/*
 * Copyright (c) 2023 - 2026 ThorVG project. All rights reserved.

 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:

 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.

 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */

#ifndef _TVG_WG_RENDER_DATA_H_
#define _TVG_WG_RENDER_DATA_H_

#include "tvgWgPipelines.h"
#include "tvgWgGeometry.h"
#include "tvgWgShaderTypes.h"

struct WgImageData {
    WGPUTexture texture{};
    WGPUTextureView textureView{};
    WGPUBindGroup bindGroup{};

    void update(WgContext& context, const RenderSurface* surface, FilterMethod filter);
    void update(WgContext& context, const Fill* fill);
    void release(WgContext& context);
};

enum class WgRenderSettingsType { None = 0, Solid = 1, Linear = 2, Radial = 3 };
enum class WgRenderRasterType { Solid = 0, Gradient, Image };

struct WgRenderSettings
{
    uint32_t bindGroupInd{};
    // Solid path: per-draw index into the instance-rate vec4 color stream.
    uint32_t solidColorInd{};
    WgShaderTypePaintSettings settings;
    WgShaderTypeVec4f solidColor;
    WgImageData gradientData;
    WgRenderSettingsType fillType{};
    WgRenderRasterType rasterType{};
    float opacityMultiplier = 1.0f;
    float opacity = 1.0f;
    bool skip{};

    void bakeSolidColor();
    void update(WgContext& context, tvg::ColorSpace cs, uint8_t opacity);
    void update(WgContext& context, const Fill* fill, const Matrix* modelTransform, bool updateColorRamp);
    void update(WgContext& context, const RenderColor& c);
    void release(WgContext& context);
};

struct WgRenderDataPaint
{
    BBox aabb{{},{}};
    RenderRegion viewport{};
    Array<WgRenderDataPaint*> clips;
    Matrix transform;

    virtual ~WgRenderDataPaint() {};
    virtual void release(WgContext& context);
    virtual Type type() { return Type::Undefined; };

    void updateClips(tvg::Array<tvg::RenderData> &clips);
};

struct WgRenderDataShape: public WgRenderDataPaint
{
    WgRenderSettings renderSettingsShape{};
    WgRenderSettings renderSettingsStroke{};
    WgMeshData meshBBox{};
    WgMeshData meshShape{};
    WgMeshData meshShapeBBox{};
    WgMeshData meshStrokes{};
    WgMeshData meshStrokesBBox{};
    bool strokeFirst{};
    FillRule fillRule{};
    bool convex{};
    BBox bbox;

    void updateBBox(BBox bb);
    void updateAABB() { aabb = bbox; }
    void updateVisibility(const RenderShape& rshape, uint8_t opacity);
    void updateMeshes(const RenderShape& rshape, RenderUpdateFlag flag, const Matrix& matrix);
    void releaseMeshes();
    void release(WgContext& context) override;
    Type type() override { return Type::Shape; };
};

class WgRenderDataShapePool {
private:
    Array<WgRenderDataShape*> mPool;
    Array<WgRenderDataShape*> mList;
public:
    WgRenderDataShape* allocate(WgContext& context);
    void free(WgContext& context, WgRenderDataShape* renderData);
    void release(WgContext& context);
};

struct WgRenderDataPicture: public WgRenderDataPaint
{
    WgRenderSettings renderSettings{};
    WgImageData imageData{};
    WgMeshData meshData{};

    void updateSurface(WgContext& context, const RenderSurface* surface, const Matrix& transform, FilterMethod filter, bool updateTexture);
    void release(WgContext& context) override;
    Type type() override { return Type::Picture; };
};

class WgRenderDataPicturePool {
private:
    Array<WgRenderDataPicture*> mPool;
    Array<WgRenderDataPicture*> mList;
public:
    WgRenderDataPicture* allocate(WgContext& context);
    void free(WgContext& context, WgRenderDataPicture* dataPicture);
    void release(WgContext& context);
};

