//
// Lol Engine - EasyMesh tutorial
//
// Copyright: (c) 2011-2014 Sam Hocevar <sam@hocevar.net>
//            (c) 2012-2013 Benjamin "Touky" Huet <huet.benjamin@gmail.com>
//   This program is free software; you can redistribute it and/or
//   modify it under the terms of the Do What The Fuck You Want To
//   Public License, Version 2, as published by Sam Hocevar. See
//   http://www.wtfpl.net/ for more details.
//

#if HAVE_CONFIG_H
#   include "config.h"
#endif

#include <cfloat> /* for FLT_MAX */

#include <lol/engine.h>
#include "scenesetup.h"

using namespace lol;

static int const TEXTURE_WIDTH = 256;

//Basic build defines ---------------------------------------------------------
#define     HAS_WEB             (__native_client__ || EMSCRIPTEN)
#define     HAS_INPUT           (_WIN32 && !HAS_WEB)

//Basic config defines --------------------------------------------------------
#define     R_M                 1.f
#if HAS_WEB
#define     DEFAULT_WIDTH       (800.f * R_M)
#define     DEFAULT_HEIGHT      (400.f * R_M)
#else
#define     DEFAULT_WIDTH       (1200.f * R_M)
#define     DEFAULT_HEIGHT      (800.f * R_M)
#endif //HAS_WEB
#define     WIDTH               ((float)Video::GetSize().x)
#define     HEIGHT              ((float)Video::GetSize().y)
#define     SCREEN_W            (10.f / WIDTH)
#define     RATIO_HW            (HEIGHT / WIDTH)
#define     RATIO_WH            (WIDTH / HEIGHT)
#define     SCREEN_LIMIT        1.4f

#define     RESET_TIMER         .2f
#define     ROT_SPEED           vec2(50.f)
#define     ROT_CLAMP           89.f
#define     POS_SPEED           vec2(1.2f)
#define     POS_CLAMP           1.f
#define     FOV_SPEED           20.f
#define     FOV_CLAMP           120.f
#define     ZOM_SPEED           3.f
#define     ZOM_CLAMP           20.f
#define     HST_SPEED           .5f
#define     HST_CLAMP           1.f

#define     WITH_TEXTURE        0


#define     HAS_KBOARD          (m_input_usage & (1<<IPT_MV_KBOARD))
#define     HAS_MOUSE           (m_input_usage & (1<<IPT_MV_MOUSE))

#include "meshviewer.h"

LOLFX_RESOURCE_DECLARE(shinyfur);
LOLFX_RESOURCE_DECLARE(shinymvtexture);

//TargetCamera ----------------------------------------------------------------
class TargetCamera
{
public:
    void EmptyTargets()             { m_targets.Empty(); }
    void AddTarget(vec3 new_target) { m_targets << new_target; }
    //This considers the box usage A to B as top-left to bottom-right
    void AddTarget(box3 new_target)
    {
        vec3 base_off = .5f * new_target.extent();
        vec3 base_pos = new_target.center();
        int pass = 0;
        while (pass < 3)
        {
            int mask = 3 - max(0, pass - 1);
            while (mask-- > 0)
            {
                ivec3 A((pass == 1 || (pass == 2 && mask == 1))?(1):(0));
                ivec3 B((pass == 2)?(1):(0)); B[mask] = 1;
                vec3 offset = vec3(ivec3((int)(!A.x != !B.x), (int)(!A.y != !B.y), (int)(!A.z != !B.z)));
                AddTarget(base_pos + offset * base_off * 2.f - base_off);
            }
            pass++;
        }
    }

    array<vec3>     m_targets;
};

//EasyMeshViewerObject --------------------------------------------------------
void EasyMeshViewerObject::TickDraw(float seconds, Scene &scene)
{
    switch (m_mesh.GetMeshState().ToScalar())
    {
    case MeshRender::NeedConvert: { m_mesh.MeshConvert(); break; }
    case MeshRender::CanRender: { m_mesh.Render(scene, mat4::identity/*TODO:FIX THAT*/); break; }
    default: break;
    }
}

//EasyMeshLoadJob -------------------------------------------------------------
bool EasyMeshLoadJob::DoWork()
{
    map<String, EasyMeshLuaObject*> meshes;
    if (m_loader.ExecLuaFile(m_path) && EasyMeshLuaLoader::GetRegisteredMeshes(meshes))
    {
        array<String> keys = meshes.keys();
        for (String key : keys)
            m_meshes << new EasyMeshViewerObject(key, meshes[key]->GetMesh());
    }
    return !!m_meshes.count();
}

//-----------------------------------------------------------------------------
MeshViewerLoadJob* EasyMeshLoadJob::GetInstance(String const& path)
{
    if (Check(path))
        return new EasyMeshLoadJob(path);
    return nullptr;
}

//-----------------------------------------------------------------------------
void EasyMeshLoadJob::RetrieveResult(class MeshViewer* app)
{
    for (EasyMeshViewerObject* mesh : m_meshes)
        app->AddViewerObj(mesh);
    m_meshes.Empty();
}

//MeshViewer ------------------------------------------------------------------
MeshViewer::MeshViewer(char const *file_name)
    : m_file_name(file_name)
{
    LolImGui::Init();
}

//-----------------------------------------------------------------------------
MeshViewer::~MeshViewer()
{
    LolImGui::Shutdown();
    Stop();
}

//-----------------------------------------------------------------------------
void MeshViewer::Start()
{
    if (m_init) return;

    /** OLD STUFF **/
    //Prepare();

    //Threads setup
    m_entities << (m_file_check = new FileUpdateTester());
    m_entities << (m_file_loader = new DefaultThreadManager(4, 0));

    //Scene setup
    m_ssetup_file_name = "../data/meshviewer.init.lua";
    UpdateSceneSetup();

    //Mesh file
    m_file_status = m_file_check->RegisterFile(m_file_name);
    m_file_loader->AddJob(GetLoadJob(m_file_name));

