// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.

#include "ProbesRenderer.h"
#include "Renderer.h"
#include "ReflectionsPass.h"
#include "Engine/Core/Config/GraphicsSettings.h"
#include "Engine/Threading/ThreadPoolTask.h"
#include "Engine/Content/Content.h"
#include "Engine/Engine/EngineService.h"
#include "Engine/Level/Actors/PointLight.h"
#include "Engine/Level/Actors/EnvironmentProbe.h"
#include "Engine/Level/Actors/SkyLight.h"
#include "Engine/Level/SceneQuery.h"
#include "Engine/Level/LargeWorlds.h"
#include "Engine/ContentExporters/AssetExporters.h"
#include "Engine/Serialization/FileWriteStream.h"
#include "Engine/Engine/Time.h"
#include "Engine/Content/Assets/Shader.h"
#include "Engine/Content/AssetReference.h"
#include "Engine/Graphics/Graphics.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/Textures/GPUTexture.h"
#include "Engine/Graphics/Textures/TextureData.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Engine/Engine.h"

/// <summary>
/// Custom task called after downloading probe texture data to save it.
/// </summary>
class DownloadProbeTask : public ThreadPoolTask
{
private:
    GPUTexture* _texture;
    TextureData _data;
    ProbesRenderer::Entry _entry;

public:
    DownloadProbeTask(GPUTexture* target, const ProbesRenderer::Entry& entry)
        : _texture(target)
        , _entry(entry)
    {
    }

    FORCE_INLINE TextureData& GetData()
    {
        return _data;
    }

    bool Run() override
    {
        if (_entry.Type == ProbesRenderer::EntryType::EnvProbe)
        {
            if (_entry.Actor)
                ((EnvironmentProbe*)_entry.Actor.Get())->SetProbeData(_data);
        }
        else if (_entry.Type == ProbesRenderer::EntryType::SkyLight)
        {
            if (_entry.Actor)
                ((SkyLight*)_entry.Actor.Get())->SetProbeData(_data);
        }
        else
        {
            return true;
        }

        ProbesRenderer::OnFinishBake(_entry);

        return false;
    }
};

PACK_STRUCT(struct Data
    {
    Float2 Dummy0;
    int32 CubeFace;
    float SourceMipIndex;
    });

namespace ProbesRendererImpl
{
    TimeSpan _lastProbeUpdate(0);
    Array<ProbesRenderer::Entry> _probesToBake;

    ProbesRenderer::Entry _current;

    bool _isReady = false;
    AssetReference<Shader> _shader;
    GPUPipelineState* _psFilterFace = nullptr;
    SceneRenderTask* _task = nullptr;
    GPUTexture* _output = nullptr;
    GPUTexture* _probe = nullptr;
    GPUTexture* _tmpFace = nullptr;
    GPUTexture* _skySHIrradianceMap = nullptr;
    uint64 _updateFrameNumber = 0;

    FORCE_INLINE bool isUpdateSynced()
    {
        return _updateFrameNumber > 0 && _updateFrameNumber + PROBES_RENDERER_LATENCY_FRAMES <= Engine::FrameCount;
    }
}

using namespace ProbesRendererImpl;

class ProbesRendererService : public EngineService
{
public:
    ProbesRendererService()
        : EngineService(TEXT("Probes Renderer"), 500)
    {
    }

    void Update() override;
    void Dispose() override;
};

ProbesRendererService ProbesRendererServiceInstance;

TimeSpan ProbesRenderer::ProbesUpdatedBreak(0, 0, 0, 0, 500);
TimeSpan ProbesRenderer::ProbesReleaseDataTime(0, 0, 0, 60);
Delegate<const ProbesRenderer::Entry&> ProbesRenderer::OnRegisterBake;
Delegate<const ProbesRenderer::Entry&> ProbesRenderer::OnFinishBake;

void ProbesRenderer::Bake(EnvironmentProbe* probe, float timeout)
{
    if (!probe || probe->IsUsingCustomProbe())
        return;

    // Check if already registered for bake
    for (int32 i = 0; i < _probesToBake.Count(); i++)
    {
        auto& p = _probesToBake[i];
        if (p.Type == EntryType::EnvProbe && p.Actor == probe)
        {
            p.Timeout = timeout;
            return;
        }
    }

    // Register probe
    Entry e;
    e.Type = EntryType::EnvProbe;
    e.Actor = probe;
    e.Timeout = timeout;
    _probesToBake.Add(e);

    // Fire event
    if (e.UseTextureData())
        OnRegisterBake(e);
}

void ProbesRenderer::Bake(SkyLight* probe, float timeout)
{
    ASSERT(probe && dynamic_cast<SkyLight*>(probe));

