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//! Renderer is a "workhorse" of the engine, it draws scenes and user interface.

//! For now there is almost no possibility to change pipeline of renderer, you

//! can only modify quality settings. This will change in future to make renderer

//! more flexible.

//!

//! Renderer based on OpenGL 3.3+ Core.


#![warn(missing_docs)]
#![deny(unsafe_code)]

pub mod debug_renderer;
pub mod error;
pub mod surface;

// Framework wraps all OpenGL calls so it has to be unsafe. Rest of renderer

// code must be safe.

#[macro_use]
#[allow(unsafe_code)]
mod framework;

mod blur;
mod deferred_light_renderer;
mod flat_shader;
mod gbuffer;
mod light_volume;
mod particle_system_renderer;
mod shadow_map_renderer;
mod sprite_renderer;
mod ssao;
mod ui_renderer;

use crate::{
    core::{
        color::Color,
        math::{mat4::Mat4, vec2::Vec2, vec3::Vec3, Rect, TriangleDefinition},
        pool::Handle,
        scope_profile,
    },
    engine::resource_manager::TimedEntry,
    gui::draw::DrawingContext,
    renderer::{
        debug_renderer::DebugRenderer,
        deferred_light_renderer::{DeferredLightRenderer, DeferredRendererContext},
        error::RendererError,
        flat_shader::FlatShader,
        framework::{
            framebuffer::{BackBuffer, CullFace, DrawParameters, FrameBufferTrait},
            geometry_buffer::{
                AttributeDefinition, AttributeKind, DrawCallStatistics, ElementKind,
                GeometryBuffer, GeometryBufferKind,
            },
            gl,
            gpu_program::UniformValue,
            gpu_texture::{
                GpuTexture, GpuTextureKind, MagnificationFilter, MinificationFilter, PixelKind,
            },
            state::State,
        },
        gbuffer::{GBuffer, GBufferRenderContext},
        particle_system_renderer::{ParticleSystemRenderContext, ParticleSystemRenderer},
        sprite_renderer::{SpriteRenderContext, SpriteRenderer},
        surface::SurfaceSharedData,
        ui_renderer::{UiRenderContext, UiRenderer},
    },
    resource::texture::{Texture, TextureKind},
    scene::{node::Node, SceneContainer},
};
use glutin::PossiblyCurrent;
use std::{
    cell::RefCell,
    collections::HashMap,
    rc::Rc,
    sync::{Arc, Mutex},
    time,
};

/// Renderer statistics for one frame, also includes current frames per second

/// amount.

#[derive(Copy, Clone)]
pub struct Statistics {
    /// Geometry statistics.

    pub geometry: RenderPassStatistics,
    /// Real time consumed to render frame.

    pub pure_frame_time: f32,
    /// Total time renderer took to process single frame, usually includes

    /// time renderer spend to wait to buffers swap (can include vsync)

    pub capped_frame_time: f32,
    /// Total amount of frames been rendered in one second.

    pub frames_per_second: usize,
    frame_counter: usize,
    frame_start_time: time::Instant,
    last_fps_commit_time: time::Instant,
}

/// GPU statistics for single frame.

#[derive(Copy, Clone)]
pub struct RenderPassStatistics {
    /// Amount of draw calls per frame - lower the better.

    pub draw_calls: usize,
    /// Amount of triangles per frame.

    pub triangles_rendered: usize,
}

impl Default for RenderPassStatistics {
    fn default() -> Self {
        Self {
            draw_calls: 0,
            triangles_rendered: 0,
        }
    }
}

impl std::ops::AddAssign for RenderPassStatistics {
    fn add_assign(&mut self, rhs: Self) {
        self.draw_calls += rhs.draw_calls;
        self.triangles_rendered += rhs.triangles_rendered;
    }
}

impl std::ops::AddAssign<DrawCallStatistics> for RenderPassStatistics {
    fn add_assign(&mut self, rhs: DrawCallStatistics) {
        self.draw_calls += 1;
        self.triangles_rendered += rhs.triangles;
    }
}

impl std::ops::AddAssign<RenderPassStatistics> for Statistics {
    fn add_assign(&mut self, rhs: RenderPassStatistics) {
        self.geometry += rhs;
    }
}

/// Quality settings allows you to find optimal balance between performance and

/// graphics quality.