    //Camera setup
    m_camera = new Camera();
    m_camera->SetView(vec3(10.f, 10.f, 10.f), vec3::zero, vec3::axis_y);
    m_camera->SetProjection(40.f, .0001f, 2000.f);
    //m_camera->SetProjection(90.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
    //m_camera->UseShift(true);
    Scene& scene = Scene::GetScene();
    scene.PushCamera(m_camera);

#if HAS_INPUT
    InputProfile& ip = m_profile;
    ip.AddBindings<MeshViewerKeyInput, MeshViewerKeyInput::KBD_BEG, MeshViewerKeyInput::KBD_END>(InputProfileType::Keyboard);
    ip.AddBindings<MeshViewerKeyInput, MeshViewerKeyInput::MSE_BEG, MeshViewerKeyInput::MSE_END>(InputProfileType::MouseKey);

    m_entities << (m_controller = new Controller("MeshViewer"));
    m_controller->Init(m_profile);
#endif //HAS_INPUT

    //Ref all entities
    for (Entity* entity : m_entities) Ticker::Ref(entity);

    /** ----- Start threads ----- **/
    m_file_check->Start();

    /** ----- Init is done ----- **/
    m_init = true;
}

//-----------------------------------------------------------------------------
void MeshViewer::Stop()
{
    if (!m_init) return;

    /** OLD STUFF **/
    //Unprepare();

    //Destroy scene setup
    UpdateSceneSetup(true);

    //Destroy core stuff
    Scene& scene = Scene::GetScene();
    if (m_camera) scene.PopCamera(m_camera);

    m_file_check->UnregisterFile(m_file_status);

    //Unref all entities
    for (Entity* entity : m_entities) Ticker::Unref(entity);

    //Delete objs
    while (m_objs.count()) delete m_objs.Pop();

    //Nullify all
    m_camera = nullptr;
    m_controller = nullptr;
    m_file_check = nullptr;
    m_file_loader = nullptr;

    /** ----- Init is needed ----- **/
    m_init = false;
}

//-----------------------------------------------------------------------------
void MeshViewer::UpdateSceneSetup(bool only_destroy)
{
    //Delete previous setups
    array<String> keys = m_ssetups.keys();
    for (String key : keys)
        delete m_ssetups[key];
    m_ssetups.empty();
    if (m_ssetup_file_status)
    {
        m_file_check->UnregisterFile(m_ssetup_file_status);
        delete m_ssetup_file_status;
    }
    m_ssetup_file_status = nullptr;

    //Init new setups
    if (!only_destroy)
    {
        m_ssetup_loader.ExecLuaFile(m_ssetup_file_name);
        if (m_ssetup_loader.GetLoadedSetups(m_ssetups))
        {
            m_ssetup_file_status = m_file_check->RegisterFile(m_ssetup_file_name);
            array<String> keys = m_ssetups.keys();
            if (!m_ssetup_name.count() || !keys.find(m_ssetup_name))
                m_ssetup_name = keys[0];
        }
    }
}

//-----------------------------------------------------------------------------
MeshViewerLoadJob* MeshViewer::GetLoadJob(String const& path)
{
    MeshViewerLoadJob* job = nullptr;
    if (job = EasyMeshLoadJob::GetInstance(path)) return job;
    return job;
}

//-----------------------------------------------------------------------------
void MeshViewer::TickGame(float seconds)
{
    super::TickGame(seconds);

    if (!m_init && Scene::IsReady()) Start();
    if (!m_init) return;

    m_first_tick = true;

#if HAS_INPUT
    {
        //Shutdown logic
        if (m_controller->IsKeyPressed(MeshViewerKeyInput::Exit))
        {
            Ticker::Shutdown();
            return;
        }
    }
#endif //HAS_INPUT

    static bool default_open = true;
    //static float fov = 40.f;
    //static vec3 sphere_pos = vec3(20.f, 45.f, 45.f);
    //static bool use_custom_cam = true;
    //static float f;
    //static int mesh_idx = 0;
    //static array<char*> mesh_names_char;
    //static array<String> mesh_names_str;

    //Draw viewer objects
    m_menu_mesh_names_char.empty();
    m_menu_mesh_names_str.empty();
    for (ViewerObject* obj : m_objs)
        m_menu_mesh_names_str << obj->GetName();
    for (ptrdiff_t i = 0; i < m_menu_mesh_names_str.count(); ++i)
        m_menu_mesh_names_char << m_menu_mesh_names_str[i].C();

    ImGuiIO& io = ImGui::GetIO();
    //CAMERA UI ---------------------------------------------------------------
    ImGui::Begin("Camera Setup" /*, &default_open, ImGuiWindowFlags_AlwaysAutoResize*/);
    {
        ImGui::Text("Hello, world!");
        ImGui::Checkbox("Use custom cam", &m_menu_cam_useage);
        ImGui::Text("MousePos! %.2f/%.2f", io.MousePos.x, io.MousePos.y);
        ImGui::Text("Left Mouse: %s", io.MouseDown[0] ? "true" : "false");
        ImGui::SliderFloat("Cam FOV", &m_menu_cam_fov, 0.1f, 120.0f);
        ImGui::SliderFloat("Cam Distance", &m_menu_cam_pos.x, 0.1f, 30.f);
        ImGui::SliderFloat("Cam H-axis", &m_menu_cam_pos.y, -180.f, 180.f);
        ImGui::SliderFloat("Cam V-axis", &m_menu_cam_pos.z, -89.f, 89.f);
        ImGui::Combo("Scene Setup", &m_menu_mesh_idx, (const char**)m_menu_mesh_names_char.data(), (int)m_menu_mesh_names_char.count());

        ImGui::ListBox("Meshes", &m_menu_mesh_idx, (const char**)m_menu_mesh_names_char.data(), (int)m_menu_mesh_names_char.count());
        //ImGui::ListBox()
    }
    ImGui::End();

