#ifndef SCENE_H
#define SCENE_H

#include "ui_MainWindow.h"
#include "Scene_utils.h"
#include <fstream>
#include <QObject>
#include <QFileDialog>
#include <QOpenGLFunctions_2_1>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
#include <QOpenGLShaderProgram>

class Scene : public QObject, QOpenGLFunctions_2_1
{
  Q_OBJECT

private:
  typedef qglviewer::Vec Vec;
  typedef std::set<Segment, Compare_segment<Segment> > Segment_set;

  enum Init {EMPTY, GRID, SINGLE, PLANE, RANDOM};

  enum Draw_type { SEGMENT, TRIANGLE, TETRAHEDRON };

  enum Primitive_colors {
    VERTEX_COLOR,
    EDGE_COLOR,
    DOMAIN_COLOR,
    FLYING_BALL_COLOR,
    CLIPPING_COLOR
  };

  bool gl_init;
public:
  Scene(Ui::MainWindow* ui_) : ui(ui_), p3dt(),
                  moving_point(Point(0.2,0.2,0.2)) {
    gl_init = false;
    flying_ball = ui->actionFlying_ball->isChecked();

    dlocate = ui->actionPoint_location->isChecked();
    dconflict = ui->actionConflict_region->isChecked();

    wireframe = ui->actionWireframe->isChecked();
    in_plane = ui->actionPlanar_triangulation->isChecked();
    bool c1 = ui->actionDraw_1_sheeted_covering->isChecked();
    bool cd = ui->actionDraw_bordering_cells_multiply->isChecked();

    if ( c1 &&  cd) it_type = P3DT::UNIQUE_COVER_DOMAIN;
    if ( c1 && !cd) it_type = P3DT::UNIQUE;
    if (!c1 &&  cd) it_type = P3DT::STORED_COVER_DOMAIN;
    if (!c1 && !cd) it_type = P3DT::STORED;

    if ( ui->actionDraw_segments->isChecked() )   draw_type = SEGMENT;
    if ( ui->actionDraw_triangles->isChecked() )  draw_type = TRIANGLE;
    if ( ui->actionDraw_tetrahedra->isChecked() ) draw_type = TETRAHEDRON;

    ddomain = ui->actionDraw_cube_square->isChecked();
    cube_clipping = ui->actionClip_along_the_cube_square->isChecked();
    two_color_clipping = ui->action2_color_clipping->isChecked();

    materials[VERTEX_COLOR]      = "Gold";
    materials[EDGE_COLOR]        = "Green";
    materials[DOMAIN_COLOR]      = "Black plastic";
    materials[FLYING_BALL_COLOR] = "Red";
    materials[CLIPPING_COLOR]    = "Silver";

    // Timer for flying ball
    timer = new QTimer(this);
    connect(timer, SIGNAL(timeout()), this, SLOT(update_position()));
    timer->start(100);

    points_cube = new std::vector<float>();
    points_cylinder= new std::vector<float>();
    normals_cylinder= new std::vector<float>();
  }

  ~Scene() {
    for(int i=0; i<24; i++)
        buffers[i].destroy();
    for(int i=0; i<12; i++)
        vao[i].destroy();
  }

public Q_SLOTS:
  void init();
  void draw();
  void changed();

  void load_points(const QString& fileName);
  void update_position();

  void init_scene_empty() { init_scene(EMPTY); }
  void init_scene_single() { init_scene(SINGLE); }
  void init_scene_random() { init_scene(RANDOM); }
  void init_scene_plane() { init_scene(PLANE); }
  void init_scene_grid() { init_scene(GRID); }
  void toggle_flying_ball(bool on) {
    flying_ball = on;
    ui->viewer->update();
  }
  void toggle_pause(bool on) {
    if (on) timer->stop();
    else timer->start();
  }

  void insert_mp() {
    insert_point(moving_point);
    QString str;
    ui->viewer->displayMessage(str.sprintf("Added point (%f, %f, %f)",
           moving_point.x(),moving_point.y(),moving_point.z()));
    changed();
  }