    // Check if already registered for bake
    for (int32 i = 0; i < _probesToBake.Count(); i++)
    {
        auto& p = _probesToBake[i];
        if (p.Type == EntryType::SkyLight && p.Actor == probe)
        {
            p.Timeout = timeout;
            return;
        }
    }

    // Register probe
    Entry e;
    e.Type = EntryType::SkyLight;
    e.Actor = probe;
    e.Timeout = timeout;
    _probesToBake.Add(e);

    // Fire event
    if (e.UseTextureData())
        OnRegisterBake(e);
}

bool ProbesRenderer::Entry::UseTextureData() const
{
    if (Type == EntryType::EnvProbe && Actor)
    {
        switch (Actor.As<EnvironmentProbe>()->UpdateMode)
        {
        case EnvironmentProbe::ProbeUpdateMode::Realtime:
            return false;
        }
    }
    return true;
}

int32 ProbesRenderer::Entry::GetResolution() const
{
    auto resolution = ProbeCubemapResolution::UseGraphicsSettings;
    if (Type == EntryType::EnvProbe && Actor)
        resolution = ((EnvironmentProbe*)Actor.Get())->CubemapResolution;
    else if (Type == EntryType::SkyLight)
        resolution = ProbeCubemapResolution::_128;
    if (resolution == ProbeCubemapResolution::UseGraphicsSettings)
        resolution = GraphicsSettings::Get()->DefaultProbeResolution;
    if (resolution == ProbeCubemapResolution::UseGraphicsSettings)
        resolution = ProbeCubemapResolution::_128;
    return (int32)resolution;
}

PixelFormat ProbesRenderer::Entry::GetFormat() const
{
    return GraphicsSettings::Get()->UseHDRProbes ? PixelFormat::R11G11B10_Float : PixelFormat::R8G8B8A8_UNorm;
}

int32 ProbesRenderer::GetBakeQueueSize()
{
    return _probesToBake.Count();
}

bool ProbesRenderer::HasReadyResources()
{
    return _isReady && _shader->IsLoaded();
}

bool ProbesRenderer::Init()
{
    if (_isReady)
        return false;

    // Load shader
    if (_shader == nullptr)
    {
        _shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/ProbesFilter"));
        if (_shader == nullptr)
            return true;
    }
    if (!_shader->IsLoaded())
        return false;
    const auto shader = _shader->GetShader();
    if (shader->GetCB(0)->GetSize() != sizeof(Data))
    {
        REPORT_INVALID_SHADER_PASS_CB_SIZE(shader, 0, Data);
        return true;
    }

    // Create pipeline stages
    _psFilterFace = GPUDevice::Instance->CreatePipelineState();
    GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
    {
        psDesc.PS = shader->GetPS("PS_FilterFace");
        if (_psFilterFace->Init(psDesc))
            return true;
    }

    // Init rendering pipeline
    _output = GPUDevice::Instance->CreateTexture(TEXT("Output"));
    const int32 probeResolution = _current.GetResolution();
    const PixelFormat probeFormat = _current.GetFormat();
    if (_output->Init(GPUTextureDescription::New2D(probeResolution, probeResolution, probeFormat)))
        return true;
    _task = New<SceneRenderTask>();
    auto task = _task;
    task->Enabled = false;
    task->IsCustomRendering = true;
    task->Output = _output;
    auto& view = task->View;
    view.Flags =
            ViewFlags::AO |
            ViewFlags::GI |
            ViewFlags::DirectionalLights |
            ViewFlags::PointLights |
            ViewFlags::SpotLights |
            ViewFlags::SkyLights |
            ViewFlags::Decals |
            ViewFlags::Shadows |
            ViewFlags::Sky |
            ViewFlags::Fog;
    view.Mode = ViewMode::NoPostFx;
    view.IsOfflinePass = true;
    view.IsSingleFrame = true;
    view.StaticFlagsMask = StaticFlags::ReflectionProbe;
    view.MaxShadowsQuality = Quality::Low;
    task->IsCameraCut = true;
    task->Resize(probeResolution, probeResolution);
    task->Render.Bind(OnRender);

    // Init render targets
    _probe = GPUDevice::Instance->CreateTexture(TEXT("ProbesUpdate.Probe"));
    if (_probe->Init(GPUTextureDescription::NewCube(probeResolution, probeFormat, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews, 0)))
        return true;
    _tmpFace = GPUDevice::Instance->CreateTexture(TEXT("ProbesUpdate.TmpFace"));
    if (_tmpFace->Init(GPUTextureDescription::New2D(probeResolution, probeResolution, 0, probeFormat, GPUTextureFlags::ShaderResource | GPUTextureFlags::RenderTarget | GPUTextureFlags::PerMipViews)))
        return true;

