// This code example is created for educational purpose
// by Thorsten Thormaehlen (contact: www.thormae.de).
// It is distributed without any warranty.

import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.BufferedReader;
import java.io.FileNotFoundException;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import com.jogamp.opengl.GL3;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.awt.GLCanvas;

import javax.swing.JFrame;

import com.jogamp.common.nio.Buffers;
import com.jogamp.math.Matrix4f;
import com.jogamp.math.Vec3f;
import com.jogamp.opengl.util.FPSAnimator;

class Renderer {

  public float t = 0.0f;
  public int modeVal = 1;
  public boolean loadNext = false;
  public boolean loadNextShader = false;

  private enum VAOs {
    Scene, numVAOs
  }

  ;

  private enum VBOs {
    SceneAll, numVBOs
  }

  ;

  private int[] vaoID = new int[VAOs.numVAOs.ordinal()];
  private int[] bufID = new int[VBOs.numVBOs.ordinal()];
  private int sceneVertNo = 0;
  private int progID = 0;
  private int vertID = 0;
  private int fragID = 0;
  private int vertexLoc = 0;
  private int texCoordLoc = 0;
  private int normalLoc = 0;
  private int projectionLoc = 0;
  private int modelviewLoc = 0;
  private int normalMatrixLoc = 0;
  private int modeLoc = 0;
  private int lightDirectionLoc = 0;
  private int camPosLoc = 0;
  private int lookAtLoc = 0;
  private int camProjectionLoc = 0;
  private int meshTransformLoc = 0;
  private int meshTransformTransposeInvLoc = 0;
  private Matrix4f projection = new Matrix4f();
  private Matrix4f modelview = new Matrix4f();
  private String filename = "./knot.vbo";
  private String shaderFilename = "./PhongBrdfCameraSpace";
  private int file = 0;
  private int shaderFile = 0;

  public void nextModel(GLAutoDrawable d) {
    loadNext = false;
    file++;
    if (file > 4)
      file = 0;
    if (file == 0)
      filename = "./knot.vbo";
    if (file == 1)
      filename = "./teapot.vbo";
    if (file == 2)
      filename = "./sphere.vbo";
    if (file == 3)
      filename = "./hose.vbo";
    if (file == 4)
      filename = "./cube.vbo";
    deleteAll(d);
    init(d);
  }

  public void nextShaderExample(GLAutoDrawable d) {
    loadNextShader = false;
    shaderFile++;
    if (shaderFile > 4)
      shaderFile = 0;
    if (shaderFile == 0)
      shaderFilename = "./PhongBrdfCameraSpace";
    if (shaderFile == 1)
      shaderFilename = "./PhongBrdfWorldSpace";
    if (shaderFile == 2)
      shaderFilename = "./BlinnPhongBrdfCameraSpace";
    if (shaderFile == 3)
      shaderFilename = "./BlinnPhongBrdfWorldSpace";
    if (shaderFile == 4)
      shaderFilename = "./PhongBrdfPerVertex";
    System.out.println("loading shader: " + shaderFilename);
    deleteAll(d);
    init(d);
  }

  public void init(GLAutoDrawable d) {
    GL3 gl = d.getGL().getGL3(); // get the OpenGL 3 graphics context
    gl.glEnable(GL3.GL_DEPTH_TEST);

    setupShaders(d);

    // create a Vertex Array Objects (VAO)
    gl.glGenVertexArrays(VAOs.numVAOs.ordinal(), vaoID, 0);

    // generate a Vertex Buffer Object (VBO)
    gl.glGenBuffers(VBOs.numVBOs.ordinal(), bufID, 0);

    // binding the Triangle VAO
    gl.glBindVertexArray(vaoID[VAOs.Scene.ordinal()]);

    int perVertexFloats = (3 + 2 + 3);
    float data[] = loadVertexData(filename, perVertexFloats);

    sceneVertNo = data.length / perVertexFloats;

    FloatBuffer sceneVertexFB = Buffers.newDirectFloatBuffer(data.length);
    sceneVertexFB.put(data);
    sceneVertexFB.flip();

    gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, bufID[VBOs.SceneAll.ordinal()]);
    gl.glBufferData(GL3.GL_ARRAY_BUFFER, sceneVertexFB.capacity() * Buffers.SIZEOF_FLOAT, sceneVertexFB,
            GL3.GL_STATIC_DRAW);

    int stride = (3 + 2 + 3) * Buffers.SIZEOF_FLOAT;
    int offset = 0;

    // position
    if (vertexLoc != -1) {
      gl.glVertexAttribPointer(vertexLoc, 3, GL3.GL_FLOAT, false, stride, offset);
      gl.glEnableVertexAttribArray(vertexLoc);
    }

