use std::thread::yield_now;

use vulkanalia::prelude::v1_0::*;
use anyhow::{anyhow, Result};

use cgmath::{vec2, vec3, Matrix, SquareMatrix};

use crate::app_data::AppData;
use crate::buffer;
use crate::vertex;
use crate::primitives::cube::Cube;

#[derive(Clone, Debug, Default)]
pub struct Scene {
    pub vertices: Vec<vertex::Vertex>,
    pub indices: Vec<u32>,

    pub vertex_buffer: vk::Buffer,
    pub vertex_buffer_memory: vk::DeviceMemory,

    pub index_buffer: vk::Buffer,
    pub index_buffer_memory: vk::DeviceMemory,
}

impl Scene {
    pub unsafe fn prepare_data(&mut self, instance: &vulkanalia::Instance, device: &vulkanalia::Device, data: &AppData) -> Result<()> {

        let grid_size = 1000;
        //todo use the 14 vertice box method. Not using geometry shaders seems to be faster... make this a setting?
        // have cube elements with a method asking for vertices, while giving a primitive type -> method for preferred primitive type as well as one collecting all primitives
        for x_index in -grid_size..grid_size {
            for y_index in -grid_size..grid_size {
                let index = self.vertices.len();
                let cube = Cube {
                    pos: vec3(x_index as f32, y_index as f32, 0.0),
                    color: vec3(0.0, 1.0, 0.0),
                    tex_coord: vec2(0.0, 0.0)
                };

                cube.draw(&vk::PrimitiveTopology::TRIANGLE_LIST, index, self);
            }
        }
        
        (self.vertex_buffer, self.vertex_buffer_memory) = buffer::create_vertex_buffer(instance, device, &data, &self.vertices)?;
        (self.index_buffer, self.index_buffer_memory) = buffer::create_index_buffer(&instance, &device, &data, &self.indices)?;

        Ok(())

    }

    pub unsafe fn destroy(&mut self, device: &vulkanalia::Device) {
        device.destroy_buffer(self.index_buffer, None);
        device.free_memory(self.index_buffer_memory, None);

        device.destroy_buffer(self.vertex_buffer, None);
        device.free_memory(self.vertex_buffer_memory, None);
    }
}