use cgmath::AbsDiffEq;
use cgmath::{InnerSpace, MetricSpace, Vector3};

use crate::vertex;
use super::memorizable::Memorizable;
use super::AppData;
use super::Scene;

pub enum LightType {
    POINT,
    DIRECTION
}

pub trait Light {
    fn get_light_type(&self) -> LightType;
    fn weighted_distance(&self, pos: Vector3<f32>, size: Vector3<f32>) -> f32;
    fn get_direction(&self, pos: Vector3<f32>) -> Vector3<f32>;
}

pub trait LightSource: Light + Memorizable {}


#[derive(Clone, Debug, PartialEq)]
pub struct PointLight{
    pos: vertex::Vec3,
    color: vertex::Vec3,
    pub memory_start: usize,
    dirty: bool,
}

impl PointLight {
    pub fn init(pos: vertex::Vec3, color: vertex::Vec3) -> Self {
        Self { pos: pos, color: color, memory_start: 0, dirty: true }
    }

    pub fn set_pos(&mut self, pos: vertex::Vec3) {
        self.pos = pos;
        self.dirty = true;
    }
}

impl Memorizable for PointLight {
    fn get_buffer_mem_size(&self, data: &AppData) -> u32 {
        1 + 3 + 3
    }

    fn insert_into_memory(&mut self, mut v: Vec<u32>, data: &AppData, scene: &Scene) -> Vec<u32> { 
        v[self.memory_start] = LightType::POINT as u32;

        v[self.memory_start + 1] = u32::from_ne_bytes(self.pos.x.to_ne_bytes());
        v[self.memory_start + 2] = u32::from_ne_bytes(self.pos.y.to_ne_bytes());
        v[self.memory_start + 3] = u32::from_ne_bytes(self.pos.z.to_ne_bytes());

        v[self.memory_start + 4] = (self.color.x * 255.0) as u32;
        v[self.memory_start + 5] = (self.color.y * 255.0) as u32;
        v[self.memory_start + 6] = (self.color.z * 255.0) as u32;

        self.dirty = false;

        v
    }

    fn get_memory_start(&self) -> usize {
        self.memory_start
    }

    fn set_memory_start(&mut self, memory_start: usize) {
        self.memory_start = memory_start;
    }

    fn get_prev_buffer_mem_size(&self) -> u32 {
        1 + 3 + 3
    }
    fn is_dirty(&self) -> bool {
        self.dirty
    }
}

impl Light for PointLight {
    fn get_light_type(&self) -> LightType {
        LightType::POINT
    }

    fn weighted_distance(&self, pos: Vector3<f32>, size: Vector3<f32>) -> f32 {
        let low_end = vertex::Vec3{x: pos.x as f32, y: pos.y as f32, z: pos.z as f32};
        let high_end = pos + size;
        let distance;
        if low_end.x <= self.pos.x && self.pos.x <= high_end.x && low_end.y <= self.pos.y && self.pos.y <= high_end.y && low_end.z <= self.pos.z && self.pos.z <= high_end.z {
            let diff_low = self.pos - low_end;
            let diff_high = self.pos - high_end;
            distance = diff_low.x.abs().min(diff_low.y.abs().min(diff_low.z.abs().min(diff_high.x.abs().min(diff_high.y.abs().min(diff_high.z.abs())))));
        } else {
            let mut offset_vec = vertex::Vec3 {x: 0.0, y: 0.0, z: 0.0};
            
            while !(low_end.x <= self.pos.x + offset_vec.x && self.pos.x + offset_vec.x <= high_end.x && low_end.y <= self.pos.y + offset_vec.y && self.pos.y + offset_vec.y <= high_end.y && low_end.z <= self.pos.z + offset_vec.z && self.pos.z + offset_vec.z <= high_end.z) {
                let diff_low = (self.pos + offset_vec) - low_end;
                let diff_high = (self.pos + offset_vec) - high_end;

                let mut new_diff = vertex::Vec3 {x: 0.0, y: 0.0, z: 0.0};
                if diff_low.x.abs() < diff_high.x.abs() {
                    new_diff.x += diff_low.x;
                } else {
                    new_diff.x += diff_high.x;
                }

                if diff_low.y.abs() < diff_high.y.abs() {
                    new_diff.y += diff_low.y;
                } else {
                    new_diff.y += diff_high.y;
                }

                if diff_low.z.abs() < diff_high.z.abs() {
                    new_diff.z += diff_low.z;
                } else {
                    new_diff.z += diff_high.z;
                }

                if ((new_diff.x < new_diff.y || new_diff.y == 0.0) && (new_diff.x < new_diff.z || new_diff.z == 0.0) && new_diff.x != 0.0) {
                    offset_vec.x -= new_diff.x;
                } else {
                    if (new_diff.y < new_diff.z || new_diff.z == 0.0) && new_diff.y != 0.0 {
                        offset_vec.y -= new_diff.y;
                    } else {
                        offset_vec.z -= new_diff.z;
                    }
                }
            }