#[derive(Copy, Clone, PartialEq)]
pub struct QualitySettings {
    /// Point shadows

    /// Size of cube map face of shadow map texture in pixels.

    pub point_shadow_map_size: usize,
    /// Use or not percentage close filtering (smoothing) for point shadows.

    pub point_soft_shadows: bool,
    /// Point shadows enabled or not.

    pub point_shadows_enabled: bool,
    /// Maximum distance from camera to draw shadows.

    pub point_shadows_distance: f32,

    /// Spot shadows

    /// Size of square shadow map texture in pixels

    pub spot_shadow_map_size: usize,
    /// Use or not percentage close filtering (smoothing) for spot shadows.

    pub spot_soft_shadows: bool,
    /// Spot shadows enabled or not.

    pub spot_shadows_enabled: bool,
    /// Maximum distance from camera to draw shadows.

    pub spot_shadows_distance: f32,

    /// Whether to use screen space ambient occlusion or not.

    pub use_ssao: bool,
    /// Radius of sampling hemisphere used in SSAO, it defines much ambient

    /// occlusion will be in your scene.

    pub ssao_radius: f32,

    /// Global switch to enable or disable light scattering. Each light can have

    /// its own scatter switch, but this one is able to globally disable scatter.

    pub light_scatter_enabled: bool,
}

impl Default for QualitySettings {
    fn default() -> Self {
        Self {
            point_shadow_map_size: 1024,
            point_shadows_distance: 15.0,
            point_shadows_enabled: true,
            point_soft_shadows: true,

            spot_shadow_map_size: 1024,
            spot_shadows_distance: 15.0,
            spot_shadows_enabled: true,
            spot_soft_shadows: true,

            use_ssao: true,
            ssao_radius: 0.5,

            light_scatter_enabled: true,
        }
    }
}

impl QualitySettings {
    /// Highest possible graphics quality. Requires very powerful GPU.

    pub fn ultra() -> Self {
        Self {
            point_shadow_map_size: 2048,
            point_shadows_distance: 20.0,
            point_shadows_enabled: true,
            point_soft_shadows: true,

            spot_shadow_map_size: 2048,
            spot_shadows_distance: 20.0,
            spot_shadows_enabled: true,
            spot_soft_shadows: true,

            use_ssao: true,
            ssao_radius: 0.5,

            light_scatter_enabled: true,
        }
    }

    /// High graphics quality, includes all graphical effects. Requires powerful GPU.

    pub fn high() -> Self {
        Self {
            point_shadow_map_size: 1024,
            point_shadows_distance: 15.0,
            point_shadows_enabled: true,
            point_soft_shadows: true,

            spot_shadow_map_size: 1024,
            spot_shadows_distance: 15.0,
            spot_shadows_enabled: true,
            spot_soft_shadows: true,

            use_ssao: true,
            ssao_radius: 0.5,

            light_scatter_enabled: true,
        }
    }

    /// Medium graphics quality, some of effects are disabled, shadows will have sharp edges.

    pub fn medium() -> Self {
        Self {
            point_shadow_map_size: 512,
            point_shadows_distance: 5.0,
            point_shadows_enabled: true,
            point_soft_shadows: false,

            spot_shadow_map_size: 512,
            spot_shadows_distance: 5.0,
            spot_shadows_enabled: true,
            spot_soft_shadows: false,

            use_ssao: true,
            ssao_radius: 0.5,

            light_scatter_enabled: false,
        }
    }

    /// Lowest graphics quality, all effects are disabled.

    pub fn low() -> Self {
        Self {
            point_shadow_map_size: 1, // Zero is unsupported.

            point_shadows_distance: 0.0,
            point_shadows_enabled: false,
            point_soft_shadows: false,

            spot_shadow_map_size: 1,
            spot_shadows_distance: 0.0,
            spot_shadows_enabled: false,
            spot_soft_shadows: false,

            use_ssao: false,
            ssao_radius: 0.5,

            light_scatter_enabled: false,
        }
    }
}

impl Statistics {
    /// Must be called before render anything.

    fn begin_frame(&mut self) {
        self.frame_start_time = time::Instant::now();
        self.geometry = Default::default();
    }

