#version 450

layout(location = 0) flat in uvec2 fragRasterPos;
layout(location = 1) flat in uint fragVolumeStart;
layout(location = 2) in vec3 origPosition;
layout(location = 3) flat in uint facing;

layout(location = 0) out vec4 outColor;

layout(binding = 2) buffer SceneInfoBuffer{
     uint infos[]; 
} scene_info;

uvec4 unpack_color(uint val) {
    // left most 8 bits first
    uint val1 = (val >> 24);
    uint val2 = (val << 8) >> 24;
    uint val3 = (val << 16) >> 24;
    uint val4 = (val << 24) >> 24;

    return uvec4(val4, val3, val2, val1);
}

uint sample_neighbor_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
    uint array_descr_start = volume_start + 6 + scene_info.infos[0];
    uint color_array_start = array_descr_start + 24;

    uint top_color_size_u = scene_info.infos[array_descr_start];
    uint top_color_size_v = scene_info.infos[array_descr_start + 1];

    uint bottom_color_size_u = scene_info.infos[array_descr_start + 2];
    uint bottom_color_size_v = scene_info.infos[array_descr_start + 3];

    uint left_color_size_u = scene_info.infos[array_descr_start + 4];
    uint left_color_size_v = scene_info.infos[array_descr_start + 5];

    uint right_color_size_u = scene_info.infos[array_descr_start + 6];
    uint right_color_size_v = scene_info.infos[array_descr_start + 7];

    uint front_color_size_u = scene_info.infos[array_descr_start + 8];
    uint front_color_size_v = scene_info.infos[array_descr_start + 9];

    uint back_color_size_u = scene_info.infos[array_descr_start + 10];
    uint back_color_size_v = scene_info.infos[array_descr_start + 11];

    uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
    uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];

    uint bottom_neighbor_size_u = scene_info.infos[array_descr_start + 14];
    uint bottom_neighbor_size_v = scene_info.infos[array_descr_start + 15];

    uint left_neighbor_size_u = scene_info.infos[array_descr_start + 16];
    uint left_neighbor_size_v = scene_info.infos[array_descr_start + 17];

    uint right_neighbor_size_u = scene_info.infos[array_descr_start + 18];
    uint right_neighbor_size_v = scene_info.infos[array_descr_start + 19];

    uint front_neighbor_size_u = scene_info.infos[array_descr_start + 20];
    uint front_neighbor_size_v = scene_info.infos[array_descr_start + 21];

    uint back_neighbor_size_u = scene_info.infos[array_descr_start + 22];
    uint back_neighbor_size_v = scene_info.infos[array_descr_start + 23];

    uint top_color_size = top_color_size_u * top_color_size_v;
    uint bottom_color_size = bottom_color_size_u * bottom_color_size_v;
    uint left_color_size = left_color_size_u * left_color_size_v;
    uint right_color_size = right_color_size_u * right_color_size_v;
    uint front_color_size = front_color_size_u * front_color_size_v;
    uint back_color_size = back_color_size_u * back_color_size_v;

    uint color_array_end = color_array_start + top_color_size + bottom_color_size + left_color_size + right_color_size + front_color_size + back_color_size;

    uint top_neighbor_size = top_neighbor_size_u * top_neighbor_size_v;
    uint bottom_neighbor_size = bottom_neighbor_size_u * bottom_neighbor_size_v;
    uint left_neighbor_size = left_neighbor_size_u * left_neighbor_size_v;
    uint right_neighbor_size = right_neighbor_size_u * right_neighbor_size_v;
    uint front_neighbor_size = front_neighbor_size_u * front_neighbor_size_v;
    uint back_neighbor_size = back_neighbor_size_u * back_neighbor_size_v;

    // maybe do an array solution for this as well
    uint array_start = color_array_end + uint(f > 0) * top_neighbor_size + uint(f > 1) * bottom_neighbor_size + uint(f > 2) * left_neighbor_size + uint(f > 3) * right_neighbor_size + uint(f > 4) * front_neighbor_size;
    uint us[6] = {top_neighbor_size_u, bottom_neighbor_size_u, left_neighbor_size_u, right_neighbor_size_u, front_neighbor_size_u, back_neighbor_size_u};
    uint vs[6] = {top_neighbor_size_v, bottom_neighbor_size_v, left_neighbor_size_v, right_neighbor_size_v, front_neighbor_size_v, back_neighbor_size_v};
    uint u_size = us[f];
    uint v_size = vs[f];
    uint value = scene_info.infos[array_start + raster_pos.x * v_size * uint(u_size > 1) + raster_pos.y * uint(v_size > 1)];
    return value; 
}

uvec4 sample_color_from_scene_info(uint volume_start, uvec2 raster_pos, uint f) {
    uint array_descr_start = volume_start + 6 + scene_info.infos[0];
    uint color_array_start = array_descr_start + 24;

    uint top_color_size_u = scene_info.infos[array_descr_start];
    uint top_color_size_v = scene_info.infos[array_descr_start + 1];