    // texCoord
    if (texCoordLoc != -1) {
      offset = 3 * Buffers.SIZEOF_FLOAT;
      gl.glVertexAttribPointer(texCoordLoc, 2, GL3.GL_FLOAT, false, stride, offset);
      gl.glEnableVertexAttribArray(texCoordLoc);
    }

    // normal
    if (normalLoc != -1) {
      offset = (3 + 2) * Buffers.SIZEOF_FLOAT;
      gl.glVertexAttribPointer(normalLoc, 3, GL3.GL_FLOAT, false, stride, offset);
      gl.glEnableVertexAttribArray(normalLoc);
    }

    System.out.println("Press 1-5 to switch mode, 9 to switch shader, 0 to switch 3D mesh");
  }

  public void resize(GLAutoDrawable d, int w, int h) {
    GL3 gl = d.getGL().getGL3(); // get the OpenGL 3 graphics context
    gl.glViewport(0, 0, w, h);

    // setToPerspective replaces gluPerspective
    projection.setToPerspective((float) Math.toRadians(45.0f), (float) w / (float) h, 0.5f, 4.0f);
  }

  public void display(GLAutoDrawable d) {
    if (loadNext)
      nextModel(d);
    if (loadNextShader)
      nextShaderExample(d);

    GL3 gl = d.getGL().getGL3(); // get the OpenGL >= 3 graphics context

    gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    gl.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT);

    Vec3f lightDirection = new Vec3f(0.0f, -1.0f, -1.0f);
    Vec3f cameraPos = new Vec3f(1.5f, 0.0f, 1.5f);


    Matrix4f lookAt = new Matrix4f();
    Vec3f center = new Vec3f(0.0f, 0.0f, 0.0f);
    Vec3f up = new Vec3f(0.0f, 0.0f, 1.0f);
    lookAt.setToLookAt(cameraPos, center, up, new Matrix4f());

    // "lightDirectionTrans" is the light direction in camera (eye) space.
    // The "lightDirection" in the global coordinate system is multiplied
    // with the transposed inverse lookAt matrix to get the light direction in camera (eye) space
    Vec3f lightDirectionTrans = new Vec3f();
    Matrix4f lookAtTransposedInverse = new Matrix4f(lookAt);
    lookAtTransposedInverse.transpose().invert();
    applyMatrix4fToDirection(lookAtTransposedInverse, lightDirection, lightDirectionTrans);

    // rotate mesh
    Matrix4f meshTransform = new Matrix4f();
    meshTransform.loadIdentity();
    meshTransform.rotate((float) Math.toRadians(-t), 0.0f, 0.0f, 1.0f, new Matrix4f());

    // compute meshTransformTransposedInverse
    Matrix4f meshTransformTransposedInverse = new Matrix4f(meshTransform);
    meshTransformTransposedInverse.transpose().invert();

    // compute modelview and normalmatrix
    Matrix4f normalmatrix = new Matrix4f();
    modelview.mul(lookAt, meshTransform);
    normalmatrix.load(modelview).transpose().invert();

    gl.glUseProgram(progID);

    // load the current projection and modelview matrix into the
    // corresponding UNIFORM variables of the shader
    if (projectionLoc != -1)
      gl.glUniformMatrix4fv(projectionLoc, 1, false, projection.get(new float[16]), 0);
    if (camProjectionLoc != -1)
      gl.glUniformMatrix4fv(camProjectionLoc, 1, false, projection.get(new float[16]), 0);
    if (modelviewLoc != -1)
      gl.glUniformMatrix4fv(modelviewLoc, 1, false, modelview.get(new float[16]), 0);
    if (normalMatrixLoc != -1)
      gl.glUniformMatrix4fv(normalMatrixLoc, 1, false, normalmatrix.get(new float[16]), 0);
    if (modeLoc != -1)
      gl.glUniform1i(modeLoc, modeVal);
    if (lightDirectionLoc != -1)
      gl.glUniform3fv(lightDirectionLoc, 1, lightDirectionTrans.get(new float[3]), 0);
    if (camPosLoc != -1)
      gl.glUniform3fv(camPosLoc, 1, cameraPos.get(new float[3]), 0);
    if (lookAtLoc != -1)
      gl.glUniformMatrix4fv(lookAtLoc, 1, false, lookAt.get(new float[16]), 0);
    if (meshTransformLoc != -1)
      gl.glUniformMatrix4fv(meshTransformLoc, 1, false, meshTransform.get(new float[16]), 0);
    if (meshTransformTransposeInvLoc != -1)
      gl.glUniformMatrix4fv(meshTransformTransposeInvLoc, 1, false, meshTransformTransposedInverse.get(new float[16]), 0);