    /// Must be called before SwapBuffers but after all rendering is done.

    fn end_frame(&mut self) {
        let current_time = time::Instant::now();

        self.pure_frame_time = current_time
            .duration_since(self.frame_start_time)
            .as_secs_f32();
        self.frame_counter += 1;

        if current_time
            .duration_since(self.last_fps_commit_time)
            .as_secs_f32()
            >= 1.0
        {
            self.last_fps_commit_time = current_time;
            self.frames_per_second = self.frame_counter;
            self.frame_counter = 0;
        }
    }

    /// Must be called after SwapBuffers to get capped frame time.

    fn finalize(&mut self) {
        self.capped_frame_time = time::Instant::now()
            .duration_since(self.frame_start_time)
            .as_secs_f32();
    }
}

impl Default for Statistics {
    fn default() -> Self {
        Self {
            geometry: RenderPassStatistics::default(),
            pure_frame_time: 0.0,
            capped_frame_time: 0.0,
            frames_per_second: 0,
            frame_counter: 0,
            frame_start_time: time::Instant::now(),
            last_fps_commit_time: time::Instant::now(),
        }
    }
}

/// See module docs.

pub struct Renderer {
    state: State,
    backbuffer: BackBuffer,
    deferred_light_renderer: DeferredLightRenderer,
    flat_shader: FlatShader,
    sprite_renderer: SpriteRenderer,
    particle_system_renderer: ParticleSystemRenderer,
    /// Dummy white one pixel texture which will be used as stub when rendering

    /// something without texture specified.

    white_dummy: Rc<RefCell<GpuTexture>>,
    /// Dummy one pixel texture with (0, 1, 0) vector is used as stub when rendering

    /// something without normal map.

    normal_dummy: Rc<RefCell<GpuTexture>>,
    ui_renderer: UiRenderer,
    statistics: Statistics,
    quad: SurfaceSharedData,
    frame_size: (u32, u32),
    ambient_color: Color,
    quality_settings: QualitySettings,
    /// Debug renderer instance can be used for debugging purposes

    pub debug_renderer: DebugRenderer,
    /// Camera to G-buffer mapping.

    gbuffers: HashMap<Handle<Node>, GBuffer>,
    backbuffer_clear_color: Color,
    texture_cache: TextureCache,
    geometry_cache: GeometryCache,
}

#[derive(Default)]
pub(in crate) struct GeometryCache {
    map: HashMap<usize, TimedEntry<GeometryBuffer<surface::Vertex>>>,
}

impl GeometryCache {
    fn get(
        &mut self,
        state: &mut State,
        data: &SurfaceSharedData,
    ) -> &mut GeometryBuffer<surface::Vertex> {
        scope_profile!();

        let key = (data as *const _) as usize;

        let geometry_buffer = self.map.entry(key).or_insert_with(|| {
            let geometry_buffer =
                GeometryBuffer::new(GeometryBufferKind::StaticDraw, ElementKind::Triangle);

            geometry_buffer
                .bind(state)
                .describe_attributes(vec![
                    AttributeDefinition {
                        kind: AttributeKind::Float3,
                        normalized: false,
                    },
                    AttributeDefinition {
                        kind: AttributeKind::Float2,
                        normalized: false,
                    },
                    AttributeDefinition {
                        kind: AttributeKind::Float2,
                        normalized: false,
                    },
                    AttributeDefinition {
                        kind: AttributeKind::Float3,
                        normalized: false,
                    },
                    AttributeDefinition {
                        kind: AttributeKind::Float4,
                        normalized: false,
                    },
                    AttributeDefinition {
                        kind: AttributeKind::Float4,
                        normalized: false,
                    },
                    AttributeDefinition {
                        kind: AttributeKind::UnsignedByte4,
                        normalized: false,
                    },
                ])
                .unwrap()
                .set_vertices(data.vertices.as_slice())
                .set_triangles(data.triangles());

