#define USE_OPENGL2
#include "OpenGLWindow/OpenGLInclude.h"
#ifdef _WIN32
#include "OpenGLWindow/Win32OpenGLWindow.h"
#elif defined __APPLE__
#include "OpenGLWindow/MacOpenGLWindow.h"
#else
// assume linux
#include "OpenGLWindow/X11OpenGLWindow.h"
#endif

#ifdef _WIN32
#include <sys/stat.h>
#include <sys/types.h>
#include <time.h>
#else
#include <fcntl.h>
#include <sys/mman.h>
#include <sys/stat.h>
#endif

#include <cstdio>
#include <cstdlib>
#include <string>
#include <cstring>

#ifdef USE_NATIVEFILEDIALOG
#include <nfd.h>
#endif

#define NK_INCLUDE_FIXED_TYPES
#define NK_INCLUDE_STANDARD_IO
#define NK_INCLUDE_DEFAULT_ALLOCATOR
#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
#define NK_INCLUDE_FONT_BAKING
#define NK_INCLUDE_DEFAULT_FONT
#define NK_IMPLEMENTATION
#define NK_BTGUI_GL2_IMPLEMENTATION
#include "nuklear.h"
#include "nuklear_btgui_gl2.h"

#include "exr-io.h"

b3gDefaultOpenGLWindow* window = 0;
int gWidth = 512;
int gHeight = 512;
GLuint gTexId;
float gIntensityScale = 1.0;
float gGamma = 1.0;
int gExrWidth, gExrHeight;
float* gExrRGBA;
int gMousePosX, gMousePosY;

struct nk_context* ctx;

#define MAX_VERTEX_BUFFER 512 * 1024
#define MAX_ELEMENT_BUFFER 128 * 1024

void checkErrors(std::string desc) {
 GLenum e = glGetError();
 if (e != GL_NO_ERROR) {
   fprintf(stderr, "OpenGL error in \"%s\": %d (%d)\n", desc.c_str(), e, e);
   exit(20);
 }
}

void keyboardCallback(int keycode, int state) {
 // printf("hello key %d, state %d\n", keycode, state);
 if (keycode == 27) {
   if (window) window->setRequestExit();
 }
}

void mouseMoveCallback(float x, float y) {
 // printf("Mouse Move: %f, %f\n", x, y);

 gMousePosX = (int)x;
 gMousePosY = (int)y;

 // @todo { move to nuklear_btgui_gl2.h }
 nk_btgui_update_mouse_pos((int)x, (int)y);
}
void mouseButtonCallback(int button, int state, float x, float y) {
 nk_btgui_update_mouse_state((button == 0) && (state == 1), 0, 0);
}

void resizeCallback(float width, float height) {
 GLfloat h = (GLfloat)height / (GLfloat)width;
 GLfloat xmax, znear, zfar;

 znear = 1.0f;
 zfar = 1000.0f;
 xmax = znear * 0.5f;

 gWidth = width;
 gHeight = height;
}

GLuint GenTexture(int w, int h, const float* rgba)
{
 // Create floating point RGBA texture
 GLuint texHandle;
 glGenTextures(1, &texHandle);

 glActiveTexture(GL_TEXTURE0);
 glBindTexture(GL_TEXTURE_2D, texHandle);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

 // @todo { Use GL_RGBA32F for internal texture format. }
 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_FLOAT, rgba);
 checkErrors("GenTexture");

 return texHandle;
}


bool
LoadShader(
 GLenum shaderType,  // GL_VERTEX_SHADER or GL_FRAGMENT_SHADER(or maybe GL_COMPUTE_SHADER)
 GLuint& shader,
 const char* shaderSourceFilename)
{
 GLint val = 0;

