//
// Created by jamie on 8/23/21.
//

#pragma once

#include "common.h"

#ifdef HAVE_GL

#include "GL/glew.h"

namespace gl
{
struct GLTexturesFmt
{
 GLint minFilter=GL_LINEAR_MIPMAP_LINEAR;
 GLint magFilter=GL_LINEAR;
 GLint wrapS=GL_REPEAT;
 GLint wrapT=GL_REPEAT;
 GLint wrapR=GL_REPEAT;

 GLuint format=GL_RGBA;
 GLuint internalFmt=GL_RGBA;
};

class AGLTexture
{
protected:
 AGLTexture() = default;
 explicit AGLTexture(int textureNumber);

 AGLTexture(AGLTexture const&) = delete;
 AGLTexture& operator=(AGLTexture const&) = delete;

 AGLTexture(AGLTexture&& glTex) noexcept;
 AGLTexture& operator=(AGLTexture&& glTex) noexcept;

public:
 virtual ~AGLTexture();
 void setActive() const;
 virtual void setUniform(GLint uniformNumber) const = 0;

protected:
 GLuint textureId=0;
 int textureNumber=-1;
};

template<typename T=float, GLuint GLDataType=GL_FLOAT>
class GLTexture2 : public AGLTexture
{
public:
 GLTexture2() = default;
 GLTexture2(GLTexture2 const& glTex)=delete;
 GLTexture2& operator= (GLTexture2 const& glTex)=delete;

 GLTexture2(GLTexture2&& glTex) noexcept: AGLTexture(std::move(glTex))
 {
 }

 GLTexture2& operator=(GLTexture2&& glTex) noexcept
 {
   AGLTexture::operator=(std::move(glTex));
   return *this;
 }

 GLTexture2(T const* data, std::pair<int, int> size,
            int textureNumber, GLTexturesFmt const& fmt) : AGLTexture(textureNumber)
 {
   glGenTextures(1, &textureId);

   glActiveTexture(GL_TEXTURE0+textureNumber);
   glBindTexture(GL_TEXTURE_2D, textureId);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, fmt.minFilter);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, fmt.magFilter);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, fmt.wrapS);
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, fmt.wrapT);
   glTexImage2D(GL_TEXTURE_2D, 0, fmt.internalFmt, size.first, size.second, 0,
                fmt.format, GLDataType, data);
   glGenerateMipmap(GL_TEXTURE_2D);
   glActiveTexture(0);
 }

 void setUniform(GLint uniformNumber) const override
 {
   glActiveTexture(GL_TEXTURE0+textureNumber);
   glBindTexture(GL_TEXTURE_2D, textureId);
   glUniform1i(uniformNumber, textureNumber);
   glActiveTexture(0);
 }
};

template<typename T=float, GLuint GLDataType=GL_FLOAT>
class GLTexture3 : public AGLTexture
{
public:
 GLTexture3() = default;
 GLTexture3(T const* data, std::tuple<int, int, int> size,
            int textureNumber, GLTexturesFmt const& fmt) : AGLTexture(textureNumber)
 {
   int width=std::get<0>(size);
   int height=std::get<1>(size);
   int depth=std::get<2>(size);
   glEnable(GL_TEXTURE_3D);

   glGenTextures(1, &textureId);
   glActiveTexture(GL_TEXTURE0+textureNumber);
   glBindTexture(GL_TEXTURE_3D, textureId);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, fmt.wrapS);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, fmt.wrapT);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, fmt.wrapR);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, fmt.minFilter);
   glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, fmt.magFilter);

   glTexImage3D(GL_TEXTURE_3D, 0, fmt.internalFmt, width, height, depth, 0, fmt.format,
                GLDataType, data);
   glGenerateMipmap(GL_TEXTURE_3D);
   glActiveTexture(0);
 }

 void setUniform(GLint uniformNumber) const override
 {
   glActiveTexture(GL_TEXTURE0+textureNumber);
   glBindTexture(GL_TEXTURE_3D, textureId);
   glUniform1i(uniformNumber, textureNumber);
   glActiveTexture(0);
 }
};

} // namespace gl

#endif