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// This file is part of the 64k demo project.
// Standalone "mini-demo" for testing the 3D renderer.

#include "3d/camera.h"
#include "3d/object.h"
#include "3d/renderer.h"
#include "3d/scene.h"
#include "generated/assets.h"
#include "gpu/effects/shaders.h"
#include "gpu/texture_manager.h"
#include "platform/platform.h"
#include "procedural/generator.h"
#include "../common/test_3d_helpers.h"
#include <cmath>
#include <cstdio>
#include <cstring>
#include <vector>

// Global State
static Renderer3D g_renderer;
static TextureManager g_textures;
static Scene g_scene;
static Camera g_camera;
static WGPUDevice g_device = nullptr;
static WGPUQueue g_queue = nullptr;
static WGPUSurface g_surface = nullptr;
static WGPUTextureFormat g_format = WGPUTextureFormat_Undefined;

void setup_scene() {
  g_scene.clear();
  srand(12345); // Fixed seed

  // Large floor, use BOX type (SDF) at index 0
  Object3D floor(ObjectType::BOX);
  floor.position = vec3(0, -2.0f, 0);
  floor.scale = vec3(25.0f, 0.2f, 25.0f);
  floor.color = vec4(0.8f, 0.8f, 0.8f, 1.0f);
  g_scene.add_object(floor);

  // Large center Torus (SDF)
  Object3D center(ObjectType::TORUS);
  center.position = vec3(0, 1.0f, 0);
  center.scale = vec3(2.5f, 2.5f, 2.5f);
  center.color = vec4(1, 0.2, 0.2, 1);
  g_scene.add_object(center);

  // Moving Sphere (SDF)
  Object3D sphere(ObjectType::SPHERE);
  sphere.position = vec3(4.0f, 2.0f, 0);
  sphere.scale = vec3(1.5f, 1.5f, 1.5f);
  sphere.color = vec4(0.2, 1, 0.2, 1);
  g_scene.add_object(sphere);

  // Mesh Object (Rasterized)
  Object3D mesh_obj(ObjectType::MESH);
  mesh_obj.position = vec3(-4.0f, 2.0f, 0);
  mesh_obj.scale = vec3(2.0f, 2.0f, 2.0f);
  mesh_obj.color = vec4(0.2, 0.2, 1, 1);
  mesh_obj.mesh_asset_id = AssetId::ASSET_MESH_CUBE;
  g_scene.add_object(mesh_obj);

  // Dodecahedron (Rasterized)
  Object3D dodeca(ObjectType::MESH);
  dodeca.position = vec3(4.0f, 2.0f, 2.0f);
  dodeca.scale = vec3(1.0f, 1.0f, 1.0f);
  dodeca.color = vec4(1.0, 0.5, 0.0, 1); // Orange
  dodeca.mesh_asset_id = AssetId::ASSET_DODECAHEDRON;
  g_scene.add_object(dodeca);

  // Random objects
  for (int i = 0; i < 30; ++i) {
    ObjectType type = ObjectType::SPHERE;
    int r = rand() % 3;
    if (r == 1)
      type = ObjectType::TORUS;
    if (r == 2)
      type = ObjectType::BOX;

    Object3D obj(type);
    float angle = (rand() % 360) * 0.01745f;
    float dist = 3.0f + (rand() % 100) * 0.05f;
    float height = 0.5f + (rand() % 100) * 0.04f;
    obj.position = vec3(std::cos(angle) * dist, height, std::sin(angle) * dist);

    // Random non-uniform scale for debugging
    float s = 0.6f + (rand() % 100) * 0.008f;
    obj.scale = vec3(s, s * 1.2f, s * 0.8f);

    obj.color = vec4((rand() % 100) / 100.0f, (rand() % 100) / 100.0f,
                     (rand() % 100) / 100.0f, 1.0f);
    g_scene.add_object(obj);
  }
}

// Wrapper to generate periodic noise
bool gen_periodic_noise(uint8_t* buffer, int w, int h, const float* params,
                        int num_params) {
  if (!procedural::gen_noise(buffer, w, h, params, num_params))
    return false;
  float p_params[] = {0.1f}; // 10% overlap
  return procedural::make_periodic(buffer, w, h, p_params, 1);
}

int main(int argc, char** argv) {
  printf("Running 3D Renderer Test...\n");

#if !defined(STRIP_ALL)
  for (int i = 1; i < argc; ++i) {
    if (strcmp(argv[i], "--debug") == 0) {
      Renderer3D::SetDebugEnabled(true);
    }
    if (strcmp(argv[i], "--no-bvh") == 0) {
      g_renderer.SetBvhEnabled(false);
    }
  }
#else
  (void)argc;
  (void)argv;
#endif

  PlatformState platform_state = platform_init(false, 1280, 720);

  WgpuSurfaceContext wgpu_ctx = init_wgpu_with_surface(&platform_state);
  g_device = wgpu_ctx.device;
  g_queue = wgpu_ctx.queue;
  g_surface = wgpu_ctx.surface;
  g_format = wgpu_ctx.format;