 // free old shader/program
 if (shader != 0) glDeleteShader(shader);

 static GLchar srcbuf[16384];
 FILE *fp = fopen(shaderSourceFilename, "rb");
 if (!fp) {
   fprintf(stderr, "failed to load shader: %s\n", shaderSourceFilename);
   return false;
 }
 fseek(fp, 0, SEEK_END);
 size_t len = ftell(fp);
 rewind(fp);
 len = fread(srcbuf, 1, len, fp);
 srcbuf[len] = 0;
 fclose(fp);

 static const GLchar *src = srcbuf;

 shader = glCreateShader(shaderType);
 glShaderSource(shader, 1, &src, NULL);
 glCompileShader(shader);
 glGetShaderiv(shader, GL_COMPILE_STATUS, &val);
 if (val != GL_TRUE) {
   char log[4096];
   GLsizei msglen;
   glGetShaderInfoLog(shader, 4096, &msglen, log);
   printf("%s\n", log);
   assert(val == GL_TRUE && "failed to compile shader");
 }

 printf("Load shader [ %s ] OK\n", shaderSourceFilename);
 return true;
}

bool
LinkShader(
 GLuint& prog,
 GLuint& vertShader,
 GLuint& fragShader)
{
 GLint val = 0;

 if (prog != 0) {
   glDeleteProgram(prog);
 }

 prog = glCreateProgram();

 glAttachShader(prog, vertShader);
 glAttachShader(prog, fragShader);
 glLinkProgram(prog);

 glGetProgramiv(prog, GL_LINK_STATUS, &val);
 assert(val == GL_TRUE && "failed to link shader");

 printf("Link shader OK\n");

 return true;
}

void
Render(GLuint prog_id, int w, int h)
{
 glDisable(GL_DEPTH_TEST);

 glUseProgram(prog_id);

 glActiveTexture(GL_TEXTURE0);
 glBindTexture(GL_TEXTURE_2D, gTexId);

 glEnable(GL_TEXTURE_2D);
 GLint texLoc = glGetUniformLocation(prog_id, "tex");
 assert(texLoc >= 0);
 glUniform1i(texLoc, 0); // TEXTURE0

 GLint intensityScaleLoc = glGetUniformLocation(prog_id, "intensity_scale");
 if (intensityScaleLoc >= 0) {
   glUniform1f(intensityScaleLoc, gIntensityScale);
 }

 GLint gammaLoc = glGetUniformLocation(prog_id, "gamma");
 if (gammaLoc >= 0) {
   glUniform1f(gammaLoc, gGamma);
 }

 GLint pos_id = glGetAttribLocation(prog_id, "in_position");
 assert(pos_id >= 0);
 GLint texcoord_id = glGetAttribLocation(prog_id, "in_texcoord");
 assert(texcoord_id >= 0);

 const float vertices[] = {-1, -1, -1, 1, 1, 1, 1, -1};
 const float texcoords[] = {0, 1, 0, 0, 1, 0, 1, 1};

 glVertexAttribPointer(pos_id, 2, GL_FLOAT, GL_FALSE, 0, (const void*)(vertices));
 glVertexAttribPointer(texcoord_id, 2, GL_FLOAT, GL_FALSE, 0, (const void*)(texcoords));

 glEnableVertexAttribArray(pos_id);
 glEnableVertexAttribArray(texcoord_id);

 glDrawArrays(GL_QUADS, 0, 4);

 glDisableVertexAttribArray(pos_id);
 glDisableVertexAttribArray(texcoord_id);

 checkErrors("render");

 glUseProgram(0);
 checkErrors("UseProgram(0)");

 glEnable(GL_DEPTH_TEST);
 glDisable(GL_TEXTURE_2D);
}

void InspectPixel(float rgba[4], int x, int y) {
 if (x < 0) x = 0;
 if (x > (gExrWidth-1)) x = gExrWidth - 1;

 if (y < 0) y = 0;
 if (y > (gExrHeight-1)) y = gExrHeight - 1;

 rgba[0] = gExrRGBA[4 * (y * gExrWidth + x) + 0];
 rgba[1] = gExrRGBA[4 * (y * gExrWidth + x) + 1];
 rgba[2] = gExrRGBA[4 * (y * gExrWidth + x) + 2];
 rgba[3] = gExrRGBA[4 * (y * gExrWidth + x) + 3];
}

int main(int argc, char** argv) {

 const char *filename = NULL;
 const char *layername = NULL;