            TimedEntry {
                value: geometry_buffer,
                time_to_live: 20.0,
            }
        });

        geometry_buffer.time_to_live = 20.0;
        geometry_buffer
    }

    fn update(&mut self, dt: f32) {
        scope_profile!();

        for entry in self.map.values_mut() {
            entry.time_to_live -= dt;
        }
        self.map.retain(|_, v| v.time_to_live > 0.0);
    }

    fn clear(&mut self) {
        self.map.clear();
    }
}

#[derive(Default)]
pub(in crate) struct TextureCache {
    map: HashMap<usize, TimedEntry<Rc<RefCell<GpuTexture>>>>,
}

impl TextureCache {
    fn get(
        &mut self,
        state: &mut State,
        texture: Arc<Mutex<Texture>>,
    ) -> Option<Rc<RefCell<GpuTexture>>> {
        scope_profile!();

        if texture.lock().unwrap().loaded {
            let key = (&*texture as *const _) as usize;
            let gpu_texture = self.map.entry(key).or_insert_with(move || {
                let texture = texture.lock().unwrap();
                let kind = GpuTextureKind::Rectangle {
                    width: texture.width as usize,
                    height: texture.height as usize,
                };
                let mut gpu_texture = GpuTexture::new(
                    state,
                    kind,
                    PixelKind::from(texture.kind),
                    Some(texture.bytes.as_slice()),
                )
                .unwrap();
                gpu_texture
                    .bind_mut(state, 0)
                    .generate_mip_maps()
                    .set_minification_filter(MinificationFilter::LinearMip)
                    .set_magnification_filter(MagnificationFilter::Linear)
                    .set_max_anisotropy();
                TimedEntry {
                    value: Rc::new(RefCell::new(gpu_texture)),
                    time_to_live: 20.0,
                }
            });
            // Texture won't be destroyed while it used.

            gpu_texture.time_to_live = 20.0;
            Some(gpu_texture.value.clone())
        } else {
            None
        }
    }

    fn update(&mut self, dt: f32) {
        scope_profile!();

        for entry in self.map.values_mut() {
            entry.time_to_live -= dt;
        }
        self.map.retain(|_, v| v.time_to_live > 0.0);
    }

    fn clear(&mut self) {
        self.map.clear();
    }
}

impl Renderer {
    pub(in crate) fn new(
        context: &mut glutin::WindowedContext<PossiblyCurrent>,
        frame_size: (u32, u32),
    ) -> Result<Self, RendererError> {
        gl::load_with(|symbol| context.get_proc_address(symbol) as *const _);

        let settings = QualitySettings::default();
        let mut state = State::new();

        Ok(Self {
            backbuffer: BackBuffer,
            frame_size,
            deferred_light_renderer: DeferredLightRenderer::new(&mut state, frame_size, &settings)?,
            flat_shader: FlatShader::new()?,
            statistics: Statistics::default(),
            sprite_renderer: SpriteRenderer::new()?,
            white_dummy: Rc::new(RefCell::new(GpuTexture::new(
                &mut state,
                GpuTextureKind::Rectangle {
                    width: 1,
                    height: 1,
                },
                PixelKind::RGBA8,
                Some(&[255, 255, 255, 255]),
            )?)),
            normal_dummy: Rc::new(RefCell::new(GpuTexture::new(
                &mut state,
                GpuTextureKind::Rectangle {
                    width: 1,
                    height: 1,
                },
                PixelKind::RGBA8,
                Some(&[128, 128, 255, 255]),
            )?)),
            quad: SurfaceSharedData::make_unit_xy_quad(),
            ui_renderer: UiRenderer::new(&mut state)?,
            particle_system_renderer: ParticleSystemRenderer::new(&mut state)?,
            ambient_color: Color::opaque(100, 100, 100),
            quality_settings: settings,
            debug_renderer: DebugRenderer::new(&mut state)?,
            gbuffers: Default::default(),
            backbuffer_clear_color: Color::from_rgba(0, 0, 0, 0),
            texture_cache: Default::default(),
            geometry_cache: Default::default(),
            state,
        })
    }

    /// Sets new ambient color. Ambient color is used to imitate ambient lighting.

    pub fn set_ambient_color(&mut self, color: Color) {
        self.ambient_color = color;
    }

    /// Returns current ambient color.

    pub fn get_ambient_color(&self) -> Color {
        self.ambient_color
    }

    /// Returns statistics for last frame.

    pub fn get_statistics(&self) -> Statistics {
        self.statistics
    }

    /// Sets color which will be used to fill screen when there is nothing to render.

    pub fn set_backbuffer_clear_color(&mut self, color: Color) {
        self.backbuffer_clear_color = color;
    }

    /// Sets new frame size, should be called when received a Resize event.

