#include <gtest/gtest.h>

#include <mm/engine.hpp>

#include <mm/services/filesystem.hpp>
#include <mm/services/sdl_service.hpp>
#include <mm/services/organizer_scene.hpp>
#include <mm/services/opengl_renderer.hpp>
#include <mm/services/imgui_s.hpp>

#include <entt/entity/registry.hpp>
#include <entt/entity/organizer.hpp>

#include <mm/opengl/render_tasks/clear.hpp>
#include <mm/opengl/render_tasks/copy_to_fb.hpp>
#include <mm/opengl/render_tasks/simple_rect.hpp>
#include <mm/opengl/render_tasks/blur.hpp>
#include <mm/opengl/render_tasks/imgui.hpp>

#include <mm/components/position2d.hpp>
#include <mm/components/position2d_zoffset.hpp>
#include <mm/components/scale2d.hpp>
#include <mm/components/rotation2d.hpp>
#include <mm/components/velocity2d_rotation.hpp>
#include <mm/components/position3d.hpp>
#include <mm/components/transform4x4.hpp>
#include <mm/components/color.hpp>

#include <mm/systems/simple_velocity_system2d.hpp>
#include <mm/systems/transform.hpp>

#include <mm/opengl/fbo_builder.hpp>
#include <mm/opengl/texture_loader.hpp>

#include <imgui/imgui.h>

#include <mm/random/srng.hpp>

using namespace entt::literals;

const char* argv0;

TEST(blur_render_task, it) {
	MM::Engine engine;

	auto& sdl_ss = engine.addService<MM::Services::SDLService>();
	ASSERT_TRUE(engine.enableService<MM::Services::SDLService>());

	sdl_ss.createGLWindow("blur_render_task_test", 1280, 720);

	engine.addService<MM::Services::OrganizerSceneService>();
	ASSERT_TRUE(engine.enableService<MM::Services::OrganizerSceneService>());

	bool provide_ret = engine.provide<MM::Services::SceneServiceInterface, MM::Services::OrganizerSceneService>();
	ASSERT_TRUE(provide_ret);
	auto& scene = engine.tryService<MM::Services::SceneServiceInterface>()->getScene();

	engine.addService<MM::Services::FilesystemService>(argv0, "blur_render_task_test");
	ASSERT_TRUE(engine.enableService<MM::Services::FilesystemService>());

	engine.addService<MM::Services::ImGuiService>();
	ASSERT_TRUE(engine.enableService<MM::Services::ImGuiService>());

	auto& rs = engine.addService<MM::Services::OpenGLRenderer>();
	ASSERT_TRUE(engine.enableService<MM::Services::OpenGLRenderer>());

	//rs.addRenderTask<MM::OpenGL::RenderTasks::SimpleRect>(engine).target_fbo = "game_view";

	rs.addRenderTask<MM::OpenGL::RenderTasks::Clear>(engine).target_fbo = "blur_io";

	MM::OpenGL::RenderTasks::SimpleRect& bsrr_rend = rs.addRenderTask<MM::OpenGL::RenderTasks::SimpleRect>(engine);
	bsrr_rend.target_fbo = "blur_io";

	MM::OpenGL::RenderTasks::Blur& blur_rend = rs.addRenderTask<MM::OpenGL::RenderTasks::Blur>(engine);
	blur_rend.in_tex = "blur_io";
	blur_rend.out_tex = "blur_io";
	blur_rend.temp_tex = "blur_temp";
	blur_rend.out_fbo = "blur_io";
	blur_rend.temp_fbo = "blur_temp";

	// render to display
	auto& ctfb = rs.addRenderTask<MM::OpenGL::RenderTasks::CopyToFB>(engine);
	ctfb.src_tex = "blur_io";
	ctfb.target_fbo = "display";

	rs.addRenderTask<MM::OpenGL::RenderTasks::ImGuiRT>(engine);

	auto [w, h] = sdl_ss.getWindowSize();
	auto& rm_t = MM::ResourceManager<MM::OpenGL::Texture>::ref();
	{ // setup textures
		rm_t.load<MM::OpenGL::TextureLoaderEmpty>(
			"blur_io",
			GL_RGB,
			w, h,
			GL_RGB, GL_UNSIGNED_BYTE
		);

		rm_t.load<MM::OpenGL::TextureLoaderEmpty>(
			"blur_temp",
			GL_RGB,
			w, h,
			GL_RGB, GL_UNSIGNED_BYTE
		);
	}


	{ // setup fbo s
		//rs.targets["game_view"] = MM::OpenGL::FBOBuilder::start()
			//.attachTexture(MM::OpenGL::Texture::createEmpty(GL_RGB, w, h, GL_RGB, GL_UNSIGNED_BYTE))
			//.finish();
		rs.targets["blur_io"] = MM::OpenGL::FBOBuilder::start()
			.attachTexture(rm_t.get("blur_io"_hs))
			.setResize(true)
			.finish();
		rs.targets["blur_temp"] = MM::OpenGL::FBOBuilder::start()
			.attachTexture(rm_t.get("blur_temp"_hs))
			.setResize(true)
			.finish();
	}

	scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::Position2D_ZOffset>>();
	scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::Position3D>>();
	scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::Transform4x4>>();
	scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();

	scene.on_update<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
	scene.on_update<MM::Components::Position2D_ZOffset>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
	scene.on_update<MM::Components::Position3D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
	scene.on_update<MM::Components::Scale2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
	scene.on_update<MM::Components::Rotation2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>(); // in this example only rotation is touched

	auto& cam = scene.ctx().emplace<MM::OpenGL::Camera3D>();
	cam.setOrthographic();
	cam.updateView();

	// setup v system
	auto& org = scene.ctx().emplace<entt::organizer>();
	org.emplace<MM::Systems::simple_rotational_velocity_patching>("simple_rotational_velocity_patching");
	org.emplace<MM::Systems::position3d_from_2d>("position3d_from_2d");
	org.emplace<MM::Systems::transform3d_translate>("transform3d_translate");
	org.emplace<MM::Systems::transform3d_rotate2d>("transform3d_rotate2d");
	org.emplace<MM::Systems::transform3d_scale2d>("transform3d_scale2d");
	org.emplace<MM::Systems::transform_clear_dirty>("transform_clear_dirty");


	// HACK: instead you would switch to this scene
	engine.getService<MM::Services::OrganizerSceneService>().updateOrganizerVertices(scene);

	MM::Random::SRNG rng{42};

	for (int i = 0; i < 10; i++) {
		auto e = scene.create();
		auto& p = scene.emplace<MM::Components::Position2D>(e);
		p.pos.x = i * 9.f - 40;

		// zoffset is created by event

		auto& s = scene.emplace<MM::Components::Scale2D>(e);
		s.scale = {5,5};

		scene.emplace<MM::Components::Rotation2D>(e);

		auto& v = scene.emplace<MM::Components::Velocity2DRotation>(e);
		v.rot_vel = i * 0.3f;

		if (rng.roll(0.5f)) {
			auto& col = scene.emplace<MM::Components::Color>(e);
			col.color = {rng.zeroToOne(), rng.zeroToOne(), rng.zeroToOne(), 1.f};
		}
	}

	engine.run();
}

int main(int argc, char** argv) {
	argv0 = argv[0];

	::testing::InitGoogleTest(&argc, argv);

	return RUN_ALL_TESTS();
}