  void insert_random() {
    RandPts rp(0.5);
    Point pt = *rp+Vector(0.5,0.5,0.5);
    rp++;
    insert_point(Point(pt.x(),pt.y(),(in_plane? 0.0:pt.z())));
    QString str;
    ui->viewer->displayMessage(str.sprintf("Added point (%f, %f, %f)",
           pt.x(),pt.y(),(in_plane? 0.0:pt.z())));
    changed();
  }
  void insert_point(Point p) {
    bool temp_flags[] = {dlocate, dconflict};
    dlocate = dconflict = false;
    p3dt.insert(p);
    dlocate = temp_flags[0];
    dconflict = temp_flags[1];
    changed();
  }
  void grab_image() {
    ui->viewer->openSnapshotFormatDialog();
    ui->viewer->saveSnapshot(false);
  }
  void toggle_dlocate(bool on) {
    dlocate = on;
    changed();
    ui->viewer->update();
  }
  void toggle_dconflict(bool on) {
    dconflict = on;
    changed();
    ui->viewer->update();
  }
  void toggle_wireframe(bool on) {
        wireframe = !(!on && extension_is_found);
        ( on ? glDisable(GL_LIGHTING) : glEnable(GL_LIGHTING) );
        changed();
  }
  void toggle_in_plane(bool on) {
    in_plane = on;
    changed();
  }
  // TODO: find radio button functionality within menus in QtDesigner
  void toggle_force_1cover(bool on) {
    if (ui->actionDraw_bordering_cells_multiply->isChecked())
      it_type = ( on ? P3DT::UNIQUE_COVER_DOMAIN : P3DT::STORED_COVER_DOMAIN );
    else
      it_type = ( on ? P3DT::UNIQUE : P3DT::STORED);
    changed();
  }
  void toggle_multiple_cells(bool on) {
    if (ui->actionDraw_1_sheeted_covering->isChecked())
      it_type = ( on ? P3DT::UNIQUE_COVER_DOMAIN : P3DT::UNIQUE );
    else
      it_type = ( on ? P3DT::STORED_COVER_DOMAIN : P3DT::STORED );
    changed();
  }
  void trigger_draw_type_segment() {
    ui->actionDraw_segments->setChecked(true);
    ui->actionDraw_triangles->setChecked(false);
    ui->actionDraw_tetrahedra->setChecked(false);
    draw_type = SEGMENT;
    changed();
  }
  void trigger_draw_type_triangle() {
    ui->actionDraw_segments->setChecked(false);
    ui->actionDraw_triangles->setChecked(true);
    ui->actionDraw_tetrahedra->setChecked(false);
    draw_type = TRIANGLE;
    changed();
  }
  void trigger_draw_type_tetrahedron() {
    ui->actionDraw_segments->setChecked(false);
    ui->actionDraw_triangles->setChecked(false);
    ui->actionDraw_tetrahedra->setChecked(true);
    draw_type = TETRAHEDRON;
    changed();
  }
  void toggle_ddomain(bool on) { ddomain = on; changed(); }
  void toggle_cube_clipping(bool on) {
    ui->action2_color_clipping->setEnabled(on);
    if (!on) ui->action2_color_clipping->setChecked(false);
    cube_clipping = on;
    two_color_clipping = false;
    if (on && ui->action2_color_clipping->isChecked())
      toggle_two_color_clipping(true);
    else
    changed();
  }
  void toggle_two_color_clipping(bool on) {
    two_color_clipping = on;
    changed();
  }
  bool load_points() {
    QString fileName = QFileDialog
      ::getOpenFileName(ui->centralWidget, tr("Open point set"),
            ".", tr("All files (*)"));
    if(! fileName.isEmpty()){
      load_points(fileName);
    }
   return true;
  }