    //Camera
    if (m_menu_cam_useage)
    {
        vec3 sphere_pos_rad = m_menu_cam_pos;
        sphere_pos_rad.z = (sphere_pos_rad.z > 0.f) ? (90.f - sphere_pos_rad.z) : (sphere_pos_rad.z - 90.f);
        sphere_pos_rad = vec3(sphere_pos_rad.x, radians(sphere_pos_rad.y), radians(sphere_pos_rad.z));
        m_camera->SetFov(m_menu_cam_fov);
        m_camera->SetPosition(cartesian(sphere_pos_rad));
        m_camera->SetTarget(vec3::zero, vec3::axis_y);
    }

    //Check file update
    ASSERT(m_file_status);
    //if (false) //DEBUG
    //m_file_status->GetTime()
    if (m_file_status->HasUpdated())
        m_file_loader->AddJob(GetLoadJob(m_file_name));

    //Check work done
    //if (false) //DEBUG
    {
        array<ThreadJob*> result;
        m_file_loader->GetWorkResult(result);
        if (result.count())
        {
            for (ThreadJob* job : result)
            {
                if (job->GetJobType() == ThreadJobType::WORK_SUCCEEDED)
                {
                    MeshViewerLoadJob* mvjob = static_cast<MeshViewerLoadJob*>(job);
                    mvjob->RetrieveResult(this);
                }
                delete job;
            }
        }
    }

    /** OLD STUFF **/
    //Update(seconds);
}

//-----------------------------------------------------------------------------
void MeshViewer::TickDraw(float seconds, Scene &scene)
{
    super::TickDraw(seconds, scene);

    //Draw viewer objects
    if (m_menu_mesh_idx >= 0 && m_menu_mesh_idx < m_objs.count())
        m_objs[m_menu_mesh_idx]->TickDraw(seconds, scene);

    //Draw gizmos & grid
    Debug::DrawGizmo(vec3::zero, vec3::axis_x, vec3::axis_y, vec3::axis_z, 10.f);
    Debug::DrawSetupColor(Color::white);
    Debug::DrawSetupSegment(1.f);
    Debug::DrawGrid(vec3::zero, vec3::axis_x, vec3::axis_y, vec3::axis_z, 10.f);

    /** OLD STUFF **/
    //Draw(seconds);
}

//The basic main --------------------------------------------------------------
int main(int argc, char **argv)
{
    System::Init(argc, argv);

    Application app("MeshViewer", ivec2((int)DEFAULT_WIDTH, (int)DEFAULT_HEIGHT), 60.0f);
    if (argc > 1)
        new MeshViewer(argv[1]);
    else
        new MeshViewer();
    /*
    //SceneDisplay* display = new ApplicationDisplay("newDisplay", ivec2(800, 600));
    //SceneDisplay::Add(display);
    //Scene::GetScene(Scene::GetCount() - 1).SetDisplay(display);
    */

    app.Run();

    return EXIT_SUCCESS;
}

//-------------------------------------------------------------------------
//OLD ---------------------------------------------------------------------
//-------------------------------------------------------------------------
#if HAS_INPUT
bool  MeshViewer::KeyReleased(MVKeyboardList index) { return (HAS_KBOARD && m_controller->WasKeyReleasedThisFrame(index)); }
bool  MeshViewer::KeyPressed(MVKeyboardList index)  { return (HAS_KBOARD && m_controller->WasKeyPressedThisFrame(index)); }
bool  MeshViewer::KeyDown(MVKeyboardList index)     { return (HAS_KBOARD && m_controller->IsKeyPressed(index)); }
bool  MeshViewer::KeyReleased(MVMouseKeyList index) { return (HAS_MOUSE  && m_controller->WasKeyReleasedThisFrame(index)); }
bool  MeshViewer::KeyPressed(MVMouseKeyList index)  { return (HAS_MOUSE  && m_controller->WasKeyPressedThisFrame(index)); }
bool  MeshViewer::KeyDown(MVMouseKeyList index)     { return (HAS_MOUSE  && m_controller->IsKeyPressed(index)); }
float MeshViewer::AxisValue(MVMouseAxisList index)  { return (HAS_MOUSE) ? (m_controller->GetAxisValue(index)) : (0.f); }
#endif //HAS_INPUT

void MeshViewer::Prepare()
{
    // Message Service
    MessageService::Setup();

    //Compile ref meshes
    m_gizmos << new EasyMesh();
    m_gizmos.Last()->Compile("[sc#0f0 ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .075 ty .5 dup[rz 90 ry 90 scv#00f dup[ry 90 scv#f00]]][sc#fff ab .1]");
    m_gizmos << new EasyMesh();
    m_gizmos.Last()->Compile("[sc#666 acap 1 .5 .5 ty -.5 sc#fff asph 2 1]");
    m_gizmos << new EasyMesh();
    m_gizmos.Last()->Compile("[sc#fff ac 3 .5 .4 0 ty .25 [ad 3 .4 sy -1] ty .5 ac 3 1 .1 ty .5 [ad 3 .1 sy -1] ty 1 rz 90 ry 90]");

    // Mesh Setup
    m_render_max = vec2(-.9f, 4.1f);
    m_mesh_render = 0;
    m_mesh_id = 0;
    m_mesh_id1 = 0.f;
    m_default_texture = nullptr;
    m_texture_shader = nullptr;
    m_texture = nullptr;

    //Camera Setup
    m_reset_timer = -1.f;
    m_fov = -100.f;
    m_fov_mesh = 0.f;
    m_fov_speed = 0.f;
    m_zoom = 0.f;
    m_zoom_mesh = 0.f;
    m_zoom_speed = 0.f;
    m_rot = vec2(/*45.f*/0.f, -45.f);
    m_rot_mesh = vec2::zero;
    m_rot_speed = vec2::zero;
    m_pos = vec2::zero;
    m_pos_mesh = vec2::zero;
    m_pos_speed = vec2::zero;
    m_screen_offset = vec2::zero;
    m_hist_scale = vec2(.13f, .03f);
    m_hist_scale_mesh = vec2(.0f);
    m_hist_scale_speed = vec2(.0f);

    m_mat_prev = mat4(quat::fromeuler_xyz(vec3::zero));
    m_mat = mat4::translate(vec3(0.f));//mat4(quat::fromeuler_xyz(vec3(m_rot_mesh, .0f)));

    m_build_timer = 0.1f;
    m_build_time = -1.f;

