/**
 * @author tschw
 *
 * Uniforms of a program.
 * Those form a tree structure with a special top-level container for the root,
 * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
 *
 *
 * Properties of inner nodes including the top-level container:
 *
 * .seq - array of nested uniforms
 * .map - nested uniforms by name
 *
 *
 * Methods of all nodes except the top-level container:
 *
 * .setValue( gl, value, [renderer] )
 *
 * 		uploads a uniform value(s)
 *  	the 'renderer' parameter is needed for sampler uniforms
 *
 *
 * Static methods of the top-level container (renderer factorizations):
 *
 * .upload( gl, seq, values, renderer )
 *
 * 		sets uniforms in 'seq' to 'values[id].value'
 *
 * .seqWithValue( seq, values ) : filteredSeq
 *
 * 		filters 'seq' entries with corresponding entry in values
 *
 *
 * Methods of the top-level container (renderer factorizations):
 *
 * .setValue( gl, name, value )
 *
 * 		sets uniform with  name 'name' to 'value'
 *
 * .set( gl, obj, prop )
 *
 * 		sets uniform from object and property with same name than uniform
 *
 * .setOptional( gl, obj, prop )
 *
 * 		like .set for an optional property of the object
 *
 */

import { CubeTexture } from '../../textures/CubeTexture';
import { Texture } from '../../textures/Texture';

var emptyTexture = new Texture();
var emptyCubeTexture = new CubeTexture();

// --- Base for inner nodes (including the root) ---

function UniformContainer() {

	this.seq = [];
	this.map = {};

}

// --- Utilities ---

// Array Caches (provide typed arrays for temporary by size)

var arrayCacheF32 = [];
var arrayCacheI32 = [];

// Flattening for arrays of vectors and matrices

function flatten( array, nBlocks, blockSize ) {

	var firstElem = array[ 0 ];

	if ( firstElem <= 0 || firstElem > 0 ) return array;
	// unoptimized: ! isNaN( firstElem )
	// see http://jacksondunstan.com/articles/983

	var n = nBlocks * blockSize,
		r = arrayCacheF32[ n ];

	if ( r === undefined ) {

		r = new Float32Array( n );
		arrayCacheF32[ n ] = r;

	}

	if ( nBlocks !== 0 ) {

		firstElem.toArray( r, 0 );

		for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {

			offset += blockSize;
			array[ i ].toArray( r, offset );

		}

	}

	return r;

}

// Texture unit allocation

function allocTexUnits( renderer, n ) {

	var r = arrayCacheI32[ n ];

	if ( r === undefined ) {

		r = new Int32Array( n );
		arrayCacheI32[ n ] = r;

	}

	for ( var i = 0; i !== n; ++ i )
		r[ i ] = renderer.allocTextureUnit();

	return r;

}

// --- Setters ---

// Note: Defining these methods externally, because they come in a bunch
// and this way their names minify.

// Single scalar

function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }

// Single float vector (from flat array or THREE.VectorN)

function setValue2fv( gl, v ) {

	if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
	else gl.uniform2f( this.addr, v.x, v.y );

}

function setValue3fv( gl, v ) {

	if ( v.x !== undefined )
		gl.uniform3f( this.addr, v.x, v.y, v.z );
	else if ( v.r !== undefined )
		gl.uniform3f( this.addr, v.r, v.g, v.b );
	else
		gl.uniform3fv( this.addr, v );

}

function setValue4fv( gl, v ) {

	if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
	else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

}

// Single matrix (from flat array or MatrixN)

function setValue2fm( gl, v ) {

	gl.uniformMatrix2fv( this.addr, false, v.elements || v );

}

function setValue3fm( gl, v ) {

	gl.uniformMatrix3fv( this.addr, false, v.elements || v );

}

function setValue4fm( gl, v ) {

	gl.uniformMatrix4fv( this.addr, false, v.elements || v );

