get_dimensions();
        let matrix = [
            [ 2.0 / (width as f32), 0.0, 0.0, 0.0 ],
            [ 0.0, 2.0 / -(height as f32), 0.0, 0.0 ],
            [ 0.0, 0.0, -1.0, 0.0 ],
                [ -1.0, 1.0, 0.0, 1.0 ]
        ];
        let font_texture_id = self.device_objects.texture.get_id() as uintptr_t;

        let mut idx_start = 0;
        for cmd in draw_list.cmd_buffer {
            // We don't support custom textures...yet!
            assert!(cmd.texture_id as uintptr_t == font_texture_id);
            let uniforms = uniform! {
                matrix: matrix,
                tex: &self.device_objects.texture
            };
            let draw_params = DrawParameters {
                blend: Blend::alpha_blending(),
                scissor: Some(Rect {
                    left: cmd.clip_rect.x as u32,
                    bottom: (height as f32 - cmd.clip_rect.w) as u32,
                    width: (cmd.clip_rect.z - cmd.clip_rect.x) as u32,
                    height: (cmd.clip_rect.w - cmd.clip_rect.y) as u32
                }),
                .. Default::default()
            };
            let idx_end = idx_start + cmd.elem_count as usize;
            try!(surface.draw(&self.device_objects.vertex_buffer,
                              &self.device_objects.index_buffer.slice(idx_start ..idx_end)
                                  .expect("Invalid index buffer range"),
                              &self.device_objects.program,
                              &uniforms,
                              &draw_params));
            idx_start = idx_end;
        }
        Ok(())
    }
}

pub struct DeviceObjects {
    vertex_buffer: VertexBuffer<ImDrawVert>,
    index_buffer: IndexBuffer<ImDrawIdx>,
    program: Program,
    texture: Texture2d
}

fn compile_default_program<F: Facade>(ctx: &F) -> Result<Program, program::ProgramChooserCreationError> {
    program!(
        ctx,
        140 => {
            vertex: include_str!("shader/vert_140.glsl"),
            fragment: include_str!("shader/frag_140.glsl"),
            outputs_srgb: true
        },
        110 => {
            vertex: include_str!("shader/vert_110.glsl"),
            fragment: include_str!("shader/frag_110.glsl"),
            outputs_srgb: true
        }
    )
}

impl DeviceObjects {
    pub fn init<F: Facade>(im_gui: &mut ImGui, ctx: &F) -> RendererResult<DeviceObjects> {
        let vertex_buffer = try!(VertexBuffer::empty_dynamic(ctx, 0));
        let index_buffer = try!(IndexBuffer::empty_dynamic(ctx, PrimitiveType::TrianglesList, 0));

        let program = try!(compile_default_program(ctx));
        let texture = try!(im_gui.prepare_texture(|handle| {
            let data = RawImage2d {
                data: Cow::Borrowed(handle.pixels),
                width: handle.width,
                height: handle.height,
                format: ClientFormat::U8U8U8U8
            };
            Texture2d::new(ctx, data)
        }));
        im_gui.set_texture_id(texture.get_id() as uintptr_t);

        Ok(DeviceObjects {
            vertex_buffer: vertex_buffer,
            index_buffer: index_buffer,
            program: program,
            texture: texture
        })
    }
    pub fn upload_vertex_buffer<F: Facade>(&mut self, ctx: &F,
                                           vtx_buffer: &[ImDrawVert]) -> RendererResult<()> {
        self.vertex_buffer.invalidate();
        if let Some(slice) = self.vertex_buffer.slice_mut(0 .. vtx_buffer.len()) {
            slice.write(vtx_buffer);
            return Ok(());
        }
        self.vertex_buffer = try!(VertexBuffer::dynamic(ctx, vtx_buffer));
        let _ = ctx.get_context().insert_debug_marker(
            &format!("imgui-rs: resized vertex buffer to {} bytes",
                     self.vertex_buffer.get_size()));
        Ok(())
    }
    pub fn upload_index_buffer<F: Facade>(&mut self, ctx: &F,
                                          idx_buffer: &[ImDrawIdx]) -> RendererResult<()> {
        self.index_buffer.invalidate();
        if let Some(slice) = self.index_buffer.slice_mut(0 .. idx_buffer.len()) {
            slice.write(idx_buffer);
            return Ok(());
        }
        self.index_buffer =
            try!(IndexBuffer::dynamic(ctx, PrimitiveType::TrianglesList, idx_buffer));
        let _ = ctx.get_context().insert_debug_marker(
            &format!("imgui-rs: resized index buffer to {} bytes",
                     self.index_buffer.get_size()));
        Ok(())
    }
}