    //stream update
    m_stream_update_time = 2.0f;
    m_stream_update_timer = 1.0f;

    m_init = true;
    m_input_usage = 0;

#if HAS_INPUT
    /* Register an input controller for the keyboard */
    m_controller = new Controller("Default");
    m_controller->SetInputCount(MAX_KEYS, MAX_AXIS);

    if (InputDevice::Get(g_name_mouse.C()))
    {
        m_input_usage |= (1 << IPT_MV_MOUSE);

        m_controller->GetKey(MSE_CAM_ROT).BindMouse("Left");
        m_controller->GetKey(MSE_CAM_POS).BindMouse("Right");
        m_controller->GetKey(MSE_CAM_FOV).BindMouse("Middle");
        m_controller->GetKey(MSE_FOCUS).BindMouse("InScreen");
        m_controller->GetAxis(MSEX_CAM_Y).BindMouse("Y");
        m_controller->GetAxis(MSEX_CAM_X).BindMouse("X");
    }

    if (InputDevice::Get(g_name_keyboard.C()))
    {
        m_input_usage |= (1 << IPT_MV_KBOARD);

        //Camera keyboard rotation
        m_controller->GetKey(KEY_CAM_UP).BindKeyboard("Up");
        m_controller->GetKey(KEY_CAM_DOWN).BindKeyboard("Down");
        m_controller->GetKey(KEY_CAM_LEFT).BindKeyboard("Left");
        m_controller->GetKey(KEY_CAM_RIGHT).BindKeyboard("Right");

        //Camera keyboard position switch
        m_controller->GetKey(KEY_CAM_POS).BindKeyboard("LeftShift");
        m_controller->GetKey(KEY_CAM_FOV).BindKeyboard("LeftCtrl");

        //Camera unzoom switch
        m_controller->GetKey(KEY_CAM_RESET).BindKeyboard("Space");

        //Mesh change
        m_controller->GetKey(KEY_MESH_NEXT).BindKeyboard("PageUp");
        m_controller->GetKey(KEY_MESH_PREV).BindKeyboard("PageDown");

        //Base setup
        m_controller->GetKey(KEY_F1).BindKeyboard("F1");
        m_controller->GetKey(KEY_F2).BindKeyboard("F2");
        m_controller->GetKey(KEY_F3).BindKeyboard("F3");
        m_controller->GetKey(KEY_F4).BindKeyboard("F4");
        m_controller->GetKey(KEY_F5).BindKeyboard("F5");
        m_controller->GetKey(KEY_ESC).BindKeyboard("Escape");
    }
#endif //HAS_INPUT


    m_camera = new Camera();
    m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3::zero, vec3::axis_y);
    m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
    m_camera->UseShift(true);
    Scene& scene = Scene::GetScene();
    scene.PushCamera(m_camera);

    //Lights setup
    m_ssetup = new SceneSetup();
#if NO_SC_SETUP
    m_ssetup->m_lights << new Light();
    m_ssetup->m_lights.Last()->SetPosition(vec4(4.f, -1.f, -4.f, 0.f));
    m_ssetup->m_lights.Last()->SetColor(vec4(.0f, .2f, .5f, 1.f));
    Ticker::Ref(m_ssetup->m_lights.Last());
    m_ssetup->m_lights << new Light();
    m_ssetup->m_lights.Last()->SetPosition(vec4(8.f, 2.f, 6.f, 0.f));
    m_ssetup->m_lights.Last()->SetColor(vec4(1.f));
    Ticker::Ref(m_ssetup->m_lights.Last());
    EasyMesh* em = new EasyMesh();
    if (em->Compile("sc#fff ab 1"))
    {
        if (m_mesh_id == m_meshes.Count() - 1)
            m_mesh_id++;
        m_meshes.Push(em, nullptr);
    }
#else
    //TOUKY CHANGE THAT
    /*
    m_ssetup->Compile("addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) "
    "addlight 0.0 position (8 2 6) color #ffff "
    "showgizmo true ");
    */
    m_ssetup->Startup();
#endif //NO_SC_SETUP
    for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
    {
        m_light_datas << LightData(m_ssetup->m_lights[i]->GetPosition().xyz, m_ssetup->m_lights[i]->GetColor());
        m_ssetup->m_lights[i]->SetPosition(vec3::zero);
        m_ssetup->m_lights[i]->SetColor(vec4::zero);
    }
}

void MeshViewer::Unprepare()
{
    Scene& scene = Scene::GetScene();
    if (m_camera) scene.PopCamera(m_camera);
    if (m_ssetup) delete m_ssetup;

    MessageService::Destroy();

    //Register all entities
    for (Entity* entity : m_entities)
        Ticker::Unref(entity);

    m_controller = nullptr;
    m_camera = nullptr;
    m_ssetup = nullptr;

    /** ----- Init is needed ----- **/
    m_init = false;
}

void MeshViewer::Update(float seconds)
{
    //TODO : This should probably be "standard LoL behaviour"
#if HAS_INPUT
    {
        //Shutdown logic
        if (KeyReleased(KEY_ESC))
            Ticker::Shutdown();
    }
#endif //HAS_INPUT

    //Compute render mesh count
    float a_j = lol::abs(m_render_max[1]);
    float i_m = m_hist_scale_mesh.x;
    float i_trans = a_j - ((a_j * a_j * i_m * i_m + a_j * i_m) * .5f);
    m_render_max[1] = a_j * ((RATIO_WH * 1.f) / ((i_trans != 0.f)?(i_trans):(RATIO_WH))) - RATIO_HW * .3f;