    ///

    /// # Notes

    ///

    /// Input values will be set to 1 pixel if new size is 0. Rendering cannot

    /// be performed into 0x0 texture.

    pub fn set_frame_size(&mut self, new_size: (u32, u32)) {
        self.deferred_light_renderer
            .set_frame_size(&mut self.state, new_size)
            .unwrap();
        self.frame_size.0 = new_size.0.max(1);
        self.frame_size.1 = new_size.1.max(1);
        // Invalidate all g-buffers.

        self.gbuffers.clear();
    }

    /// Returns current (width, height) pair of back buffer size.

    pub fn get_frame_size(&self) -> (u32, u32) {
        self.frame_size
    }

    /// Sets new quality settings for renderer. Never call this method in a loop, otherwise

    /// you may get **significant** lags. Always check if current quality setting differs

    /// from new!

    pub fn set_quality_settings(
        &mut self,
        settings: &QualitySettings,
    ) -> Result<(), RendererError> {
        self.quality_settings = *settings;
        self.deferred_light_renderer
            .set_quality_settings(&mut self.state, settings)
    }

    /// Returns current quality settings.

    pub fn get_quality_settings(&self) -> QualitySettings {
        self.quality_settings
    }

    /// Removes all cached GPU data, forces renderer to re-upload data to GPU.

    /// Do not call this method until you absolutely need! It may cause **significant**

    /// performance lag!

    pub fn flush(&mut self) {
        self.texture_cache.clear();
        self.geometry_cache.clear();
    }

    fn render_frame(
        &mut self,
        scenes: &SceneContainer,
        drawing_context: &DrawingContext,
        dt: f32,
    ) -> Result<(), RendererError> {
        scope_profile!();

        // We have to invalidate resource bindings cache because some textures or programs,

        // or other GL resources can be destroyed and then on their "names" some new resource

        // are created, but cache still thinks that resource is correctly bound, but it is different

        // object have same name.

        self.state.invalidate_resource_bindings_cache();

        // Update caches - this will remove timed out resources.

        self.geometry_cache.update(dt);
        self.texture_cache.update(dt);

        self.statistics.begin_frame();

        let window_viewport = Rect::new(0, 0, self.frame_size.0 as i32, self.frame_size.1 as i32);
        self.backbuffer.clear(
            &mut self.state,
            window_viewport,
            Some(self.backbuffer_clear_color),
            Some(1.0),
            Some(0),
        );

        let frame_width = self.frame_size.0 as f32;
        let frame_height = self.frame_size.1 as f32;

        for scene in scenes.iter() {
            let graph = &scene.graph;

            for (camera_handle, camera) in graph.pair_iter().filter_map(|(handle, node)| {
                if let Node::Camera(camera) = node {
                    Some((handle, camera))
                } else {
                    None
                }
            }) {
                if !camera.is_enabled() {
                    continue;
                }

                let viewport = camera.viewport_pixels(Vec2::new(frame_width, frame_height));

                let state = &mut self.state;
                let gbuffer = self
                    .gbuffers
                    .entry(camera_handle)
                    .and_modify(|buf| {
                        if buf.width != viewport.w || buf.height != viewport.h {
                            let width = (viewport.w as usize).max(1);
                            let height = (viewport.h as usize).max(1);
                            *buf = GBuffer::new(state, width, height).unwrap();
                        }
                    })
                    .or_insert_with(|| {
                        let width = (viewport.w as usize).max(1);
                        let height = (viewport.h as usize).max(1);
                        GBuffer::new(state, width, height).unwrap()
                    });

                // If we specified a texture to draw to, we have to register it in texture cache

                // so it can be used in later on as texture. This is useful in case if you need

                // to draw something on offscreen and then draw it on some mesh.