            distance = offset_vec.magnitude();
        }
        let light_intensity = self.color.magnitude();

        light_intensity / distance.powf(2.0)        
    }

    fn get_direction(&self, pos: Vector3<f32>) -> Vector3<f32> {
        (pos - self.pos).normalize()
    }
}

impl LightSource for PointLight {}

#[derive(Clone, Debug, PartialEq)]
pub struct DirectionalLight{
    direction: vertex::Vec3,
    color: vertex::Vec3,
    pub memory_start: usize,
    dirty: bool,
}

impl DirectionalLight {
    pub fn init(direction: vertex::Vec3, color: vertex::Vec3) -> Self {
        Self { direction: direction, color: color, memory_start: 0, dirty: true }
    }
}

impl Memorizable for DirectionalLight {
    fn get_buffer_mem_size(&self, data: &AppData) -> u32 {
        1 + 3 + 3
    }

    fn insert_into_memory(&mut self, mut v: Vec<u32>, data: &AppData, scene: &Scene) -> Vec<u32> { 
        v[self.memory_start] = LightType::DIRECTION as u32;

        v[self.memory_start + 1] = u32::from_ne_bytes(self.direction.x.to_ne_bytes());
        v[self.memory_start + 2] = u32::from_ne_bytes(self.direction.y.to_ne_bytes());
        v[self.memory_start + 3] = u32::from_ne_bytes(self.direction.z.to_ne_bytes());

        v[self.memory_start + 4] = (self.color.x * 255.0) as u32;
        v[self.memory_start + 5] = (self.color.y * 255.0) as u32;
        v[self.memory_start + 6] = (self.color.z * 255.0) as u32;
        
        self.dirty = false;


        v
    }

    fn get_memory_start(&self) -> usize {
        self.memory_start
    }

    fn set_memory_start(&mut self, memory_start: usize) {
        self.memory_start = memory_start;
    }

    fn get_prev_buffer_mem_size(&self) -> u32 {
        1 + 3 + 3
    }
    fn is_dirty(&self) -> bool {
        self.dirty
    }
}

impl Light for DirectionalLight {
    fn get_light_type(&self) -> LightType {
        LightType::DIRECTION
    }

    fn weighted_distance(&self, pos: Vector3<f32>, size: Vector3<f32>) -> f32 {
        let light_intensity = self.color.magnitude();

        light_intensity
    }

    fn get_direction(&self, pos: Vector3<f32>) -> Vector3<f32> {
        self.direction.clone().normalize()
    }
}

impl LightSource for DirectionalLight {}

#[cfg(test)]
mod test {
    use super::*;

    #[test]
    fn test_memorizable() {
        let mut p = PointLight::init(vertex::Vec3 { x: 1.0, y: 2.0, z: 3.0}, vertex::Vec3 { x: 0.0, y: 1.0, z: 0.0});
        let data= AppData::default();
        let scene = Scene::default();

        let mem_size = p.get_buffer_mem_size(&data);
        assert!(mem_size == 7);

        let mut memory = vec![0; 7];
        assert!(!p.dirty);
        p.insert_into_memory(memory, &data, &scene);
        assert!(p.dirty);
    }

    #[test]
    #[should_panic]
    fn test_mem_size() {
        let mut p = PointLight::init(vertex::Vec3 { x: 1.0, y: 2.0, z: 3.0}, vertex::Vec3 { x: 0.0, y: 1.0, z: 0.0});
        let data= AppData::default();
        let scene = Scene::default();

        let mem_size = p.get_buffer_mem_size(&data);
        assert!(mem_size == 7);

        let mut memory = vec![0; 6];
        assert!(!p.dirty);
        p.insert_into_memory(memory, &data, &scene);
        assert!(p.dirty);
    }

    #[test]
    fn test_memorizable_directional_light() {
        let mut p = DirectionalLight::init(vertex::Vec3 { x: 1.0, y: 2.0, z: 3.0}, vertex::Vec3 { x: 0.0, y: 1.0, z: 0.0});
        let data= AppData::default();
        let scene = Scene::default();

        let mem_size = p.get_buffer_mem_size(&data);
        assert!(mem_size == 7);

        let mut memory = vec![0; 7];
        assert!(!p.dirty);
        p.insert_into_memory(memory, &data, &scene);
        assert!(p.dirty);
    }

    #[test]
    #[should_panic]
    fn test_mem_size_directional_light() {
        let mut p = DirectionalLight::init(vertex::Vec3 { x: 1.0, y: 2.0, z: 3.0}, vertex::Vec3 { x: 0.0, y: 1.0, z: 0.0});
        let data= AppData::default();
        let scene = Scene::default();

        let mem_size = p.get_buffer_mem_size(&data);
        assert!(mem_size == 7);

        let mut memory = vec![0; 6];
        assert!(!p.dirty);
        p.insert_into_memory(memory, &data, &scene);
        assert!(p.dirty);
    }
}