    //Mesh Change
#if HAS_INPUT
    m_mesh_id = clamp(m_mesh_id + ((int)KeyPressed(KEY_MESH_PREV) - (int)KeyPressed(KEY_MESH_NEXT)), 0, (int)m_meshes.Count() - 1);
#endif //HAS_INPUT
    m_mesh_id1 = damp(m_mesh_id1, (float)m_mesh_id, .2f, seconds);

#if ALL_FEATURES

    //Update light position & damping
    for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
    {
        vec3 pos = (m_mat * inverse(m_mat_prev) * vec4(m_ssetup->m_lights[i]->GetPosition(), 1.f)).xyz;
        vec3 tgt = (m_mat * vec4(m_light_datas[i].m_pos, 1.f)).xyz;

        vec3 new_pos = damp(pos, tgt, .3f, seconds);
        vec4 new_col = damp(m_ssetup->m_lights[i]->GetColor(), m_light_datas[i].m_col, .3f, seconds);

        m_ssetup->m_lights[i]->SetPosition(new_pos);
        m_ssetup->m_lights[i]->SetColor(new_col);
    }

    //Camera update
    bool is_pos = false;
    bool is_fov = false;
    bool is_hsc = false;
    vec2 tmpv = vec2::zero;

#if HAS_INPUT
    is_pos = KeyDown(KEY_CAM_POS) || KeyDown(MSE_CAM_POS);
    is_fov = KeyDown(KEY_CAM_FOV) || KeyDown(MSE_CAM_FOV);

    if (KeyDown(MSE_FOCUS) && (KeyDown(MSE_CAM_ROT) || KeyDown(MSE_CAM_POS) || KeyDown(MSE_CAM_FOV)))
    {
        tmpv += vec2(AxisValue(MSEX_CAM_Y), AxisValue(MSEX_CAM_X));
        if (KeyDown(MSE_CAM_ROT))
            tmpv *= vec2(1.f, 1.f) * 6.f;
        if (KeyDown(MSE_CAM_POS))
            tmpv *= vec2(1.f, -1.f) * 3.f;
        if (KeyDown(MSE_CAM_FOV))
            tmpv = vec2(tmpv.y * 4.f, tmpv.x * 6.f);
    }

    tmpv += vec2((float)KeyDown(KEY_CAM_UP   ) - (float)KeyDown(KEY_CAM_DOWN),
                    (float)KeyDown(KEY_CAM_RIGHT) - (float)KeyDown(KEY_CAM_LEFT));
#endif //HAS_INPUT

    //Base data
    vec2 rot = (!is_pos && !is_fov)?(tmpv):(vec2(.0f)); rot = vec2(rot.x, -rot.y);
    vec2 pos = ( is_pos && !is_fov)?(tmpv):(vec2(.0f)); pos = -vec2(pos.y, pos.x);
    vec2 fov = (!is_pos && is_fov )?(tmpv):(vec2(.0f)); fov = vec2(-fov.x, fov.y);
    vec2 hsc = (is_hsc)?(vec2(0.f)):(vec2(0.f));

    //speed
    m_rot_speed = damp(m_rot_speed, rot * ROT_SPEED, .2f, seconds);
    float pos_factor = 1.f / (1.f + m_zoom_mesh * .5f);
    m_pos_speed = damp(m_pos_speed, pos * POS_SPEED * pos_factor, .2f, seconds);
    float fov_factor = 1.f + lol::pow((m_fov_mesh / FOV_CLAMP) * 1.f, 2.f);
    m_fov_speed = damp(m_fov_speed, fov.x * FOV_SPEED * fov_factor, .2f, seconds);
    float zom_factor = 1.f + lol::pow((m_zoom_mesh / ZOM_CLAMP) * 1.f, 2.f);
    m_zoom_speed = damp(m_zoom_speed, fov.y * ZOM_SPEED * zom_factor, .2f, seconds);
    m_hist_scale_speed = damp(m_hist_scale_speed, hsc * HST_SPEED, .2f, seconds);

    m_rot += m_rot_speed * seconds;

#if HAS_INPUT
    if (m_reset_timer >= 0.f)
        m_reset_timer -= seconds;
    if (KeyPressed(KEY_CAM_RESET))
    {
        if (m_reset_timer >= 0.f)
        {
            m_pos = vec2(0.f);
            m_zoom = 0.f;
        }
        else
            m_reset_timer = RESET_TIMER;
    }

    //Transform update
    if (!KeyDown(KEY_CAM_RESET))
    {
        m_pos += m_pos_speed * seconds;
        m_fov += m_fov_speed * seconds;
        m_zoom += m_zoom_speed * seconds;
        m_hist_scale += m_hist_scale_speed * seconds;
    }
#endif //HAS_INPUT

    //clamp
    vec2 rot_mesh = vec2(SmoothClamp(m_rot.x, -ROT_CLAMP, ROT_CLAMP, ROT_CLAMP * .1f), m_rot.y);
    vec2 pos_mesh = vec2(SmoothClamp(m_pos.x, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f),
                            SmoothClamp(m_pos.y, -POS_CLAMP, POS_CLAMP, POS_CLAMP * .1f));
    float fov_mesh = SmoothClamp(m_fov, 0.f, FOV_CLAMP, FOV_CLAMP * .1f);
    float zoom_mesh = SmoothClamp(m_zoom, -ZOM_CLAMP, ZOM_CLAMP, ZOM_CLAMP * .1f);
    vec2 hist_scale_mesh = vec2(SmoothClamp(m_hist_scale.x, 0.f, HST_CLAMP, HST_CLAMP * .1f),
                                SmoothClamp(m_hist_scale.y, 0.f, HST_CLAMP, HST_CLAMP * .1f));

