use std::borrow::Cow;
use std::mem::offset_of;
use std::sync::Arc;
use std::time::Instant;

use cgmath::{Deg, Matrix4, Point3, Rad, SquareMatrix, Vector3, perspective};
use futures::executor::block_on;
use thiserror::Error;
use tracing::{error, info, trace};
use wgpu::TextureUsages;
use wgpu::{Backends, InstanceDescriptor, util::DeviceExt};
use wgpu_text::glyph_brush::ab_glyph::FontRef;
use wgpu_text::glyph_brush::{HorizontalAlign, Layout, OwnedSection, OwnedText, VerticalAlign};
use wgpu_text::{BrushBuilder, TextBrush};
use winit::window::Window;

#[derive(Debug, Error)]
#[error(transparent)]
pub enum ContextErrorKind {
    #[error("Surface creation failed")]
    SurfaceCreation,
    #[error("Surface configuration failed")]
    SurfaceConfiguration,
    #[error("Adapter request failed")]
    AdapterRequest,
    #[error("Device request failed")]
    DeviceRequest,
    #[error("Surface texture acquisition failed")]
    SurfaceTexture,
}

#[derive(Debug, Error)]
pub struct RenderContextError {
    kind: ContextErrorKind,
    label: Option<Cow<'static, str>>,
    #[source]
    source: Option<Box<dyn std::error::Error + Send + Sync>>,
}

impl RenderContextError {
    pub fn new(
        kind: ContextErrorKind,
        label: impl Into<Option<Cow<'static, str>>>,
        source: impl Into<Option<Box<dyn std::error::Error + Send + Sync>>>,
    ) -> Self {
        Self {
            kind,
            label: label.into(),
            source: source.into(),
        }
    }

    pub fn with_label(mut self, label: impl Into<Cow<'static, str>>) -> Self {
        self.label = Some(label.into());
        self
    }
}

impl std::fmt::Display for RenderContextError {
    fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
        if let Some(label) = &self.label {
            writeln!(f, "[{}] {}", label, self.kind)?;
        } else {
            writeln!(f, "{}", self.kind)?;
        }

        if let Some(source) = &self.source {
            fn fmt_chain(
                err: &(dyn std::error::Error + 'static),
                indent: usize,
                f: &mut std::fmt::Formatter<'_>,
            ) -> std::fmt::Result {
                let indent_str = "  ".repeat(indent);
                writeln!(f, "{}{}", indent_str, err)?;
                if let Some(next) = err.source() {
                    writeln!(f, "{}Caused by:", indent_str)?;
                    fmt_chain(next, indent + 1, f)?;
                }
                Ok(())
            }
            writeln!(f, "Caused by:")?;
            fmt_chain(source.as_ref(), 1, f)?;
        }
        Ok(())
    }
}

trait IntoRenderContextError<T> {
    fn ctx_err(
        self,
        kind: ContextErrorKind,
        label: impl Into<Cow<'static, str>>,
    ) -> Result<T, RenderContextError>;
}

impl<T, E> IntoRenderContextError<T> for Result<T, E>
where
    E: std::error::Error + Send + Sync + 'static,
{
    fn ctx_err(
        self,
        kind: ContextErrorKind,
        label: impl Into<Cow<'static, str>>,
    ) -> Result<T, RenderContextError> {
        self.map_err(|e| {
            RenderContextError::new(
                kind,
                Some(label.into()),
                Some(Box::new(e) as Box<dyn std::error::Error + Send + Sync>),
            )
        })
    }
}

impl From<wgpu::CreateSurfaceError> for RenderContextError {
    fn from(err: wgpu::CreateSurfaceError) -> Self {
        RenderContextError::new(
            ContextErrorKind::SurfaceCreation,
            Some("Surface creation".into()),
            Some(Box::new(err) as Box<dyn std::error::Error + Send + Sync>),
        )
    }
}

impl From<wgpu::RequestDeviceError> for RenderContextError {
    fn from(err: wgpu::RequestDeviceError) -> Self {
        RenderContextError::new(
            ContextErrorKind::DeviceRequest,
            Some("Device setup".into()),
            Some(Box::new(err) as Box<dyn std::error::Error + Send + Sync>),
        )
    }
}

const SHADER_SRC: &str = include_str!("shader.wgsl");

#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex {
    pub position: [f32; 3],
    pub normal: [f32; 3],
}

impl Vertex {
    const ATTRIBS: [wgpu::VertexAttribute; 2] = [
        wgpu::VertexAttribute {
            offset: 0,
            shader_location: 0,
            format: wgpu::VertexFormat::Float32x3,
        },
        wgpu::VertexAttribute {
            offset: offset_of!(Vertex, normal) as u64,
            shader_location: 1,
            format: wgpu::VertexFormat::Float32x3,
        },
    ];

    fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
        wgpu::VertexBufferLayout {
            array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
            step_mode: wgpu::VertexStepMode::Vertex,
            attributes: &Self::ATTRIBS,
        }
    }
}

#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct CameraUniform {
    view: [[f32; 4]; 4],
    proj: [[f32; 4]; 4],
}

#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct ModelUniform {
    model: [[f32; 4]; 4],
}

struct Camera {
    uniform_buffer: wgpu::Buffer,
    bind_group: wgpu::BindGroup,
    view: Matrix4<f32>,
    proj: Matrix4<f32>,
}

impl Camera {
    fn new(
        device: &wgpu::Device,
        bind_group_layout: &wgpu::BindGroupLayout,
        width: u32,
        height: u32,
    ) -> Self {
        let view = Matrix4::look_at_rh(
            Point3::new(0.0, 0.0, 3.0),
            Point3::new(0.0, 0.0, 0.0),
            Vector3::unit_y(),
        );
        let aspect = width as f32 / height as f32;
        let proj = perspective(Rad::from(Deg(45.0)), aspect, 0.1, 100.0);

        let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Camera Uniform Buffer"),
            size: std::mem::size_of::<CameraUniform>() as u64,
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("Camera Bind Group"),
            layout: bind_group_layout,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: uniform_buffer.as_entire_binding(),
            }],
        });