                // TODO: However it can be dangerous to use frame texture as it may be bound to

                //  pipeline.

                if let Some(rt) = scene.render_target.clone() {
                    let key = (&*rt as *const _) as usize;

                    self.texture_cache.map.insert(
                        key,
                        TimedEntry {
                            value: gbuffer.frame_texture(),
                            time_to_live: std::f32::INFINITY,
                        },
                    );

                    // Make sure to sync texture info with actual render target.

                    if let Ok(mut rt) = rt.lock() {
                        rt.width = gbuffer.width as u32;
                        rt.height = gbuffer.height as u32;
                        // TODO: For now only RGBA8 textures are supported.

                        rt.kind = TextureKind::RGBA8;
                    }
                }

                self.statistics += gbuffer.fill(GBufferRenderContext {
                    state,
                    graph,
                    camera,
                    white_dummy: self.white_dummy.clone(),
                    normal_dummy: self.normal_dummy.clone(),
                    texture_cache: &mut self.texture_cache,
                    geom_cache: &mut self.geometry_cache,
                });

                self.statistics += self
                    .deferred_light_renderer
                    .render(DeferredRendererContext {
                        state,
                        scene,
                        camera,
                        gbuffer,
                        white_dummy: self.white_dummy.clone(),
                        ambient_color: self.ambient_color,
                        settings: &self.quality_settings,
                        textures: &mut self.texture_cache,
                        geometry_cache: &mut self.geometry_cache,
                    });

                let depth = gbuffer.depth();

                self.statistics +=
                    self.particle_system_renderer
                        .render(ParticleSystemRenderContext {
                            state,
                            framebuffer: &mut gbuffer.final_frame,
                            graph,
                            camera,
                            white_dummy: self.white_dummy.clone(),
                            depth,
                            frame_width,
                            frame_height,
                            viewport,
                            texture_cache: &mut self.texture_cache,
                        });

                self.statistics += self.sprite_renderer.render(SpriteRenderContext {
                    state,
                    framebuffer: &mut gbuffer.final_frame,
                    graph,
                    camera,
                    white_dummy: self.white_dummy.clone(),
                    viewport,
                    textures: &mut self.texture_cache,
                    geom_map: &mut self.geometry_cache,
                });

                self.statistics += self.debug_renderer.render(
                    state,
                    viewport,
                    &mut gbuffer.final_frame,
                    &scene.drawing_context,
                    camera,
                );

                // Finally render everything into back buffer.

                if scene.render_target.is_none() {
                    self.statistics.geometry += self.backbuffer.draw(
                        self.geometry_cache.get(state, &self.quad),
                        state,
                        viewport,
                        &self.flat_shader.program,
                        DrawParameters {
                            cull_face: CullFace::Back,
                            culling: false,
                            color_write: Default::default(),
                            depth_write: true,
                            stencil_test: false,
                            depth_test: false,
                            blend: false,
                        },
                        &[
                            (
                                self.flat_shader.wvp_matrix,
                                UniformValue::Mat4({
                                    Mat4::ortho(
                                        0.0,
                                        viewport.w as f32,
                                        viewport.h as f32,
                                        0.0,
                                        -1.0,
                                        1.0,
                                    ) * Mat4::scale(Vec3::new(
                                        viewport.w as f32,
                                        viewport.h as f32,
                                        0.0,
                                    ))
                                }),
                            ),
                            (
                                self.flat_shader.diffuse_texture,
                                UniformValue::Sampler {
                                    index: 0,
                                    texture: gbuffer.frame_texture(),
                                },
                            ),
                        ],
                    );
                }
            }
        }

        // Render UI on top of everything.

        self.statistics += self.ui_renderer.render(UiRenderContext {
            state: &mut self.state,
            viewport: window_viewport,
            backbuffer: &mut self.backbuffer,
            frame_width,
            frame_height,
            drawing_context,
            white_dummy: self.white_dummy.clone(),
            texture_cache: &mut self.texture_cache,
        })?;

        Ok(())
    }

    pub(in crate) fn render_and_swap_buffers(
        &mut self,
        scenes: &SceneContainer,
        drawing_context: &DrawingContext,
        context: &glutin::WindowedContext<PossiblyCurrent>,
        dt: f32,
    ) -> Result<(), RendererError> {
        scope_profile!();

        self.render_frame(scenes, drawing_context, dt)?;

        self.statistics.end_frame();
        context.swap_buffers()?;
        check_gl_error!();
        self.statistics.finalize();
        Ok(())
    }
}