    // Mark as ready
    _isReady = true;
    return false;
}

void ProbesRenderer::Release()
{
    if (!_isReady)
        return;
    ASSERT(_updateFrameNumber == 0);

    // Release GPU data
    if (_output)
        _output->ReleaseGPU();

    // Release data
    SAFE_DELETE_GPU_RESOURCE(_psFilterFace);
    _shader = nullptr;
    SAFE_DELETE_GPU_RESOURCE(_output);
    SAFE_DELETE(_task);
    SAFE_DELETE_GPU_RESOURCE(_probe);
    SAFE_DELETE_GPU_RESOURCE(_tmpFace);
    SAFE_DELETE_GPU_RESOURCE(_skySHIrradianceMap);

    _isReady = false;
}

void ProbesRendererService::Update()
{
    // Calculate time delta since last update
    auto timeNow = Time::Update.UnscaledTime;
    auto timeSinceUpdate = timeNow - _lastProbeUpdate;

    // Check if render job is done
    if (isUpdateSynced())
    {
        // Create async job to gather probe data from the GPU
        GPUTexture* texture = nullptr;
        switch (_current.Type)
        {
        case ProbesRenderer::EntryType::SkyLight:
        case ProbesRenderer::EntryType::EnvProbe:
            texture = _probe;
            break;
        }
        ASSERT(texture && _current.UseTextureData());
        auto taskB = New<DownloadProbeTask>(texture, _current);
        auto taskA = texture->DownloadDataAsync(taskB->GetData());
        if (taskA == nullptr)
        {
            LOG(Fatal, "Failed to create async tsk to download env probe texture data fro mthe GPU.");
        }
        taskA->ContinueWith(taskB);
        taskA->Start();

        // Clear flag
        _updateFrameNumber = 0;
        _current.Type = ProbesRenderer::EntryType::Invalid;
    }
    else if (_current.Type == ProbesRenderer::EntryType::Invalid)
    {
        int32 firstValidEntryIndex = -1;
        auto dt = (float)Time::Update.UnscaledDeltaTime.GetTotalSeconds();
        for (int32 i = 0; i < _probesToBake.Count(); i++)
        {
            _probesToBake[i].Timeout -= dt;
            if (_probesToBake[i].Timeout <= 0)
            {
                firstValidEntryIndex = i;
                break;
            }
        }

        // Check if need to update probe
        if (firstValidEntryIndex >= 0 && timeSinceUpdate > ProbesRenderer::ProbesUpdatedBreak)
        {
            // Init service
            if (ProbesRenderer::Init())
            {
                LOG(Fatal, "Cannot setup Probes Renderer!");
            }
            if (ProbesRenderer::HasReadyResources() == false)
                return;

            // Mark probe to update
            _current = _probesToBake[firstValidEntryIndex];
            _probesToBake.RemoveAtKeepOrder(firstValidEntryIndex);
            _task->Enabled = true;
            _updateFrameNumber = 0;

            // Store time of the last probe update
            _lastProbeUpdate = timeNow;
        }
        // Check if need to release data
        else if (_isReady && timeSinceUpdate > ProbesRenderer::ProbesReleaseDataTime)
        {
            // Release service
            ProbesRenderer::Release();
        }
    }
}

void ProbesRendererService::Dispose()
{
    ProbesRenderer::Release();
}

bool fixFarPlaneTreeExecute(Actor* actor, const Vector3& position, float& farPlane)
{
    if (auto* pointLight = dynamic_cast<PointLight*>(actor))
    {
        const Real dst = Vector3::Distance(pointLight->GetPosition(), position) + pointLight->GetScaledRadius();
        if (dst > farPlane && dst * 0.5f < farPlane)
        {
            farPlane = (float)dst;
        }
    }
    return true;
}

void ProbesRenderer::OnRender(RenderTask* task, GPUContext* context)
{
    ASSERT(_current.Type != EntryType::Invalid && _updateFrameNumber == 0);
    switch (_current.Type)
    {
    case EntryType::EnvProbe:
    case EntryType::SkyLight:
    {
        if (_current.Actor == nullptr)
        {
            // Probe has been unlinked (or deleted)
            return;
        }
        break;
    }
    default:
        // Canceled
        return;
    }

    auto shader = _shader->GetShader();
    PROFILE_GPU("Render Probe");

    // Init
    float customCullingNear = -1;
    const int32 probeResolution = _current.GetResolution();
    const PixelFormat probeFormat = _current.GetFormat();
    if (_current.Type == EntryType::EnvProbe)
    {
        auto envProbe = (EnvironmentProbe*)_current.Actor.Get();
        Vector3 position = envProbe->GetPosition();
        float radius = envProbe->GetScaledRadius();
        float nearPlane = Math::Max(0.1f, envProbe->CaptureNearPlane);