Q_SIGNALS:
  void message(const QString & message, int timeout = 0 );
  void loaded_points(const QString &n);

private:
  // Scene management helpers
  void init_scene(Init sceneID);
  GLint project(GLdouble objx, GLdouble objy, GLdouble objz,
                const GLdouble modelMatrix[16],
                const GLdouble projMatrix[16],
                const GLint viewport[4],
                GLdouble *winx, GLdouble *winy, GLdouble *winz);

  // Helper functions
  void get_tri_offsets(const Cell_handle ch, int i,
               Offset& off0, Offset& off1, Offset& off2) const;
  void get_tet_offsets(const Cell_handle ch, Offset& off0, Offset& off1,
               Offset& off2, Offset& off3) const;
  int get_tri_drawing_offsets(const Cell_handle ch, int i) const;
  int get_tet_drawing_offsets(const Cell_handle ch) const;
  Tetrahedron construct_tetrahedron(const Cell_handle ch, const Offset& off0,
      const Offset& off1,const Offset& off2,const Offset& off3, int off) const;
  Triangle construct_triangle(const Cell_handle ch, int i,
      const Offset& off0,const Offset& off1,const Offset& off2, int off) const;

  // Drawing functions
  void primitives_from_geom_it(Segment_set& sset);
  void segment_clipping(Segment_set& sset);
  void segment_2color_clipping (Segment_set& sset);

  void gl_draw_location();
  void gl_draw_conflict();

  void change_material(const QString& string);

  //Shaders elements

  QColor color;
  // define material
   QVector4D	ambient;
   QVector4D	diffuse;
   QVector4D	specular;
   GLfloat      shininess ;
      int poly_vertexLocation[3];
      int normalsLocation[3];
      int mvpLocation[3];
      int mvLocation[2];
      int centerLocation[5];
      int colorLocation[3];
      int lightLocation[5*2];


      std::vector<float> pos_points;
      std::vector<float> pos_tube;
      std::vector<float> pos_cube;
      std::vector<float> pos_square;
      std::vector<float> pos_location;
      std::vector<float> pos_conflict;
      std::vector<float> points_spheres;
      std::vector<float> normals_spheres;
      std::vector<float> *points_cylinder;
      std::vector<float> *normals_cylinder;
      std::vector<float> *points_cube;
      std::vector<float> transfo1_cylinder;
      std::vector<float> transfo2_cylinder;
      std::vector<float> transfo3_cylinder;
      std::vector<float> transfo4_cylinder;
      std::vector<float> transfo1_cube;
      std::vector<float> transfo2_cube;
      std::vector<float> transfo3_cube;
      std::vector<float> transfo4_cube;

      std::vector<float> transfo1_square;
      std::vector<float> transfo2_square;
      std::vector<float> transfo3_square;
      std::vector<float> transfo4_square;

      bool are_buffers_initialized;
      bool extension_is_found;
      QOpenGLBuffer buffers[24];
      QOpenGLVertexArrayObject vao[12];
      QOpenGLShaderProgram rendering_program;
      QOpenGLShaderProgram rendering_program_spheres;
      QOpenGLShaderProgram rendering_program_cylinders;
      typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount);
      typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor);
      PFNGLDRAWARRAYSINSTANCEDARBPROC glDrawArraysInstanced;
      PFNGLVERTEXATTRIBDIVISORARBPROC glVertexAttribDivisor;
      void initialize_buffers();
      void compute_elements();
      void attrib_buffers(QGLViewer*);
      void compile_shaders();
      void draw_sphere(float R, int prec);
      void draw_cylinder(float R, int prec, std::vector<float> *vertices, std::vector<float> *normals);

private:
  Ui::MainWindow * ui;
  P3DT p3dt;
  Point moving_point;

  QString materials[6];
  QTimer* timer;
  GLuint l_triangulation, l_domain;

  bool flying_ball;
  bool dlocate, dconflict;
  bool wireframe, in_plane;
  Iterator_type it_type;
  Draw_type draw_type;
  bool ddomain, cube_clipping, two_color_clipping;
};

#endif // SCENE_H
