/*=========================================================================

   Library: iMSTK

   Copyright (c) Kitware, Inc. & Center for Modeling, Simulation,
   & Imaging in Medicine, Rensselaer Polytechnic Institute.

   Licensed under the Apache License, Version 2.0 (the "License");
   you may not use this file except in compliance with the License.
   You may obtain a copy of the License at

      http://www.apache.org/licenses/LICENSE-2.0.txt

   Unless required by applicable law or agreed to in writing, software
   distributed under the License is distributed on an "AS IS" BASIS,
   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and
   limitations under the License.

=========================================================================*/

#include "imstkSimulationManager.h"
#include "imstkAnimationObject.h"
#include "imstkRenderParticles.h"
#include "imstkRenderParticleEmitter.h"
#include "imstkAPIUtilities.h"

using namespace imstk;

///
/// \brief This example demonstrates particle rendering feature.
/// NOTE: Requires enabling Vulkan rendering backend
///
int main()
{
    // SDK and Scene
    auto sdk = std::make_shared<SimulationManager>();
    auto scene = sdk->createNewScene("RenderParticles");

    // Position camera
    auto cam = scene->getCamera();
    cam->setPosition(0, 3, 6);
    cam->setFocalPoint(0, 0, 0);

    // Smoke
    {
        // Create sparks material
        auto particleMaterial = std::make_shared<RenderMaterial>();
        auto particleTexture = std::make_shared<Texture>
                               (iMSTK_DATA_ROOT "/particles/smoke_01.png", Texture::Type::DIFFUSE);
        particleMaterial->addTexture(particleTexture);
        particleMaterial->setBlendMode(RenderMaterial::BlendMode::ALPHA);

        // Create particle geometry (for visual and animation)
        auto particles = std::make_shared<RenderParticles>(128);
        particles->setParticleSize(0.4f);

        // Create particle animation model
        auto particleEmitter = std::make_shared<RenderParticleEmitter>(particles, 2000.0f);
        particleEmitter->setInitialVelocityRange(Vec3f(-1, 5, -1), Vec3f(1, 5, 1),
            0.5, 1.0,
            -1.0, 1.0);
        particleEmitter->setEmitterSize(0.3f);

        // Modify the first keyframe
        auto startKeyFrame = particleEmitter->getStartKeyFrame();
        startKeyFrame->m_color = Color(1.0, 0.7, 0.0, 1.0);

        // Add another keyframe
        RenderParticleKeyFrame midFrame0;
        midFrame0.m_time = 700.0f;
        midFrame0.m_color = Color::Red;
        midFrame0.m_scale = 1.5f;
        particleEmitter->addKeyFrame(midFrame0);

        // Add another keyframe
        RenderParticleKeyFrame midFrame1;
        midFrame1.m_time = 1300.0f;
        midFrame1.m_color = Color::DarkGray;
        midFrame1.m_color.a = 0.7f;
        midFrame1.m_scale = 2.0f;
        particleEmitter->addKeyFrame(midFrame1);

        // Modify the last keyframe
        auto endKeyFrame = particleEmitter->getEndKeyFrame();
        endKeyFrame->m_color = Color::Black;
        endKeyFrame->m_color.a = 0.0;
        endKeyFrame->m_scale = 4.0;

        // Create and add animation scene object
        auto particleObject = std::make_shared<AnimationObject>("Smoke");
        auto particleModel = std::make_shared<VisualModel>(particles);
        particleModel->setRenderMaterial(particleMaterial);
        particleObject->addVisualModel(particleModel);
        particleObject->setAnimationModel(particleEmitter);
        scene->addSceneObject(particleObject);
    }

    // Sparks
    {
        // Create sparks material
        auto particleMaterial = std::make_shared<RenderMaterial>();
        auto particleTexture = std::make_shared<Texture>
                               (iMSTK_DATA_ROOT "/particles/flare_01.png", Texture::Type::DIFFUSE);
        particleMaterial->addTexture(particleTexture);
        particleMaterial->setBlendMode(RenderMaterial::BlendMode::ALPHA);

        // Create particle geometry (for visual and animation)
        auto particles = std::make_shared<RenderParticles>(128);
        particles->setTranslation(2, 0.1, 0);
        particles->setParticleSize(0.3f);

        // Create animation model
        auto particleEmitter = std::make_shared<RenderParticleEmitter>(particles,
            850.0f, RenderParticleEmitter::Mode::BURST);
        particleEmitter->setInitialVelocityRange(Vec3f(-1, 5, -1), Vec3f(1, 5, 1),
            4.0, 5.0,
            -1.0, 1.0);
        particleEmitter->setEmitterSize(0.1f);

        // Modifying the first keyframe
        auto startKeyFrame = particleEmitter->getStartKeyFrame();
        startKeyFrame->m_acceleration = Vec3f(0, -9.8, 0);
        startKeyFrame->m_color = Color::Yellow;

        // Modifying the last keyframe
        auto endKeyFrame = particleEmitter->getEndKeyFrame();
        endKeyFrame->m_color = Color::Orange;

        // Create and add animation object
        auto particleObject = std::make_shared<AnimationObject>("Sparks");
        auto particleModel = std::make_shared<VisualModel>(particles);
        particleModel->setRenderMaterial(particleMaterial);
        particleObject->addVisualModel(particleModel);
        particleObject->setAnimationModel(particleEmitter);
        scene->addSceneObject(particleObject);
    }

    // Plane
    auto plane = apiutils::createVisualAnalyticalSceneObject(Geometry::Type::Plane, scene, "plane", 10);
    plane->getVisualModel(0)->getRenderMaterial()->setColor(Color::Black);

    // Light
    auto light = std::make_shared<DirectionalLight>("Light");
    light->setIntensity(7);
    light->setColor(Color(1.0, 0.95, 0.8));
    light->setFocalPoint(Vec3d(-1, -1, 0));
    scene->addLight(light);

    auto viewer = sdk->getViewer();
    // Create a call back on key press of 'b' to trigger the sparks emitter
    viewer->setOnCharFunction('b', [&](InteractorStyle* c) -> bool
    {
        auto sparks = std::static_pointer_cast<AnimationObject>(
            scene->getSceneObject("Sparks"));
        sparks->getAnimationModel()->reset();
        return false;
    });

    // Run
    sdk->setActiveScene(scene);
    sdk->startSimulation(SimulationStatus::PAUSED);

    return 0;
}
