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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 "gpu/texture_manager.h"
#include "platform.h"
#include "procedural/generator.h"
#include <cmath>
#include <cstring>
#include <iostream>
#include <vector>

#if defined(DEMO_CROSS_COMPILE_WIN32)
#include <webgpu/webgpu.h>
#else
#include <webgpu.h>
#endif

// 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 WGPUAdapter g_adapter = nullptr;
static WGPUTextureFormat g_format = WGPUTextureFormat_Undefined;

// ... (init_wgpu implementation same as before)
void init_wgpu(PlatformState* platform_state) {
  WGPUInstance instance = wgpuCreateInstance(nullptr);
  if (!instance) {
    std::cerr << "Failed to create WGPU instance." << std::endl;
    exit(1);
  }

  g_surface = platform_create_wgpu_surface(instance, platform_state);
  if (!g_surface) {
    std::cerr << "Failed to create WGPU surface." << std::endl;
    exit(1);
  }

  WGPURequestAdapterOptions adapter_opts = {};
  adapter_opts.compatibleSurface = g_surface;
  adapter_opts.powerPreference = WGPUPowerPreference_HighPerformance;

#if defined(DEMO_CROSS_COMPILE_WIN32)
  auto on_adapter = [](WGPURequestAdapterStatus status, WGPUAdapter adapter,
                       const char* message, void* userdata) {
    if (status == WGPURequestAdapterStatus_Success) {
      *(WGPUAdapter*)userdata = adapter;
    }
  };
  wgpuInstanceRequestAdapter(instance, &adapter_opts, on_adapter, &g_adapter);
#else
  auto on_adapter = [](WGPURequestAdapterStatus status, WGPUAdapter adapter,
                       WGPUStringView message, void* userdata, void* user2) {
    if (status == WGPURequestAdapterStatus_Success) {
      *(WGPUAdapter*)userdata = adapter;
    }
  };
  WGPURequestAdapterCallbackInfo adapter_cb = {};
  adapter_cb.mode = WGPUCallbackMode_WaitAnyOnly;
  adapter_cb.callback = on_adapter;
  adapter_cb.userdata1 = &g_adapter;
  wgpuInstanceRequestAdapter(instance, &adapter_opts, adapter_cb);
#endif

#if !defined(DEMO_CROSS_COMPILE_WIN32)
  while (!g_adapter) {
    wgpuInstanceProcessEvents(instance);
  }
#endif

  if (!g_adapter) {
    std::cerr << "Failed to get adapter." << std::endl;
    exit(1);
  }

  WGPUDeviceDescriptor device_desc = {};

#if defined(DEMO_CROSS_COMPILE_WIN32)
  auto on_device = [](WGPURequestDeviceStatus status, WGPUDevice device,
                      const char* message, void* userdata) {
    if (status == WGPURequestDeviceStatus_Success) {
      *(WGPUDevice*)userdata = device;
    }
  };
  wgpuAdapterRequestDevice(g_adapter, &device_desc, on_device, &g_device);
#else
  auto on_device = [](WGPURequestDeviceStatus status, WGPUDevice device,
                      WGPUStringView message, void* userdata, void* user2) {
    if (status == WGPURequestDeviceStatus_Success) {
      *(WGPUDevice*)userdata = device;
    }
  };
  WGPURequestDeviceCallbackInfo device_cb = {};
  device_cb.mode = WGPUCallbackMode_WaitAnyOnly;
  device_cb.callback = on_device;
  device_cb.userdata1 = &g_device;
  wgpuAdapterRequestDevice(g_adapter, &device_desc, device_cb);
#endif

#if !defined(DEMO_CROSS_COMPILE_WIN32)
  while (!g_device) {
    wgpuInstanceProcessEvents(instance);
  }
#endif

  if (!g_device) {
    std::cerr << "Failed to get device." << std::endl;
    exit(1);
  }

  g_queue = wgpuDeviceGetQueue(g_device);

  WGPUSurfaceCapabilities caps = {};
  wgpuSurfaceGetCapabilities(g_surface, g_adapter, &caps);
  g_format = caps.formats[0];

  WGPUSurfaceConfiguration config = {};
  config.device = g_device;
  config.format = g_format;
  config.usage = WGPUTextureUsage_RenderAttachment;
  config.width = platform_state->width;
  config.height = platform_state->height;
  config.presentMode = WGPUPresentMode_Fifo;
  config.alphaMode = WGPUCompositeAlphaMode_Opaque;
  wgpuSurfaceConfigure(g_surface, &config);
}

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

  // Large floor, use BOX type (SDF) for receiving shadows
  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); // Larger
  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); // Larger
  sphere.color = vec4(0.2, 1, 0.2, 1);
  g_scene.add_object(sphere);

  // Random objects
  for (int i = 0; i < 30; ++i) { // More objects
    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; // Closer to center
    float height = 0.5f + (rand() % 100) * 0.04f;
    obj.position = vec3(std::cos(angle) * dist, height, std::sin(angle) * dist);
    float s = 0.6f + (rand() % 100) * 0.008f; // Larger
    obj.scale = vec3(s, s, s);
    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
void gen_periodic_noise(uint8_t* buffer, int w, int h, const float* params,
                        int num_params) {
  procedural::gen_noise(buffer, w, h, params, num_params);
  float p_params[] = {0.1f}; // 10% overlap
  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);
    }
  }
#else
  (void)argc;
  (void)argv;
#endif

  PlatformState platform_state = {};
  platform_init(&platform_state, false, nullptr, nullptr);

  // The test's own WGPU init sequence
  init_wgpu(&platform_state);

  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);
  ProceduralTextureDef noise_def;
  noise_def.width = 256;
  noise_def.height = 256;
  noise_def.gen_func = gen_periodic_noise;
  noise_def.params = {1234.0f, 16.0f};
  g_textures.create_procedural_texture("noise", noise_def);

  g_renderer.set_noise_texture(g_textures.get_texture_view("noise"));

  setup_scene();

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

  float time = 0.0f;
  while (!platform_should_close(&platform_state)) {
    platform_poll(&platform_state);
    time = (float)platform_get_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_get_aspect_ratio(&platform_state);

    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);
#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;
}