import AbstractBaseShader from "../base-shader.mjs";
import BatchRenderer from "../../batching/batch-renderer.mjs";
import BatchShaderGenerator from "../../batching/batch-shader-generator.mjs";

/**
 * The base sampler shader exposes a simple sprite shader and all the framework to handle:
 * - Batched shaders and plugin subscription
 * - Configure method (for special processing done once or punctually)
 * - Update method (pre-binding, normally done each frame)
 * All other sampler shaders (batched or not) should extend BaseSamplerShader
 */
export default class BaseSamplerShader extends AbstractBaseShader {

  /**
   * The named batch sampler plugin that is used by this shader, or null if no batching is used.
   * @type {string|null}
   */
  static classPluginName = "batch";

  /**
   * Is this shader pausable or not?
   * @type {boolean}
   */
  static pausable = true;

  /**
   * The plugin name associated for this instance, if any.
   * Returns "batch" if the shader is disabled.
   * @type {string|null}
   */
  get pluginName() {
    return this.#pluginName;
  }

  #pluginName = this.constructor.classPluginName;

  /**
   * Activate or deactivate this sampler. If set to false, the batch rendering is redirected to "batch".
   * Otherwise, the batch rendering is directed toward the instance pluginName (might be null)
   * @type {boolean}
   */
  get enabled() {
    return this.#enabled;
  }

  set enabled(enabled) {
    this.#pluginName = enabled ? this.constructor.classPluginName : "batch";
    this.#enabled = enabled;
  }

  #enabled = true;

  /**
   * Pause or Unpause this sampler. If set to true, the shader is disabled. Otherwise, it is enabled.
   * Contrary to enabled, a shader might decide to refuse a pause, to continue to render animations per example.
   * @see {enabled}
   * @type {boolean}
   */
  get paused() {
    return !this.#enabled;
  }

  set paused(paused) {
    if ( !this.constructor.pausable ) return;
    this.enabled = !paused;
  }

  /**
   * Contrast adjustment
   * @type {string}
   */
  static CONTRAST = `
    // Computing contrasted color
    if ( contrast != 0.0 ) {
      changedColor = (changedColor - 0.5) * (contrast + 1.0) + 0.5;
    }`;

  /**
   * Saturation adjustment
   * @type {string}
   */
  static SATURATION = `
    // Computing saturated color
    if ( saturation != 0.0 ) {
      vec3 grey = vec3(perceivedBrightness(changedColor));
      changedColor = mix(grey, changedColor, 1.0 + saturation);
    }`;

  /**
   * Exposure adjustment.
   * @type {string}
   */
  static EXPOSURE = `
    if ( exposure != 0.0 ) {
      changedColor *= (1.0 + exposure);
    }`;

  /**
   * The adjustments made into fragment shaders.
   * @type {string}
   */
  static get ADJUSTMENTS() {
    return `vec3 changedColor = baseColor.rgb;
      ${this.CONTRAST}
      ${this.SATURATION}
      ${this.EXPOSURE}
      baseColor.rgb = changedColor;`;
  }

  /** @override */
  static vertexShader = `
    precision ${PIXI.settings.PRECISION_VERTEX} float;
    attribute vec2 aVertexPosition;
    attribute vec2 aTextureCoord;
    uniform mat3 projectionMatrix;
    varying vec2 vUvs;

    void main() {
      gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
      vUvs = aTextureCoord;
    }
  `;

  /** @override */
  static fragmentShader = `
    precision ${PIXI.settings.PRECISION_FRAGMENT} float;
    uniform sampler2D sampler;
    uniform vec4 tintAlpha;
    varying vec2 vUvs;

    void main() {
      gl_FragColor = texture2D(sampler, vUvs) * tintAlpha;
    }
  `;

  /**
   * The batch vertex shader source.
   * @type {string}
   */
  static batchVertexShader = `
    #version 300 es
    precision ${PIXI.settings.PRECISION_VERTEX} float;
    in vec2 aVertexPosition;
    in vec2 aTextureCoord;
    in vec4 aColor;
    in float aTextureId;
    uniform mat3 projectionMatrix;
    uniform mat3 translationMatrix;
    uniform vec4 tint;
    out vec2 vTextureCoord;
    flat out vec4 vColor;
    flat out float vTextureId;

    void main(void){
      gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
      vTextureCoord = aTextureCoord;
      vTextureId = aTextureId;
      vColor = aColor * tint;
    }
  `;

  /**
   * The batch fragment shader source.
   * @type {string}
   */
  static batchFragmentShader = `
    #version 300 es
    precision ${PIXI.settings.PRECISION_FRAGMENT} float;
    in vec2 vTextureCoord;
    flat in vec4 vColor;
    flat in float vTextureId;
    uniform sampler2D uSamplers[%count%];
    out vec4 fragColor;

    #define texture2D texture

    void main(void){
      vec4 color;
      %forloop%
      fragColor = color * vColor;
    }
  `;

  /** @inheritdoc */
  static defaultUniforms = {
    sampler: 0,
    tintAlpha: [1, 1, 1, 1]
  };

  /**
   * Batch geometry associated with this sampler.
   * @type {typeof PIXI.BatchGeometry|{id: string, size: number, normalized: boolean, type: PIXI.TYPES}[]}
   */
  static batchGeometry = PIXI.BatchGeometry;