// gaussian blur, drop shadow, fill, tint, tritone
#define WG_GAUSSIAN_MAX_LEVEL 3
struct WgRenderDataEffectParams
{
    WGPUBindGroup bindGroupParams{};
    WGPUBuffer bufferParams{};
    uint32_t extend{};
    Point offset{};

    void update(WgContext& context, WgShaderTypeEffectParams& effectParams);
    void update(WgContext& context, RenderEffectGaussianBlur* gaussian, const Matrix& transform);
    void update(WgContext& context, RenderEffectDropShadow* dropShadow, const Matrix& transform);
    void update(WgContext& context, RenderEffectFill* fill);
    void update(WgContext& context, RenderEffectTint* tint);
    void update(WgContext& context, RenderEffectTritone* tritone);
    void release(WgContext& context);
};

// effect params pool
class WgRenderDataEffectParamsPool {
private:
    // pool contains all created but unused render data for params
    Array<WgRenderDataEffectParams*> mPool;
    // list contains all created render data for params
    // to ensure that all created instances will be released
    Array<WgRenderDataEffectParams*> mList;
public:
    WgRenderDataEffectParams* allocate(WgContext& context);
    void free(WgContext& context, WgRenderDataEffectParams* renderData);
    void release(WgContext& context);
};

class WgStageBufferGeometry {
private:
    Array<uint8_t> vbuffer;
    Array<uint8_t> ibuffer;
public:
    WGPUBuffer vbuffer_gpu{};
    WGPUBuffer ibuffer_gpu{};

    void append(WgMeshData* meshData);
    void append(WgRenderDataShape* renderDataShape);
    void append(WgRenderDataPicture* renderDataPicture);
    void initialize(WgContext& context){};
    void release(WgContext& context);
    void clear();
    void flush(WgContext& context);
};

class WgStageBufferSolidColor {
private:
    Array<WgShaderTypeVec4f> vbuffer;
public:
    WGPUBuffer vbuffer_gpu{};

    uint32_t append(const WgShaderTypeVec4f& value) {
        vbuffer.push(value);
        return vbuffer.count - 1;
    }

    void release(WgContext& context);
    void clear();
    void flush(WgContext& context);
};

// typed uniform stage buffer with related bind groups handling
template<typename T>
class WgStageBufferUniform {
private:
    Array<T> ubuffer;
    WGPUBuffer ubuffer_gpu{};
    Array<WGPUBindGroup> bbuffer;
public:
    // append uniform data to cpu staged buffer and return related bind group index
    uint32_t append(const T& value) {
        ubuffer.push(value);
        return ubuffer.count - 1;
    }

    void flush(WgContext& context) {
        // flush data to gpu buffer from cpu memory including reserved data to prevent future gpu buffer reallocations
        bool bufferChanged = context.allocateBufferUniform(ubuffer_gpu, (void*)ubuffer.data, ubuffer.reserved*sizeof(T));
        // if gpu buffer handle was changed we must to remove all created binding groups
        if (bufferChanged) releaseBindGroups(context);
        // allocate bind groups for all new data items
        for (uint32_t i = bbuffer.count; i < ubuffer.count; i++)
            bbuffer.push(context.layouts.createBindGroupBuffer1Un(ubuffer_gpu, i*sizeof(T), sizeof(T)));
        assert(bbuffer.count >= ubuffer.count);
    }

    // please, use index that was returned from append method
    WGPUBindGroup operator[](const uint32_t index) const {
        return bbuffer[index];
    }

    void clear() {
        ubuffer.clear();
    }

    void release(WgContext& context) {
        context.releaseBuffer(ubuffer_gpu);
        releaseBindGroups(context);
    }

    void releaseBindGroups(WgContext& context) {
        ARRAY_FOREACH(p, bbuffer)
            context.layouts.releaseBindGroup(*p);
        bbuffer.clear();
    }
};


struct WgIntersector
{
    bool isPointInTriangle(const Point& p, const Point& a, const Point& b, const Point& c);
    bool isPointInTris(const Point& p, const WgMeshData& mesh);
    bool isPointInMesh(const Point& p, const WgMeshData& mesh);
    bool intersectClips(const Point& pt, const Array<WgRenderDataPaint*>& clips);
    bool intersectShape(const RenderRegion region, const WgRenderDataShape* shape);
    bool intersectImage(const RenderRegion region, const WgRenderDataPicture* image);
};

#endif // _TVG_WG_RENDER_DATA_H_