}

// Single texture (2D / Cube)

function setValueT1( gl, v, renderer ) {

	var unit = renderer.allocTextureUnit();
	gl.uniform1i( this.addr, unit );
	renderer.setTexture2D( v || emptyTexture, unit );

}

function setValueT6( gl, v, renderer ) {

	var unit = renderer.allocTextureUnit();
	gl.uniform1i( this.addr, unit );
	renderer.setTextureCube( v || emptyCubeTexture, unit );

}

// Integer / Boolean vectors or arrays thereof (always flat arrays)

function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }

// Helper to pick the right setter for the singular case

function getSingularSetter( type ) {

	switch ( type ) {

		case 0x1406: return setValue1f; // FLOAT
		case 0x8b50: return setValue2fv; // _VEC2
		case 0x8b51: return setValue3fv; // _VEC3
		case 0x8b52: return setValue4fv; // _VEC4

		case 0x8b5a: return setValue2fm; // _MAT2
		case 0x8b5b: return setValue3fm; // _MAT3
		case 0x8b5c: return setValue4fm; // _MAT4

		case 0x8b5e: return setValueT1; // SAMPLER_2D
		case 0x8b60: return setValueT6; // SAMPLER_CUBE

		case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
		case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
		case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
		case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

	}

}

// Array of scalars

function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }

// Array of vectors (flat or from THREE classes)

function setValueV2a( gl, v ) {

	gl.uniform2fv( this.addr, flatten( v, this.size, 2 ) );

}

function setValueV3a( gl, v ) {

	gl.uniform3fv( this.addr, flatten( v, this.size, 3 ) );

}

function setValueV4a( gl, v ) {

	gl.uniform4fv( this.addr, flatten( v, this.size, 4 ) );

}

// Array of matrices (flat or from THREE clases)

function setValueM2a( gl, v ) {

	gl.uniformMatrix2fv( this.addr, false, flatten( v, this.size, 4 ) );

}

function setValueM3a( gl, v ) {

	gl.uniformMatrix3fv( this.addr, false, flatten( v, this.size, 9 ) );

}

function setValueM4a( gl, v ) {

	gl.uniformMatrix4fv( this.addr, false, flatten( v, this.size, 16 ) );

}

// Array of textures (2D / Cube)

function setValueT1a( gl, v, renderer ) {

	var n = v.length,
		units = allocTexUnits( renderer, n );

	gl.uniform1iv( this.addr, units );

	for ( var i = 0; i !== n; ++ i ) {

		renderer.setTexture2D( v[ i ] || emptyTexture, units[ i ] );

	}

}

function setValueT6a( gl, v, renderer ) {

	var n = v.length,
		units = allocTexUnits( renderer, n );

	gl.uniform1iv( this.addr, units );

	for ( var i = 0; i !== n; ++ i ) {

		renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

	}

}

// Helper to pick the right setter for a pure (bottom-level) array

function getPureArraySetter( type ) {

	switch ( type ) {

		case 0x1406: return setValue1fv; // FLOAT
		case 0x8b50: return setValueV2a; // _VEC2
		case 0x8b51: return setValueV3a; // _VEC3
		case 0x8b52: return setValueV4a; // _VEC4

		case 0x8b5a: return setValueM2a; // _MAT2
		case 0x8b5b: return setValueM3a; // _MAT3
		case 0x8b5c: return setValueM4a; // _MAT4

		case 0x8b5e: return setValueT1a; // SAMPLER_2D
		case 0x8b60: return setValueT6a; // SAMPLER_CUBE

		case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
		case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
		case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
		case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

	}

}

// --- Uniform Classes ---

function SingleUniform( id, activeInfo, addr ) {

	this.id = id;
	this.addr = addr;
	this.setValue = getSingularSetter( activeInfo.type );