    // bind scene VAO
    gl.glBindVertexArray(vaoID[VAOs.Scene.ordinal()]);

    // render data
    gl.glDrawArrays(GL3.GL_TRIANGLES, 0, sceneVertNo);
  }

  public void dispose(GLAutoDrawable d) {
    deleteAll(d);
  }

  public void deleteAll(GLAutoDrawable d) {
    GL3 gl = d.getGL().getGL3(); // get the OpenGL 3 graphics context
    gl.glDeleteVertexArrays(VAOs.numVAOs.ordinal(), vaoID, 0);
    gl.glDeleteBuffers(VBOs.numVBOs.ordinal(), bufID, 0);
    gl.glDeleteProgram(progID);
    gl.glDeleteShader(vertID);
    gl.glDeleteShader(fragID);
  }


  private void setupShaders(GLAutoDrawable d) {
    GL3 gl = d.getGL().getGL3(); // get the OpenGL 3 graphics context

    vertID = gl.glCreateShader(GL3.GL_VERTEX_SHADER);
    fragID = gl.glCreateShader(GL3.GL_FRAGMENT_SHADER);

    String[] vs = loadShaderSrc(shaderFilename + ".vert");
    String[] fs = loadShaderSrc(shaderFilename + ".frag");

    gl.glShaderSource(vertID, 1, vs, null, 0);
    gl.glShaderSource(fragID, 1, fs, null, 0);

    // compile the shader
    gl.glCompileShader(vertID);
    gl.glCompileShader(fragID);

    // check for errors
    printShaderInfoLog(d, vertID);
    printShaderInfoLog(d, fragID);

    // create program and attach shaders
    progID = gl.glCreateProgram();
    gl.glAttachShader(progID, vertID);
    gl.glAttachShader(progID, fragID);

    // "outColor" is a user-provided OUT variable
    // of the fragment shader.
    // Its output is bound to the first color buffer
    // in the framebuffer
    gl.glBindFragDataLocation(progID, 0, "outputColor");

    // link the program
    gl.glLinkProgram(progID);
    // output error messages
    printProgramInfoLog(d, progID);

    // retrieve the location of the IN variables of the vertex shader
    vertexLoc = gl.glGetAttribLocation(progID, "position");
    texCoordLoc = gl.glGetAttribLocation(progID, "texcoord");
    normalLoc = gl.glGetAttribLocation(progID, "normal");

    // retrieve the location of the UNIFORM variables of the vertex shader
    camProjectionLoc = gl.glGetUniformLocation(progID, "cameraProjection");
    projectionLoc = gl.glGetUniformLocation(progID, "projection");
    modelviewLoc = gl.glGetUniformLocation(progID, "modelview");
    normalMatrixLoc = gl.glGetUniformLocation(progID, "normalMat");
    modeLoc = gl.glGetUniformLocation(progID, "mode");
    lightDirectionLoc = gl.glGetUniformLocation(progID, "lightDirection");
    camPosLoc = gl.glGetUniformLocation(progID, "cameraPosition");
    lookAtLoc = gl.glGetUniformLocation(progID, "cameraLookAt");
    meshTransformLoc = gl.glGetUniformLocation(progID, "meshTransform");
    meshTransformTransposeInvLoc = gl.glGetUniformLocation(progID, "meshTransformTransposedInverse");
  }

  private String[] loadShaderSrc(String name) {
    StringBuilder sb = new StringBuilder();
    try {
      InputStream is = getClass().getResourceAsStream(name);
      BufferedReader br = new BufferedReader(new InputStreamReader(is));
      String line;
      while ((line = br.readLine()) != null) {
        sb.append(line);
        sb.append('\n');
      }
      is.close();
    } catch (Exception e) {
      e.printStackTrace();
    }
    return new String[]{sb.toString()};
  }

  private void printShaderInfoLog(GLAutoDrawable d, int obj) {
    GL3 gl = d.getGL().getGL3(); // get the OpenGL 3 graphics context
    IntBuffer infoLogLengthBuf = IntBuffer.allocate(1);
    int infoLogLength;
    gl.glGetShaderiv(obj, GL3.GL_INFO_LOG_LENGTH, infoLogLengthBuf);
    infoLogLength = infoLogLengthBuf.get(0);
    if (infoLogLength > 0) {
      ByteBuffer byteBuffer = ByteBuffer.allocate(infoLogLength);
      gl.glGetShaderInfoLog(obj, infoLogLength, infoLogLengthBuf, byteBuffer);
      for (byte b : byteBuffer.array()) {
        System.err.print((char) b);
      }
    }
  }