#if HAS_INPUT
    if (KeyDown(KEY_CAM_RESET) && m_reset_timer < 0.f)
    {
        pos_mesh = vec2::zero;
        zoom_mesh = 0.f;
    }
#endif //HAS_INPUT

    m_rot_mesh = vec2(damp(m_rot_mesh.x, rot_mesh.x, .2f, seconds), damp(m_rot_mesh.y, rot_mesh.y, .2f, seconds));
    m_pos_mesh = vec2(damp(m_pos_mesh.x, pos_mesh.x, .2f, seconds), damp(m_pos_mesh.y, pos_mesh.y, .2f, seconds));
    m_fov_mesh = damp(m_fov_mesh, fov_mesh, .2f, seconds);
    m_zoom_mesh = damp(m_zoom_mesh, zoom_mesh, .2f, seconds);
    m_hist_scale_mesh = damp(m_hist_scale_mesh, hist_scale_mesh, .2f, seconds);

    //Mesh mat calculation
    m_mat_prev = m_mat;
    m_mat = mat4::translate(vec3(0.f));

    //Target List Setup
    TargetCamera tc;
    if (m_meshes.Count() && m_mesh_id >= 0)
        for (int i = 0; i < m_meshes[m_mesh_id].m1->GetVertexCount(); i++)
            tc.AddTarget((m_mat * mat4::translate(m_meshes[m_mesh_id].m1->GetVertexLocation(i)))[3].xyz);
    tc.AddTarget(box3(vec3(0.f), vec3(1.f)));
    for (int k = 0; k < m_ssetup->m_lights.Count() && m_ssetup->m_show_lights; ++k)
    {
        vec3 light_pos = m_ssetup->m_lights[k]->GetPosition();
        mat4 world_cam = m_camera->GetView();
        light_pos = (inverse(world_cam) * vec4((world_cam * vec4(light_pos, 1.0f)).xyz * vec3::axis_z, 1.0f)).xyz;
        tc.AddTarget(box3(vec3(-1.f), vec3(1.f)) + light_pos *
                        ((m_ssetup->m_lights[k]->GetType() == LightType::Directional)?(-1.f):(1.f)));
    }

    //--
    //Update mesh screen location - Get the Min/Max needed
    //--
    vec2 cam_center(0.f);
    float cam_factor = .0f;
    vec3 local_min_max[2] = { vec3(FLT_MAX), vec3(-FLT_MAX) };
    vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
    mat4 world_cam = m_camera->GetView();
    mat4 cam_screen = m_camera->GetProjection();

    //target on-screen computation
    for (int i = 0; i < tc.m_targets.Count(); i++)
    {
        vec3 obj_loc = tc.m_targets[i];
        {
            //Debug::DrawBox(obj_loc - vec3(4.f), obj_loc + vec3(4.f), vec4(1.f, 0.f, 0.f, 1.f));
            mat4 target_mx = mat4::translate(obj_loc);
            vec3 vpos;

            //Get location in cam coordinates
            target_mx = world_cam * target_mx;
            vpos = target_mx[3].xyz;
            local_min_max[0] = min(vpos.xyz, local_min_max[0]);
            local_min_max[1] = max(vpos.xyz, local_min_max[1]);

            //Get location in screen coordinates
            target_mx = cam_screen * target_mx;
            vpos = (target_mx[3] / target_mx[3].w).xyz;
            screen_min_max[0] = min(screen_min_max[0], vpos.xy * vec2(RATIO_WH, 1.f));
            screen_min_max[1] = max(screen_min_max[1], vpos.xy * vec2(RATIO_WH, 1.f));

            //Build Barycenter
            cam_center += vpos.xy;
            cam_factor += 1.f;
        }
    }
    float screen_ratio = max(max(lol::abs(screen_min_max[0].x), lol::abs(screen_min_max[0].y)),
                                max(lol::abs(screen_min_max[1].x), lol::abs(screen_min_max[1].y)));
    float z_dist = //m_camera->m_target_distance
        length(m_camera->m_position)
        + max(local_min_max[0].z, local_min_max[1].z);

    vec2 screen_offset = vec2(0.f, -(screen_min_max[1].y + screen_min_max[0].y) * .5f);
    m_screen_offset = damp(m_screen_offset, screen_offset, .9f, seconds);

    float forced_zoom = m_zoom_mesh;

    if (cam_factor > 0.f)
    {
        vec2 old_sscale = m_camera->GetScreenScale();
        float old_ssize = m_camera->GetScreenSize();
        float zoom_in  = 1.f + lol::max(0.f, forced_zoom);
        float zoom_out = 1.f + lol::max(0.f, -forced_zoom);
        m_camera->SetScreenScale(max(vec2(0.001f), ((old_sscale * zoom_in) / (screen_ratio * zoom_out * SCREEN_LIMIT))));
        m_camera->SetFov(m_fov_mesh);
        m_camera->SetScreenInfos(damp(old_ssize, max(1.f, screen_ratio * zoom_out), 1.2f, seconds));

        vec3 posz = ((mat4::rotate(m_rot_mesh.y, vec3::axis_y) * mat4::rotate(-m_rot_mesh.x, vec3::axis_x) * vec4::axis_z)).xyz;
        vec3 newpos = posz * damp(length(m_camera->m_position), z_dist * 1.2f, .1f, seconds);
        m_camera->SetView(newpos, vec3(0.f), vec3::axis_y);
    }

    //--
    //Message Service
    //--
    String mesh("");
    int u = 1;
    while (u-- > 0 && MessageService::FetchFirst(MessageBucket::AppIn, mesh))
    {
        int o = 1;
        while (o-- > 0)
        {
            SceneSetup* new_ssetup = new SceneSetup();
            if (false) //new_ssetup->Compile(mesh.C()) && new_ssetup->m_lights.Count())
            {
                //Store current light datas, in World
                array<LightData> light_datas;
                for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
                    light_datas << LightData(m_ssetup->m_lights[i]->GetPosition(), m_ssetup->m_lights[i]->GetColor());

                if (m_ssetup)
                    delete m_ssetup;
                m_ssetup = new_ssetup;
                m_ssetup->Startup();