  /**
   * The size of a vertex with all its packed attributes.
   * @type {number}
   */
  static batchVertexSize = 6;

  /**
   * Pack interleaved geometry custom function.
   * @type {Function|undefined}
   * @protected
   */
  static _packInterleavedGeometry;

  /**
   * A prerender function happening just before the batch renderer is flushed.
   * @type {(batchRenderer: BatchRenderer) => void | undefined}
   * @protected
   */
  static _preRenderBatch;

  /**
   * Returns default uniforms associated with the batched version of this sampler.
   * @type {object|((maxTextures: number) => object)}
   */
  static batchDefaultUniforms = {};

  /**
   * The number of reserved texture units for this shader that cannot be used by the batch renderer.
   * @type {number}
   */
  static reservedTextureUnits = 0;

  /**
   * Initialize the batch geometry with custom properties.
   */
  static initializeBatchGeometry() {}

  /**
   * The batch renderer to use.
   * @type {typeof BatchRenderer}
   */
  static batchRendererClass = BatchRenderer;

  /**
   * The batch generator to use.
   * @type {typeof BatchShaderGenerator}
   */
  static batchShaderGeneratorClass = BatchShaderGenerator;

  /* ---------------------------------------- */

  /**
   * Create a batch plugin for this sampler class.
   * @returns {typeof BatchPlugin}            The batch plugin class linked to this sampler class.
   */
  static createPlugin() {
    const shaderClass = this;
    const geometryClass = Array.isArray(shaderClass.batchGeometry)
      ? class BatchGeometry extends PIXI.Geometry {
        constructor(_static=false) {
          super();
          this._buffer = new PIXI.Buffer(null, _static, false);
          this._indexBuffer = new PIXI.Buffer(null, _static, true);
          for ( const {id, size, normalized, type} of shaderClass.batchGeometry ) {
            this.addAttribute(id, this._buffer, size, normalized, type);
          }
          this.addIndex(this._indexBuffer);
        }
      } : shaderClass.batchGeometry;
    return class BatchPlugin extends shaderClass.batchRendererClass {

      /** @override */
      static get shaderGeneratorClass() {
        return shaderClass.batchShaderGeneratorClass;
      }

      /* ---------------------------------------- */

      /** @override */
      static get defaultVertexSrc() {
        return shaderClass.batchVertexShader;
      }

      /* ---------------------------------------- */

      /** @override */
      static get defaultFragmentTemplate() {
        return shaderClass.batchFragmentShader;
      }

      /* ---------------------------------------- */

      /** @override */
      static get defaultUniforms() {
        return shaderClass.batchDefaultUniforms;
      }

      /* ---------------------------------------- */

      /**
       * The batch plugin constructor.
       * @param {PIXI.Renderer} renderer    The renderer
       */
      constructor(renderer) {
        super(renderer);
        this.geometryClass = geometryClass;
        this.vertexSize = shaderClass.batchVertexSize;
        this.reservedTextureUnits = shaderClass.reservedTextureUnits;
        this._packInterleavedGeometry = shaderClass._packInterleavedGeometry;
        this._preRenderBatch = shaderClass._preRenderBatch;
      }

      /* ---------------------------------------- */

      /** @inheritdoc */
      setShaderGenerator(options) {
        if ( !canvas.performance ) return;
        super.setShaderGenerator(options);
      }

      /* ---------------------------------------- */

      /** @inheritdoc */
      contextChange() {
        this.shaderGenerator = null;
        super.contextChange();
      }
    };
  }

  /* ---------------------------------------- */

  /**
   * Register the plugin for this sampler.
   * @param {object} [options]                The options
   * @param {object} [options.force=false]    Override the plugin of the same name that is already registered?
   */
  static registerPlugin({force=false}={}) {
    const pluginName = this.classPluginName;

    // Checking the pluginName
    if ( !(pluginName && (typeof pluginName === "string") && (pluginName.length > 0)) ) {
      const msg = `Impossible to create a PIXI plugin for ${this.name}. `
        + `The plugin name is invalid: [pluginName=${pluginName}]. `
        + "The plugin name must be a string with at least 1 character.";
      throw new Error(msg);
    }

    // Checking for existing plugins
    if ( !force && BatchRenderer.hasPlugin(pluginName) ) {
      const msg = `Impossible to create a PIXI plugin for ${this.name}. `
        + `The plugin name is already associated to a plugin in PIXI.Renderer: [pluginName=${pluginName}].`;
      throw new Error(msg);
    }

    // Initialize custom properties for the batch geometry
    this.initializeBatchGeometry();

    // Create our custom batch renderer for this geometry
    const plugin = this.createPlugin();

    // Register this plugin with its batch renderer
    PIXI.extensions.add({
      name: pluginName,
      type: PIXI.ExtensionType.RendererPlugin,
      ref: plugin
    });
  }

  /* ---------------------------------------- */

  /** @override */
  _preRender(mesh, renderer) {
    const uniforms = this.uniforms;
    uniforms.sampler = mesh.texture;
    uniforms.tintAlpha = mesh._cachedTint;
  }
}
