// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

#include "window.h"
#include <QPlatformSurfaceEvent>
#include <QTimer>

Window::Window(QRhi::Implementation graphicsApi)
    : m_graphicsApi(graphicsApi)
{
    switch (graphicsApi) {
    case QRhi::OpenGLES2:
        setSurfaceType(OpenGLSurface);
        break;
    case QRhi::Vulkan:
        setSurfaceType(VulkanSurface);
        break;
    case QRhi::D3D11:
    case QRhi::D3D12:
        setSurfaceType(Direct3DSurface);
        break;
    case QRhi::Metal:
        setSurfaceType(MetalSurface);
        break;
    default:
        break;
    }
}

void Window::exposeEvent(QExposeEvent *)
{
    // initialize and start rendering when the window becomes usable for graphics purposes
    if (isExposed() && !m_running) {
        qDebug("init");
        m_running = true;
        init();
        resizeSwapChain();
    }

    const QSize surfaceSize = m_hasSwapChain ? m_sc->surfacePixelSize() : QSize();

    // stop pushing frames when not exposed (or size is 0)
    if ((!isExposed() || (m_hasSwapChain && surfaceSize.isEmpty())) && m_running && !m_notExposed) {
        qDebug("not exposed");
        m_notExposed = true;
    }

    // Continue when exposed again and the surface has a valid size. Note that
    // surfaceSize can be (0, 0) even though size() reports a valid one, hence
    // trusting surfacePixelSize() and not QWindow.
    if (isExposed() && m_running && m_notExposed && !surfaceSize.isEmpty()) {
        qDebug("exposed again");
        m_notExposed = false;
        m_newlyExposed = true;
    }

    // always render a frame on exposeEvent() (when exposed) in order to update
    // immediately on window resize.
    if (isExposed() && !surfaceSize.isEmpty())
        render();
}

bool Window::event(QEvent *e)
{
    switch (e->type()) {
    case QEvent::UpdateRequest:
        render();
        break;

    case QEvent::PlatformSurface:
        // this is the proper time to tear down the swapchain (while the native window and surface are still around)
        if (static_cast<QPlatformSurfaceEvent *>(e)->surfaceEventType() == QPlatformSurfaceEvent::SurfaceAboutToBeDestroyed)
            releaseSwapChain();
        break;

    default:
        break;
    }

    return QWindow::event(e);
}

void Window::init()
{
    QRhi::Flags rhiFlags = QRhi::EnableDebugMarkers;

    if (m_graphicsApi == QRhi::Null) {
        QRhiNullInitParams params;
        m_rhi.reset(QRhi::create(QRhi::Null, &params, rhiFlags));
    }

#if QT_CONFIG(opengl)
    if (m_graphicsApi == QRhi::OpenGLES2) {
        m_fallbackSurface.reset(QRhiGles2InitParams::newFallbackSurface());
        QRhiGles2InitParams params;
        params.fallbackSurface = m_fallbackSurface.get();
        params.window = this;
        m_rhi.reset(QRhi::create(QRhi::OpenGLES2, &params, rhiFlags));
    }
#endif

#if QT_CONFIG(vulkan)
    if (m_graphicsApi == QRhi::Vulkan) {
        QRhiVulkanInitParams params;
        params.inst = vulkanInstance();
        params.window = this;
        m_rhi.reset(QRhi::create(QRhi::Vulkan, &params, rhiFlags));
    }
#endif

#ifdef Q_OS_WIN
    if (m_graphicsApi == QRhi::D3D11) {
        QRhiD3D11InitParams params;
        params.enableDebugLayer = true;
        m_rhi.reset(QRhi::create(QRhi::D3D11, &params, rhiFlags));
    } else if (m_graphicsApi == QRhi::D3D12) {
        QRhiD3D12InitParams params;
        params.enableDebugLayer = true;
        m_rhi.reset(QRhi::create(QRhi::D3D12, &params, rhiFlags));
    }
#endif

#if defined(Q_OS_MACOS) || defined(Q_OS_IOS)
    if (m_graphicsApi == QRhi::Metal) {
        QRhiMetalInitParams params;
        m_rhi.reset(QRhi::create(QRhi::Metal, &params, rhiFlags));
    }
#endif

    if (!m_rhi)
        qFatal("Failed to create RHI backend");

    m_sc.reset(m_rhi->newSwapChain());
    m_ds.reset(m_rhi->newRenderBuffer(QRhiRenderBuffer::DepthStencil,
                                      QSize(), // no need to set the size here, due to UsedWithSwapChainOnly
                                      1,
                                      QRhiRenderBuffer::UsedWithSwapChainOnly));
    m_sc->setWindow(this);
    m_sc->setDepthStencil(m_ds.get());
    m_rp.reset(m_sc->newCompatibleRenderPassDescriptor());
    m_sc->setRenderPassDescriptor(m_rp.get());

    customInit();
}

void Window::resizeSwapChain()
{
    m_hasSwapChain = m_sc->createOrResize(); // also handles m_ds

    const QSize outputSize = m_sc->currentPixelSize();
    m_proj = m_rhi->clipSpaceCorrMatrix();
    m_proj.perspective(45.0f, outputSize.width() / (float) outputSize.height(), 0.01f, 1000.0f);
    m_proj.translate(0, 0, -4);
}

void Window::releaseSwapChain()
{
    if (m_hasSwapChain) {
        m_hasSwapChain = false;
        m_sc->destroy();
    }
}

void Window::render()
{
    if (!m_hasSwapChain || m_notExposed)
        return;

    // If the window got resized or newly exposed, resize the swapchain. (the
    // newly-exposed case is not actually required by some platforms, but
    // f.ex. Vulkan on Windows seems to need it)
    //
    // This (exposeEvent + the logic here) is the only safe way to perform
    // resize handling. Note the usage of the RHI's surfacePixelSize(), and
    // never QWindow::size(). (the two may or may not be the same under the hood,
    // depending on the backend and platform)
    //
    if (m_sc->currentPixelSize() != m_sc->surfacePixelSize() || m_newlyExposed) {
        resizeSwapChain();
        if (!m_hasSwapChain)
            return;
        m_newlyExposed = false;
    }

    QRhi::FrameOpResult r = m_rhi->beginFrame(m_sc.get());
    if (r == QRhi::FrameOpSwapChainOutOfDate) {
        resizeSwapChain();
        if (!m_hasSwapChain)
            return;
        r = m_rhi->beginFrame(m_sc.get());
    }
    if (r != QRhi::FrameOpSuccess) {
        qDebug("beginFrame failed with %d, retry", r);
        requestUpdate();
        return;
    }

    customRender();

    m_rhi->endFrame(m_sc.get());

    // Always request the next frame via requestUpdate(). On some platforms this is backed
    // by a platform-specific solution, e.g. CVDisplayLink on macOS, which is potentially
    // more efficient than a timer, queued metacalls, etc.
    //
    // However, the rendering behavior is identical no matter how the next round of
    // rendering is triggered: the rendering thread is throttled to the presentation rate
    // (either in beginFrame() or endFrame()) so the triangle should rotate at the exact
    // same speed no matter which approach is taken here.

#if 1
    requestUpdate();
#else
    QTimer::singleShot(0, this, [this] { render(); });
#endif
}

void Window::customInit()
{
}

void Window::customRender()
{
}