                //Restore all light datas so blend can occur
                mat4 light_mat = m_mat * inverse(mat4(quat::fromeuler_xyz(vec3::zero)));
                for (int i = 0; i < m_ssetup->m_lights.Count(); ++i)
                {
                    //Store local dst in current m_ld
                    LightData ltmp = LightData(m_ssetup->m_lights[i]->GetPosition(), m_ssetup->m_lights[i]->GetColor());
                    if (i < m_light_datas.Count())
                        m_light_datas[i] = ltmp;
                    else
                        m_light_datas << ltmp;

                    vec3 loc = vec3::zero;
                    vec4 col = vec4::zero;
                    if (i < light_datas.Count())
                    {
                        loc = light_datas[i].m_pos;
                        col = light_datas[i].m_col;
                    }

                    //Restore old light datas in new lights
                    m_ssetup->m_lights[i]->SetPosition(loc);
                    m_ssetup->m_lights[i]->SetColor(col);
                }
            }
            else
            {
                m_ssetup->m_custom_cmd += new_ssetup->m_custom_cmd;
                delete new_ssetup;
            }
        }
    }

    //Check the custom cmd even if we don't have new messages.
    int o = 1;
    while (o-- > 0)
    {
        for (int i = 0; m_ssetup && i < m_ssetup->m_custom_cmd.Count(); ++i)
        {
            if (m_ssetup->m_custom_cmd[i].m1 == "setmesh")
            {
                //Create a new mesh
                EasyMesh* em = new EasyMesh();
                if (em->Compile(m_ssetup->m_custom_cmd[i].m2.C(), false))
                {
                    em->BD()->Cmdi() = 0;
                    if (m_mesh_id == m_meshes.Count() - 1)
                        m_mesh_id++;
                    m_meshes.Push(em, nullptr);
                }
                else
                    delete em;
            }
        }
    }
    m_ssetup->m_custom_cmd.Empty();
#endif //ALL_FEATURES

#if HAS_WEB
/*
    if (m_stream_update_time > .0f)
    {
        m_stream_update_time = -1.f;
        MessageService::Send(MessageBucket::AppIn,
                            " addlight 0.0 position (4 -1 -4) color (.0 .2 .5 1) \
                            addlight 0.0 position (8 2 6) color #ffff \
                            custom setmesh \"[sc#f8f ab 1]\"");
//            MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1]");
//            MessageService::Send(MessageBucket::AppIn, "[sc#f8f ab 1 splt 4 twy 90]");
//            MessageService::Send(MessageBucket::AppIn, "[sc#8ff afcb 1 1 1 0]");
//            MessageService::Send(MessageBucket::AppIn, "[sc#ff8 afcb 1 1 1 0]");
    }
*/
#elif defined(_WIN32)
    //--
    //File management
    //--
    m_stream_update_time += seconds;
    if (m_stream_update_time > m_stream_update_timer)
    {
        m_stream_update_time = 0.f;

        File f;
        f.Open(m_file_name.C(), FileAccess::Read);
        String cmd = f.ReadString();
        f.Close();

        if (cmd.Count()
                && (!m_cmdlist.Count() || cmd != m_cmdlist.Last()))
        {
            m_cmdlist << cmd;
            MessageService::Send(MessageBucket::AppIn, cmd);
        }
    }
#endif //WINDOWS
}

void MeshViewer::Draw(float seconds, Scene &scene)
{

    if (!m_init || !m_first_tick)
        return;

    //TODO : This should probably be "standard LoL behaviour"
#if HAS_INPUT
    {
        if (KeyReleased(KEY_F2))
            Video::SetDebugRenderMode((Video::GetDebugRenderMode() + 1) % DebugRenderMode::Max);
        else if (KeyReleased(KEY_F1))
            Video::SetDebugRenderMode((Video::GetDebugRenderMode() + DebugRenderMode::Max - 1) % DebugRenderMode::Max);
    }
#endif //HAS_INPUT

#if !HAS_WEB && WITH_TEXTURE
    if (!m_default_texture)
    {
        m_texture_shader = Shader::Create(LOLFX_RESOURCE_NAME(shinymvtexture));
        m_texture_uni = m_texture_shader->GetUniformLocation("u_Texture");
        m_default_texture = Tiler::Register("data/test-texture.png", ivec2::zero, ivec2(0,1));
    }
    else if (m_texture && m_default_texture)
        m_texture_shader->SetUniform(m_texture_uni, m_default_texture->GetTexture(), 0);
#endif //!HAS_WEB && WITH_TEXTURE

    Renderer::Get()->SetClearColor(m_ssetup->m_clear_color);

    for (int i = 0; i < m_gizmos.Count(); ++i)
    {
        if (m_gizmos[i]->GetMeshState() == MeshRender::NeedConvert)
            m_gizmos[i]->MeshConvert();
        else
            break;
    }

    if (m_build_timer > .0f)
    {
        if (m_build_time < .0f)
        {
            m_build_time = m_build_timer;
            for (int i = 0; i < m_meshes.Count(); ++i)
            {
                if (m_meshes[i].m1 && m_meshes[i].m1->BD()->Cmdi() < m_meshes[i].m1->BD()->CmdStack().GetCmdNb())
                {
                    EasyMesh* tmp = m_meshes[i].m1;
                    EasyMesh* newtmp = new EasyMesh(*tmp);
                    int ii = 1;
#if 1
                    bool stop = false;
                    while (!stop)
                    {
                        int cmdi = newtmp->BD()->Cmdi() + ii;
                        if (cmdi < newtmp->BD()->CmdStack().GetCmdNb())
                        {
                            switch (newtmp->BD()->CmdStack().GetCmd(cmdi))
                            {
                                case EasyMeshCmdType::LoopStart:
                                case EasyMeshCmdType::LoopEnd:
                                case EasyMeshCmdType::OpenBrace:
                                case EasyMeshCmdType::CloseBrace:
                                case EasyMeshCmdType::ScaleWinding:
                                case EasyMeshCmdType::QuadWeighting:
                                case EasyMeshCmdType::PostBuildNormal:
                                case EasyMeshCmdType::PreventVertCleanup:
                                case EasyMeshCmdType::SetColorA:
                                case EasyMeshCmdType::SetColorB:
                                {
                                    ii++;
                                    break;
                                }
                                default:
                                {
                                    stop = true;
                                    break;
                                }
                            }
                        }
                        else
                            stop = true;
                    }
#endif
                    newtmp->BD()->CmdExecNb() = ii;
                    newtmp->ExecuteCmdStack(false);

                    m_meshes[i].m1 = newtmp;
                    delete tmp;
                }
            }
        }
        m_build_time -= seconds;
    }