#ifdef USE_NATIVEFILEDIALOG
 if (argc < 2) {
   nfdchar_t *outPath = NULL;
   nfdresult_t result = NFD_OpenDialog( "exr", NULL, &outPath );
   if ( result == NFD_OKAY )
   {
       puts("Success!");
       filename = strdup(outPath);
   }
   else if ( result == NFD_CANCEL )
   {
       puts("User pressed cancel.");
       exit(-1);
   }
   else
   {
       printf("Error: %s\n", NFD_GetError() );
       exit(-1);
   }
 } else {
   filename = argv[1];
   if (argc > 2) {
     layername = argv[2];
   }
 }
#else
 if (argc < 2) {
   printf("Usage: exrview input.exr [layer name]\n");
   exit(-1);
 }
 filename = argv[1];
 if (argc > 2) {
   layername = argv[2];
 }
#endif

 {
   bool ret = exrio::GetEXRLayers(filename);
   if (!ret) {
     exit(-1);
   }
 }

 {
   bool ret = exrio::LoadEXRRGBA(&gExrRGBA, &gExrWidth, &gExrHeight, filename, layername);
   if (!ret) {
     exit(-1);
   }
 }

 window = new b3gDefaultOpenGLWindow;
 b3gWindowConstructionInfo ci;
#ifdef USE_OPENGL2
 ci.m_openglVersion = 2;
#endif
 ci.m_width = gExrWidth;
 ci.m_height = gExrHeight;
 window->createWindow(ci);

 char title[1024];
 sprintf(title, "%s (%d x %d)", filename, gExrWidth, gExrHeight);
 window->setWindowTitle(title);

#ifndef __APPLE__
#ifndef _WIN32
 //some Linux implementations need the 'glewExperimental' to be true
 glewExperimental = GL_TRUE;
#endif
 if (glewInit() != GLEW_OK) {
         fprintf(stderr, "Failed to initialize GLEW\n");
         exit(-1);
 }

 if (!GLEW_VERSION_2_1) {
         fprintf(stderr, "OpenGL 2.1 is not available\n");
         exit(-1);
 }
#endif


 checkErrors("init");

 window->setMouseButtonCallback(mouseButtonCallback);
 window->setMouseMoveCallback(mouseMoveCallback);
 checkErrors("mouse");
 window->setKeyboardCallback(keyboardCallback);
 checkErrors("keyboard");
 window->setResizeCallback(resizeCallback);
 checkErrors("resize");

 struct nk_color background;
 background = nk_rgb(28,48,62);


 {
   // Upload EXR image to OpenGL texture.
   gTexId = GenTexture(gExrWidth, gExrHeight, gExrRGBA);
   if (gTexId == 0) {
     fprintf(stderr, "OpenGL texture error\n");
     exit(-1);
   }
 }


 /* GUI */
 ctx = nk_btgui_init(window, NK_BTGUI3_DEFAULT);
 /* Load Fonts: if none of these are loaded a default font will be used  */
 {
   struct nk_font_atlas* atlas;
   nk_btgui_font_stash_begin(&atlas);
   /*struct nk_font *droid = nk_font_atlas_add_from_file(atlas,
    * "../../../extra_font/DroidSans.ttf", 14, 0);*/
   /*struct nk_font *roboto = nk_font_atlas_add_from_file(atlas,
    * "../../../extra_font/Roboto-Regular.ttf", 14, 0);*/
   /*struct nk_font *future = nk_font_atlas_add_from_file(atlas,
    * "../../../extra_font/kenvector_future_thin.ttf", 13, 0);*/
   /*struct nk_font *clean = nk_font_atlas_add_from_file(atlas,
    * "../../../extra_font/ProggyClean.ttf", 12, 0);*/
   /*struct nk_font *tiny = nk_font_atlas_add_from_file(atlas,
    * "../../../extra_font/ProggyTiny.ttf", 10, 0);*/
   /*struct nk_font *cousine = nk_font_atlas_add_from_file(atlas,
    * "../../../extra_font/Cousine-Regular.ttf", 13, 0);*/
   struct nk_font *droid = nk_font_atlas_add_from_file(atlas,
    "./DroidSans.ttf", 14, 0);
   nk_btgui_font_stash_end();
   if (droid) {
     nk_style_set_font(ctx, &droid->handle);
   }