	// this.path = activeInfo.name; // DEBUG

}

function PureArrayUniform( id, activeInfo, addr ) {

	this.id = id;
	this.addr = addr;
	this.size = activeInfo.size;
	this.setValue = getPureArraySetter( activeInfo.type );

	// this.path = activeInfo.name; // DEBUG

}

function StructuredUniform( id ) {

	this.id = id;

	UniformContainer.call( this ); // mix-in

}

StructuredUniform.prototype.setValue = function( gl, value ) {

	// Note: Don't need an extra 'renderer' parameter, since samplers
	// are not allowed in structured uniforms.

	var seq = this.seq;

	for ( var i = 0, n = seq.length; i !== n; ++ i ) {

		var u = seq[ i ];
		u.setValue( gl, value[ u.id ] );

	}

};

// --- Top-level ---

// Parser - builds up the property tree from the path strings

var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;

// extracts
// 	- the identifier (member name or array index)
//  - followed by an optional right bracket (found when array index)
//  - followed by an optional left bracket or dot (type of subscript)
//
// Note: These portions can be read in a non-overlapping fashion and
// allow straightforward parsing of the hierarchy that WebGL encodes
// in the uniform names.

function addUniform( container, uniformObject ) {

	container.seq.push( uniformObject );
	container.map[ uniformObject.id ] = uniformObject;

}

function parseUniform( activeInfo, addr, container ) {

	var path = activeInfo.name,
		pathLength = path.length;

	// reset RegExp object, because of the early exit of a previous run
	RePathPart.lastIndex = 0;

	for (; ;) {

		var match = RePathPart.exec( path ),
			matchEnd = RePathPart.lastIndex,

			id = match[ 1 ],
			idIsIndex = match[ 2 ] === ']',
			subscript = match[ 3 ];

		if ( idIsIndex ) id = id | 0; // convert to integer

		if ( subscript === undefined ||
				subscript === '[' && matchEnd + 2 === pathLength ) {
			// bare name or "pure" bottom-level array "[0]" suffix

			addUniform( container, subscript === undefined ?
					new SingleUniform( id, activeInfo, addr ) :
					new PureArrayUniform( id, activeInfo, addr ) );

			break;

		} else {
			// step into inner node / create it in case it doesn't exist

			var map = container.map,
				next = map[ id ];

			if ( next === undefined ) {

				next = new StructuredUniform( id );
				addUniform( container, next );

			}

			container = next;

		}

	}

}

// Root Container

function WebGLUniforms( gl, program, renderer ) {

	UniformContainer.call( this );

	this.renderer = renderer;

	var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );

	for ( var i = 0; i < n; ++ i ) {

		var info = gl.getActiveUniform( program, i ),
			path = info.name,
			addr = gl.getUniformLocation( program, path );

		parseUniform( info, addr, this );

	}

}

WebGLUniforms.prototype.setValue = function( gl, name, value ) {

	var u = this.map[ name ];

	if ( u !== undefined ) u.setValue( gl, value, this.renderer );

};

WebGLUniforms.prototype.set = function( gl, object, name ) {

	var u = this.map[ name ];

	if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );

};

WebGLUniforms.prototype.setOptional = function( gl, object, name ) {

	var v = object[ name ];

	if ( v !== undefined ) this.setValue( gl, name, v );

};


// Static interface

WebGLUniforms.upload = function( gl, seq, values, renderer ) {

	for ( var i = 0, n = seq.length; i !== n; ++ i ) {

		var u = seq[ i ],
			v = values[ u.id ];

		if ( v.needsUpdate !== false ) {
			// note: always updating when .needsUpdate is undefined

			u.setValue( gl, v.value, renderer );

		}

	}

};

WebGLUniforms.seqWithValue = function( seq, values ) {

	var r = [];

	for ( var i = 0, n = seq.length; i !== n; ++ i ) {

		var u = seq[ i ];
		if ( u.id in values ) r.push( u );

	}

	return r;

};

export { WebGLUniforms };