  private void printProgramInfoLog(GLAutoDrawable d, int obj) {
    GL3 gl = d.getGL().getGL3(); // get the OpenGL 3 graphics context
    IntBuffer infoLogLengthBuf = IntBuffer.allocate(1);
    int infoLogLength;
    gl.glGetProgramiv(obj, GL3.GL_INFO_LOG_LENGTH, infoLogLengthBuf);
    infoLogLength = infoLogLengthBuf.get(0);
    if (infoLogLength > 0) {
      ByteBuffer byteBuffer = ByteBuffer.allocate(infoLogLength);
      gl.glGetProgramInfoLog(obj, infoLogLength, infoLogLengthBuf, byteBuffer);
      for (byte b : byteBuffer.array()) {
        System.err.print((char) b);
      }
    }
  }

  private float[] loadVertexData(String filename, int perVertexFloats) {

    float[] floatArray = new float[0];
    // read vertex data from file
    int numFloats = 0;
    try {
      InputStream is = getClass().getResourceAsStream(filename);
      BufferedReader br = new BufferedReader(new InputStreamReader(is));
      String line = br.readLine();
      if (line != null) {
        numFloats = Integer.parseInt(line);
        floatArray = new float[numFloats];
      }
      int i = 0;
      while ((line = br.readLine()) != null && i < floatArray.length) {
        floatArray[i] = Float.parseFloat(line);
        i++;
      }
      if (i != numFloats || (numFloats % perVertexFloats) != 0) {
        floatArray = new float[0];
      }
      br.close();
    } catch (FileNotFoundException e) {
      System.out.println("Can not find vbo data file " + filename);
    } catch (IOException e) {
      e.printStackTrace();
    }
    return floatArray;
  }

  private void applyMatrix4fToDirection(Matrix4f _m, Vec3f _dir, Vec3f result) {
    float[] mat = _m.get(new float[16]);
    float[] dir = _dir.get(new float[3]);
    float x = mat[0] * dir[0] + mat[4] * dir[1] + mat[8] * dir[2];
    float y = mat[1] * dir[0] + mat[5] * dir[1] + mat[9] * dir[2];
    float z = mat[2] * dir[0] + mat[6] * dir[1] + mat[10] * dir[2];
    result.set(x, y, z);
  }
}

class MyGui extends JFrame implements GLEventListener {

  private Renderer renderer;

  public void createGUI() {
    setTitle("Shader Light/Material");
    setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

    GLProfile glp = GLProfile.getDefault();
    GLCapabilities caps = new GLCapabilities(glp);
    GLCanvas canvas = new GLCanvas(caps);
    setSize(320, 320);

    getContentPane().add(canvas);
    final FPSAnimator ani = new FPSAnimator(canvas, 60, true);
    canvas.addGLEventListener(this);
    setVisible(true);
    renderer = new Renderer();

    canvas.addKeyListener(new KeyAdapter() {
      public void keyPressed(KeyEvent event) {
        boolean redraw = false;
        String modeStr = "";

        switch (event.getKeyCode()) {
          case '1':
            renderer.modeVal = 1;
            redraw = true;
            modeStr = "mode = 1";
            break;
          case '2':
            renderer.modeVal = 2;
            redraw = true;
            modeStr = "mode = 2";
            break;
          case '3':
            renderer.modeVal = 3;
            redraw = true;
            modeStr = "mode = 3";
            break;
          case '4':
            renderer.modeVal = 4;
            redraw = true;
            modeStr = "mode = 4";
            break;
          case '5':
            renderer.modeVal = 5;
            redraw = true;
            modeStr = "mode = 5";
            break;
          case '9':
            renderer.loadNextShader = true;
            redraw = true;
            modeStr = "Shader Light/Material";
            break;
          case '0':
            renderer.loadNext = true;
            redraw = true;
            modeStr = "Shader Light/Material";
            break;
        }
        if (redraw) {
          setTitle(modeStr);
        }
      }
    });

    ani.start();
  }

  @Override
  public void init(GLAutoDrawable d) {
    renderer.init(d);
  }

  @Override
  public void reshape(GLAutoDrawable d, int x, int y, int width, int height) {
    renderer.resize(d, width, height);
  }

  @Override
  public void display(GLAutoDrawable d) {
    float offset = 1.0f;
    renderer.t += offset;
    renderer.display(d);
  }

  @Override
  public void dispose(GLAutoDrawable d) {
    renderer.dispose(d);
  }
}

public class ShaderLightMat {
  public static void main(String[] args) {
    System.setProperty("sun.java2d.uiScale", "1.0");
    javax.swing.SwingUtilities.invokeLater(new Runnable() {
      public void run() {
        MyGui myGUI = new MyGui();
        myGUI.createGUI();
      }
    });
  }
}