    uint bottom_color_size_u = scene_info.infos[array_descr_start + 2];
    uint bottom_color_size_v = scene_info.infos[array_descr_start + 3];

    uint left_color_size_u = scene_info.infos[array_descr_start + 4];
    uint left_color_size_v = scene_info.infos[array_descr_start + 5];

    uint right_color_size_u = scene_info.infos[array_descr_start + 6];
    uint right_color_size_v = scene_info.infos[array_descr_start + 7];

    uint front_color_size_u = scene_info.infos[array_descr_start + 8];
    uint front_color_size_v = scene_info.infos[array_descr_start + 9];

    uint back_color_size_u = scene_info.infos[array_descr_start + 10];
    uint back_color_size_v = scene_info.infos[array_descr_start + 11];

    uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
    uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];

    uint top_size = top_color_size_u * top_color_size_v;
    uint bottom_size = bottom_color_size_u * bottom_color_size_v;
    uint left_size = left_color_size_u * left_color_size_v;
    uint right_size = right_color_size_u * right_color_size_v;
    uint front_size = front_color_size_u * front_color_size_v;
    uint back_size = back_color_size_u * back_color_size_v;

    // maybe do an array solution for this as well
    uint array_start = color_array_start + uint(f > 0) * top_size + uint(f > 1) * bottom_size + uint(f > 2) * left_size + uint(f > 3) * right_size + uint(f > 4) * front_size;
    uint us[6] = {top_color_size_u, bottom_color_size_u, left_color_size_u, right_color_size_u, front_color_size_u, back_color_size_u};
    uint vs[6] = {top_color_size_v, bottom_color_size_v, left_color_size_v, right_color_size_v, front_color_size_v, back_color_size_v};
    uint u_size = us[f];
    uint v_size = vs[f];
    uint value = scene_info.infos[array_start + raster_pos.x * v_size * uint(u_size > 1) + raster_pos.y * uint(v_size > 1)];
    return unpack_color(value); 
}

vec3 get_light_position(uint light_index) {
    return vec3(float(scene_info.infos[light_index]), float(scene_info.infos[light_index + 1]), float(scene_info.infos[light_index + 2]));
}

vec4 get_light_color(uint light_index) {
    return vec4(float(scene_info.infos[light_index + 3]) / 255.0, float(scene_info.infos[light_index + 4]) / 255.0, float(scene_info.infos[light_index + 5]) / 255.0, 1.0);
}

void main() {
    uint max_length = scene_info.infos[0];
    uint last = scene_info.infos[max_length];
    
    uvec4 color_roughness = sample_color_from_scene_info(fragVolumeStart, fragRasterPos, facing);
    vec4 color_sample = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
    
    uint max_light_num = scene_info.infos[0];
    uint light_num = 0;
    uint volume_index = fragVolumeStart;
    uint light_index = scene_info.infos[fragVolumeStart + 3];
    vec3 light_direction = get_light_position(light_index) - origPosition;
    vec4 light_color = get_light_color(light_index);
    
    bool x_pos = light_direction.x > 0.0;
    bool x_null = light_direction.x == 0.0;
    bool y_pos = light_direction.y > 0.0;
    bool y_null = light_direction.y == 0.0;
    bool z_pos = light_direction.z > 0.0;
    bool z_null = light_direction.z == 0.0;

    uint max_iterations = max_light_num * 20;
    for (int i = 0; i < max_iterations; i++) {
        float x_border = float(scene_info.infos[volume_index + 0] + scene_info.infos[volume_index + 3] * uint(x_pos));
        float y_border = float(scene_info.infos[volume_index + 1] + scene_info.infos[volume_index + 4] * uint(y_pos));
        float z_border = float(scene_info.infos[volume_index + 2] + scene_info.infos[volume_index + 5] * uint(z_pos));

        // 2 is way behind the light position and should result in no collision being detected
        float x_factor = 2.0;
        float y_factor = 2.0;
        float z_factor = 2.0;
        if (!x_null) {
            x_factor = (x_border - origPosition.x) / light_direction.x;
        }
        if (!y_null) {
            float y_factor = (y_border - origPosition.y) / light_direction.y;
        }
        if (!z_null) {
            float z_factor = (z_border - origPosition.z) / light_direction.z;
        }

        
    }


    outColor = color_sample;

    /*if (scene_info.infos[1] == 16) {
        outColor = vec4(0, 1, 0, 1);
    }*/

    /*if (fragVolumeStart == 1 && scene_info.infos[fragVolumeStart] == 16) {
        outColor = vec4(0, 1, 0, 1);
    }*/

    /*if (facing == 0) {
        outColor = vec4(1, 0, 0, 1);
    } else if (facing == 1) {
        outColor = vec4(0, 1, 1, 1);
    } else if (facing == 2) {
        outColor = vec4(0, 1, 0, 1);
    } else if (facing == 3) {
        outColor = vec4(1, 0, 1, 1);
    } else if (facing == 4) {
        outColor = vec4(0, 0, 1, 1);
    } else if (facing == 5) {
        outColor = vec4(1, 1, 0, 1);
    }*/
    
}