  InitShaderComposer();

  g_renderer.init(g_device, g_queue, g_format);
  g_renderer.resize(platform_state.width, platform_state.height);

  g_textures.init(g_device, g_queue);

  // GPU Noise texture (replaces CPU procedural)
  GpuProceduralParams noise_params = {};
  noise_params.width = 256;
  noise_params.height = 256;
  float noise_vals[2] = {1234.0f, 16.0f};
  noise_params.params = noise_vals;
  noise_params.num_params = 2;
  g_textures.create_gpu_noise_texture("noise", noise_params);
  g_renderer.set_noise_texture(g_textures.get_texture_view("noise"));

  // GPU Perlin texture for sky (replaces CPU procedural)
  GpuProceduralParams sky_params = {};
  sky_params.width = 512;
  sky_params.height = 256;
  float sky_vals[5] = {42.0f, 4.0f, 1.0f, 0.5f, 6.0f};
  sky_params.params = sky_vals;
  sky_params.num_params = 5;
  g_textures.create_gpu_perlin_texture("sky", sky_params);
  g_renderer.set_sky_texture(g_textures.get_texture_view("sky"));

  // GPU Grid texture (new!)
  GpuProceduralParams grid_params = {};
  grid_params.width = 256;
  grid_params.height = 256;
  float grid_vals[2] = {32.0f, 2.0f}; // grid_size, thickness
  grid_params.params = grid_vals;
  grid_params.num_params = 2;
  g_textures.create_gpu_grid_texture("grid", grid_params);

  setup_scene();

  g_camera.position = vec3(0, 5, 10);
  g_camera.target = vec3(0, 0, 0);

  while (!platform_should_close(&platform_state)) {
    platform_poll(&platform_state);
    float time = (float)platform_state.time;

    float cam_radius = 10.0f + std::sin(time * 0.3f) * 4.0f;
    float cam_height = 5.0f + std::cos(time * 0.4f) * 3.0f;
    g_camera.set_look_at(vec3(std::sin(time * 0.5f) * cam_radius, cam_height,
                              std::cos(time * 0.5f) * cam_radius),
                         vec3(0, 0, 0), vec3(0, 1, 0));
    g_camera.aspect_ratio = platform_state.aspect_ratio;

    for (size_t i = 1; i < g_scene.objects.size(); ++i) {
      // Rotation around a random-ish 3D axis
      vec3 axis =
          vec3(std::sin((float)i), std::cos((float)i), 0.5f).normalize();
      g_scene.objects[i].rotation = quat::from_axis(axis, time * 2.0f + i);

      // Non-uniform scaling variance
      float s = 0.5f + 0.1f * std::sin(time * 0.5f + i);
      g_scene.objects[i].scale = vec3(s, s * 1.4f, s * 0.8f);

      g_scene.objects[i].position.y = std::sin(time * 3.0f + i) * 1.5f;
    }

#if !defined(STRIP_ALL)
    Renderer3D::SetDebugEnabled(true);
    VisualDebug& dbg = g_renderer.GetVisualDebug();
    dbg.add_cross(vec3(0, 0, 0), 1.0f, vec3(1, 0, 0));
    dbg.add_sphere(vec3(std::sin(time) * 2.0f, 3.0f, std::cos(time) * 2.0f),
                   0.5f, vec3(0, 1, 1));
    dbg.add_line(vec3(0, 0, 0), vec3(0, 5, 0), vec3(1, 0, 1));

    // Cone (Spotlight visualization)
    dbg.add_cone(vec3(0, 5, 0), vec3(0, -1, 0), 2.0f, 1.0f, vec3(1, 1, 0));

    // Trajectory path
    std::vector<vec3> path;
    for (int i = 0; i <= 32; ++i) {
      float a = i * 6.28318f / 32.0f;
      path.push_back(vec3(std::sin(a) * 4.0f, 0.5f, std::cos(a) * 4.0f));
    }
    dbg.add_trajectory(path, vec3(0, 0.5f, 1.0f));
#endif

    WGPUSurfaceTexture surface_tex;
    wgpuSurfaceGetCurrentTexture(g_surface, &surface_tex);
    if (surface_tex.status ==
        WGPUSurfaceGetCurrentTextureStatus_SuccessOptimal) {
      const WGPUTextureViewDescriptor view_desc = {
          .format = g_format,
          .dimension = WGPUTextureViewDimension_2D,
          .mipLevelCount = 1,
          .arrayLayerCount = 1,
      };

      const WGPUTextureView view =
          wgpuTextureCreateView(surface_tex.texture, &view_desc);
      g_renderer.render(g_scene, g_camera, time, view);
      wgpuTextureViewRelease(view);
      wgpuSurfacePresent(g_surface);
      wgpuTextureRelease(surface_tex.texture);
    }
  }

  g_renderer.shutdown();
  g_textures.shutdown();
  platform_shutdown(&platform_state);
  return 0;
}