   // Color
   struct nk_color table[NK_COLOR_COUNT];
   table[NK_COLOR_TEXT] = nk_rgba(210, 210, 210, 255);
   table[NK_COLOR_WINDOW] = nk_rgba(57, 67, 71, 245);
   table[NK_COLOR_HEADER] = nk_rgba(51, 51, 56, 230);
   table[NK_COLOR_BORDER] = nk_rgba(46, 46, 46, 255);
   table[NK_COLOR_BUTTON] = nk_rgba(48, 48, 48, 255);
   table[NK_COLOR_BUTTON_HOVER] = nk_rgba(58, 93, 121, 255);
   table[NK_COLOR_BUTTON_ACTIVE] = nk_rgba(63, 98, 126, 255);
   table[NK_COLOR_TOGGLE] = nk_rgba(50, 58, 61, 255);
   table[NK_COLOR_TOGGLE_HOVER] = nk_rgba(45, 53, 56, 255);
   table[NK_COLOR_TOGGLE_CURSOR] = nk_rgba(48, 83, 111, 255);
   table[NK_COLOR_SELECT] = nk_rgba(57, 67, 61, 255);
   table[NK_COLOR_SELECT_ACTIVE] = nk_rgba(48, 83, 111, 255);
   table[NK_COLOR_SLIDER] = nk_rgba(50, 58, 61, 255);
   table[NK_COLOR_SLIDER_CURSOR] = nk_rgba(48, 83, 111, 245);
   table[NK_COLOR_SLIDER_CURSOR_HOVER] = nk_rgba(53, 88, 116, 255);
   table[NK_COLOR_SLIDER_CURSOR_ACTIVE] = nk_rgba(58, 93, 121, 255);
   table[NK_COLOR_PROPERTY] = nk_rgba(50, 58, 61, 255);
   table[NK_COLOR_EDIT] = nk_rgba(50, 58, 61, 225);
   table[NK_COLOR_EDIT_CURSOR] = nk_rgba(210, 210, 210, 255);
   table[NK_COLOR_COMBO] = nk_rgba(50, 58, 61, 255);
   table[NK_COLOR_CHART] = nk_rgba(50, 58, 61, 255);
   table[NK_COLOR_CHART_COLOR] = nk_rgba(48, 83, 111, 255);
   table[NK_COLOR_CHART_COLOR_HIGHLIGHT] = nk_rgba(255, 0, 0, 255);
   table[NK_COLOR_SCROLLBAR] = nk_rgba(50, 58, 61, 255);
   table[NK_COLOR_SCROLLBAR_CURSOR] = nk_rgba(48, 83, 111, 255);
   table[NK_COLOR_SCROLLBAR_CURSOR_HOVER] = nk_rgba(53, 88, 116, 255);
   table[NK_COLOR_SCROLLBAR_CURSOR_ACTIVE] = nk_rgba(58, 93, 121, 255);
   table[NK_COLOR_TAB_HEADER] = nk_rgba(48, 83, 111, 255);
   nk_style_from_table(ctx, table);
 }

 checkErrors("start");

 GLuint vert_id = 0, frag_id = 0, prog_id = 0;
 {
   bool ret = LoadShader(GL_VERTEX_SHADER, vert_id, "shader.vert");
   if (!ret) {
     fprintf(stderr, "Failed to compile vertex shader.\n");
     exit(-1);
   }
 }
 checkErrors("vertex shader load");

 {
   bool ret = LoadShader(GL_FRAGMENT_SHADER, frag_id, "shader.frag");
   if (!ret) {
     fprintf(stderr, "Failed to compile fragment shader.\n");
     exit(-1);
   }
 }
 checkErrors("fragment shader load");