        // Adjust far plane distance
        float farPlane = Math::Max(radius, nearPlane + 100.0f);
        farPlane *= farPlane < 10000 ? 10 : 4;
        Function<bool(Actor*, const Vector3&, float&)> f(&fixFarPlaneTreeExecute);
        SceneQuery::TreeExecute<const Vector3&, float&>(f, position, farPlane);

        // Setup view
        LargeWorlds::UpdateOrigin(_task->View.Origin, position);
        _task->View.SetUpCube(nearPlane, farPlane, position - _task->View.Origin);
    }
    else if (_current.Type == EntryType::SkyLight)
    {
        auto skyLight = (SkyLight*)_current.Actor.Get();
        Vector3 position = skyLight->GetPosition();
        float nearPlane = 10.0f;
        float farPlane = Math::Max(nearPlane + 1000.0f, skyLight->SkyDistanceThreshold * 2.0f);
        customCullingNear = skyLight->SkyDistanceThreshold;

        // Setup view
        LargeWorlds::UpdateOrigin(_task->View.Origin, position);
        _task->View.SetUpCube(nearPlane, farPlane, position - _task->View.Origin);
    }
    _task->CameraCut();

    // Resize buffers
    bool resizeFailed = _output->Resize(probeResolution, probeResolution, probeFormat);
    resizeFailed |= _probe->Resize(probeResolution, probeResolution, probeFormat);
    resizeFailed |= _tmpFace->Resize(probeResolution, probeResolution, probeFormat);
    resizeFailed |= _task->Resize(probeResolution, probeResolution);
    if (resizeFailed)
        LOG(Error, "Failed to resize probe");

    // Disable actor during baking (it cannot influence own results)
    const bool isActorActive = _current.Actor->GetIsActive();
    _current.Actor->SetIsActive(false);

    // Render scene for all faces
    for (int32 faceIndex = 0; faceIndex < 6; faceIndex++)
    {
        _task->View.SetFace(faceIndex);

        // Handle custom frustum for the culling (used to skip objects near the camera)
        if (customCullingNear > 0)
        {
            Matrix p;
            Matrix::PerspectiveFov(PI_OVER_2, 1.0f, customCullingNear, _task->View.Far, p);
            _task->View.CullingFrustum.SetMatrix(_task->View.View, p);
        }

        // Render frame
        Renderer::Render(_task);
        context->ClearState();

        // Copy frame to cube face
        {
            PROFILE_GPU("Copy Face");
            context->SetRenderTarget(_probe->View(faceIndex));
            context->SetViewportAndScissors((float)probeResolution, (float)probeResolution);
            context->Draw(_output->View());
            context->ResetRenderTarget();
        }
    }

    // Enable actor back
    _current.Actor->SetIsActive(isActorActive);

    // Filter all lower mip levels
    {
        PROFILE_GPU("Filtering");
        Data data;
        int32 mipLevels = _probe->MipLevels();
        auto cb = shader->GetCB(0);
        for (int32 mipIndex = 1; mipIndex < mipLevels; mipIndex++)
        {
            const int32 mipSize = 1 << (mipLevels - mipIndex - 1);
            data.SourceMipIndex = (float)mipIndex - 1.0f;
            context->SetViewportAndScissors((float)mipSize, (float)mipSize);
            for (int32 faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                context->ResetSR();
                context->ResetRenderTarget();

                // Filter face
                data.CubeFace = faceIndex;
                context->UpdateCB(cb, &data);
                context->BindCB(0, cb);
                context->BindSR(0, _probe->ViewArray());
                context->SetRenderTarget(_tmpFace->View(0, mipIndex));
                context->SetState(_psFilterFace);
                context->DrawFullscreenTriangle();
                context->ResetSR();
                context->ResetRenderTarget();

                // Copy face back to the cubemap
                context->SetRenderTarget(_probe->View(faceIndex, mipIndex));
                context->Draw(_tmpFace->View(0, mipIndex));
            }
        }
    }

    // Cleanup
    context->ClearState();

    // Mark as rendered
    _updateFrameNumber = Engine::FrameCount;
    _task->Enabled = false;

    // Real-time probes don't use TextureData (for streaming) but copy generated probe directly to GPU memory
    if (!_current.UseTextureData())
    {
        if (_current.Type == EntryType::EnvProbe && _current.Actor)
        {
            _current.Actor.As<EnvironmentProbe>()->SetProbeData(context, _probe);
        }

        // Clear flag
        _updateFrameNumber = 0;
        _current.Type = EntryType::Invalid;
    }
}