#define NORMAL_USAGE 1
#if NORMAL_USAGE
    vec3 x = vec3(1.f,0.f,0.f);
    vec3 y = vec3(0.f,1.f,0.f);
    mat4 save_proj = m_camera->GetProjection();
                            //Y object Offset
    mat4 mat_obj_offset = mat4::translate(x * m_screen_offset.x + y * m_screen_offset.y) *
                            //Mesh Pos Offset
                            mat4::translate((x * m_pos_mesh.x * RATIO_HW + y * m_pos_mesh.y) * 2.f * (1.f + .5f * m_zoom_mesh / SCREEN_LIMIT));
                            //Align right meshes
    mat4 mat_align =      mat4::translate(x - x * RATIO_HW);
    mat4 mat_gizmo = mat_obj_offset * mat_align * save_proj;
    for (int i = 0; i < m_meshes.Count(); i++)
    {
        {
            if (m_meshes[i].m1->GetMeshState() == MeshRender::NeedConvert)
            {
#if WITH_TEXTURE
                m_meshes[i].m1->MeshConvert(new DefaultShaderData(((1 << VertexUsage::Position) | (1 << VertexUsage::Normal) |
                                                                    (1 << VertexUsage::Color)    | (1 << VertexUsage::TexCoord)),
                                                                    m_texture_shader, true));
#else
                m_meshes[i].m1->MeshConvert();
#endif //WITH_TEXTURE
            }
#if ALL_FEATURES
            float j = -(float)(m_meshes.Count() - (i + 1)) + (-m_mesh_id1 + (float)(m_meshes.Count() - 1));

            if (m_mesh_id1 - m_render_max[0] > (float)i && m_mesh_id1 - m_render_max[1] < (float)i &&
                m_meshes[i].m1->GetMeshState() > MeshRender::NeedConvert)
            {
                float a_j = lol::abs(j);
                float i_trans = (a_j * a_j * m_hist_scale_mesh.x + a_j * m_hist_scale_mesh.x) * .5f;
                float i_scale = clamp(1.f - (m_hist_scale_mesh.y * (m_mesh_id1 - (float)i)), 0.f, 1.f);

                //Mesh count offset
                mat4 mat_count_offset = mat4::translate(x * RATIO_HW * 2.f * (j + i_trans));
                //Mesh count scale
                mat4 mat_count_scale = mat4::scale(vec3(vec2(i_scale), 1.f));

                //Camera projection
                mat4 new_proj = mat_obj_offset * mat_count_offset * mat_align * mat_count_scale * save_proj;
                m_camera->SetProjection(new_proj);
                m_meshes[i].m1->Render(scene, m_mat);
                Renderer::Get()->Clear(ClearMask::Depth);
            }
            m_camera->SetProjection(save_proj);
#else
            m_meshes[i].m1->Render(scene, m_mat);
#endif //ALL_FEATURES
        }
    }

    //Scene setup update
    if (m_ssetup)
    {
        m_camera->SetProjection(mat_gizmo);
        if (m_ssetup->m_show_gizmo)
            m_gizmos[GZ_Editor]->Render(scene, m_mat);

        if (m_ssetup->m_show_lights)
        {
            for (int k = 0; k < m_ssetup->m_lights.Count(); ++k)
            {
                Light* ltmp = m_ssetup->m_lights[k];
                mat4 world = mat4::translate(ltmp->GetPosition());
                mat4 local = mat4::translate((inverse(m_mat) * world)[3].xyz);
                //dir light
                if (ltmp->GetType() == LightType::Directional)
                {
                    m_gizmos[GZ_LightPos]->Render(scene, m_mat * inverse(local));
                    m_gizmos[GZ_LightDir]->Render(scene, inverse(world) * inverse(mat4::lookat(vec3::zero, -ltmp->GetPosition(), vec3::axis_y)));
                }
                else //point light
                {
                    m_gizmos[GZ_LightPos]->Render(scene, m_mat * local);
                }
            }
        }
        m_camera->SetProjection(save_proj);
    }
#endif //NORMAL_USAGE

#if 0 //Debug normal draw
    for (int i = m_meshes.Count() - 1; 0 <= i && i < m_meshes.Count(); i++)
    {
        for (int j = 0; j < m_meshes[i].m1->m_indices.Count(); j += 3)
        {
            VertexData v[3] = { m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j  ]],
                                m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j+1]],
                                m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j+2]]
                                };
            for (int k = 0; k < 3; k++)
                Debug::DrawLine((m_mat * mat4::translate(v[k].m_coord))[3].xyz,
                                (m_mat * mat4::translate(v[(k+1)%3].m_coord))[3].xyz, vec4(vec3((v[k].m_coord.z + 1.f)*.5f),1.f));
        }
        for (int j = 0; j < m_meshes[i].m1->m_vert.Count(); j++)
        {
            VertexData &v = m_meshes[i].m1->m_vert[m_meshes[i].m1->m_indices[j]];
            Debug::DrawLine((m_mat * mat4::translate(v.m_coord))[3].xyz,
                            (m_mat * mat4::translate(v.m_coord))[3].xyz +
                            (m_mat * vec4(v.m_normal * 5.f, 0.f)).xyz, vec4(lol::abs(v.m_normal), 1.f));
        }
    }
#endif
}