 {
   bool ret = LinkShader(prog_id, vert_id, frag_id);
   if (!ret) {
     fprintf(stderr, "Failed to link shader.\n");
     exit(-1);
   }
 }
 checkErrors("link shader");


 while (!window->requestedExit()) {
   window->startRendering();

   glClear(GL_COLOR_BUFFER_BIT);

   checkErrors("begin frame");
   nk_btgui_new_frame();

   float pixel[4];
   InspectPixel(pixel, gMousePosX, gMousePosY);

   /* GUI */
   {
     //struct nk_panel layout;
     if (nk_begin(ctx, "UI", nk_rect(50, 50, 350, 250),
                  NK_WINDOW_BORDER | NK_WINDOW_MOVABLE | NK_WINDOW_SCALABLE |
                      NK_WINDOW_MINIMIZABLE | NK_WINDOW_TITLE)) {
       nk_layout_row_static(ctx, 30, 300, 1);
       //if (nk_button_label(ctx, "button", NK_BUTTON_DEFAULT))
       //  fprintf(stdout, "button pressed\n");

       nk_label(ctx, "Intensity", NK_TEXT_LEFT);
       if (nk_slider_float(ctx, 0, &gIntensityScale, 10.0, 0.1f)) {
           fprintf(stdout, "Intensity: %f\n", gIntensityScale);
       }
       nk_label(ctx, "Display gamma", NK_TEXT_LEFT);
       if (nk_slider_float(ctx, 0, &gGamma, 10.0, 0.01f)) {
           fprintf(stdout, "Gamma: %f\n", gGamma);
       }

       nk_label(ctx, "RAW pixel value", NK_TEXT_LEFT);
       char txt[1024];
       sprintf(txt, "(%d, %d) = %f, %f, %f, %f", gMousePosX, gMousePosY, pixel[0], pixel[1], pixel[2], pixel[3]);
       nk_text(ctx, txt, strlen(txt), NK_TEXT_LEFT);

#if 0
       nk_layout_row_dynamic(ctx, 25, 1);
       nk_property_int(ctx, "Compression:", 0, &property, 100, 10, 1);

       {
         struct nk_panel combo;
         nk_layout_row_dynamic(ctx, 20, 1);
         nk_label(ctx, "background:", NK_TEXT_LEFT);
         nk_layout_row_dynamic(ctx, 25, 1);
         if (nk_combo_begin_color(ctx, &combo, background, 400)) {
           nk_layout_row_dynamic(ctx, 120, 1);
           background = nk_color_picker(ctx, background, NK_RGBA);
           nk_layout_row_dynamic(ctx, 25, 1);
           background.r =
               (nk_byte)nk_propertyi(ctx, "#R:", 0, background.r, 255, 1, 1);
           background.g =
               (nk_byte)nk_propertyi(ctx, "#G:", 0, background.g, 255, 1, 1);
           background.b =
               (nk_byte)nk_propertyi(ctx, "#B:", 0, background.b, 255, 1, 1);
           background.a =
               (nk_byte)nk_propertyi(ctx, "#A:", 0, background.a, 255, 1, 1);
           nk_combo_end(ctx);
         }
       }
#endif
     }
     nk_end(ctx);
   }

   /* Draw */
   {
     float bg[4];
     nk_color_fv(bg, background);
     glViewport(0, 0, window->getWidth(), window->getHeight());
     glClear(GL_COLOR_BUFFER_BIT);
     glClearColor(bg[0], bg[1], bg[2], bg[3]);

     Render(prog_id, window->getWidth(), window->getHeight());

     /* IMPORTANT: `nk_glfw_render` modifies some global OpenGL state
      * with blending, scissor, face culling and depth test and defaults
      * everything
      * back into a default state. Make sure to either save and restore or
      * reset your own state after drawing rendering the UI. */
     nk_btgui_render(NK_ANTI_ALIASING_ON, MAX_VERTEX_BUFFER,
                     MAX_ELEMENT_BUFFER);
   }

   window->endRendering();
 }

 nk_btgui_shutdown();

 delete window;

 return EXIT_SUCCESS;
}