        Self {
            uniform_buffer,
            bind_group,
            view,
            proj,
        }
    }

    fn resize(&mut self, width: u32, height: u32) {
        let aspect = width as f32 / height as f32;
        self.proj = perspective(Rad::from(Deg(45.0)), aspect, 0.1, 100.0);
    }

    fn update(&self, queue: &wgpu::Queue) {
        let view_array: [[f32; 4]; 4] = self.view.into();
        let proj_array: [[f32; 4]; 4] = self.proj.into();
        let uniform = CameraUniform {
            view: view_array,
            proj: proj_array,
        };
        queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&uniform));
    }
}

struct Model {
    vertex_buffer: wgpu::Buffer,
    index_buffer: wgpu::Buffer,
    uniform_buffer: wgpu::Buffer,
    bind_group: wgpu::BindGroup,
    index_count: u32,
    transform: Matrix4<f32>,
}

impl Model {
    fn new(
        device: &wgpu::Device,
        vertices: &[Vertex],
        indices: &[u32],
        bind_group_layout: &wgpu::BindGroupLayout,
    ) -> Self {
        let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Vertex Buffer"),
            contents: bytemuck::cast_slice(vertices),
            usage: wgpu::BufferUsages::VERTEX,
        });

        let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
            label: Some("Index Buffer"),
            contents: bytemuck::cast_slice(indices), // Use proper indices
            usage: wgpu::BufferUsages::INDEX,
        });

        let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Model Uniform Buffer"),
            size: std::mem::size_of::<ModelUniform>() as u64,
            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
            mapped_at_creation: false,
        });

        let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("Model Bind Group"),
            layout: bind_group_layout,
            entries: &[wgpu::BindGroupEntry {
                binding: 0,
                resource: uniform_buffer.as_entire_binding(),
            }],
        });
        Self {
            vertex_buffer,
            index_buffer,
            uniform_buffer,
            bind_group,
            index_count: indices.len() as u32,
            transform: Matrix4::identity(),
        }
    }

    fn update(&self, queue: &wgpu::Queue) {
        let model_array: [[f32; 4]; 4] = self.transform.into();
        let uniform = ModelUniform { model: model_array };
        queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&uniform));
    }

    fn set_transform(&mut self, transform: Matrix4<f32>) {
        self.transform = transform;
    }
}

pub struct Renderer<'window> {
    device: wgpu::Device,
    queue: wgpu::Queue,
    surface: wgpu::Surface<'window>,
    surface_config: wgpu::SurfaceConfiguration,
    camera: Camera,
    models: Vec<Model>,
    render_pipeline: wgpu::RenderPipeline,
    depth_texture: wgpu::Texture,
    depth_texture_view: wgpu::TextureView,
    camera_bind_group_layout: wgpu::BindGroupLayout,
    model_bind_group_layout: wgpu::BindGroupLayout,
    bg_color: wgpu::Color,
    start_time: Instant,
    last_frame_instant: Instant,
    frame_count: u32,
    fps: f32,
    font_state: FontState,
}

struct FontState {
    brush: TextBrush<FontRef<'static>>,
    section: OwnedSection,
    scale: f32,
    color: wgpu::Color,
}

impl<'window> Renderer<'window> {
    pub async fn new(window: Arc<Window>) -> Result<Self, RenderContextError> {
        let instance = wgpu::Instance::new(&InstanceDescriptor {
            backends: Backends::from_comma_list("dx12,metal,opengl,webgpu"),
            ..Default::default()
        });

        let surface = instance
            .create_surface(Arc::clone(&window))
            .ctx_err(ContextErrorKind::SurfaceCreation, "Surface initialization")?;

        let adapter = instance
            .request_adapter(&wgpu::RequestAdapterOptions {
                power_preference: wgpu::PowerPreference::default(),
                compatible_surface: Some(&surface),
                ..Default::default()
            })
            .await
            .ok_or_else(|| {
                RenderContextError::new(
                    ContextErrorKind::AdapterRequest,
                    Some("Adapter selection".into()),
                    None,
                )
            })?;

        let (device, queue) = adapter
            .request_device(&wgpu::DeviceDescriptor::default(), None)
            .await
            .ctx_err(ContextErrorKind::DeviceRequest, "Device configuration")?;

        let size = window.inner_size();
        let width = size.width.max(1);
        let height = size.height.max(1);

        let camera_bind_group_layout =
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                label: Some("Camera Bind Group Layout"),
                entries: &[wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStages::VERTEX,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: wgpu::BufferSize::new(
                            std::mem::size_of::<CameraUniform>() as u64,
                        ),
                    },
                    count: None,
                }],
            });

        let model_bind_group_layout =
            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
                label: Some("Model Bind Group Layout"),
                entries: &[wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Uniform,
                        has_dynamic_offset: false,
                        min_binding_size: wgpu::BufferSize::new(
                            std::mem::size_of::<ModelUniform>() as u64,
                        ),
                    },
                    count: None,
                }],
            });

        let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("Pipeline Layout"),
            bind_group_layouts: &[&camera_bind_group_layout, &model_bind_group_layout],
            push_constant_ranges: &[],
        });

        let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("Main Shader"),
            source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(SHADER_SRC)),
        });

        let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Main Pipeline"),
            layout: Some(&pipeline_layout),
            vertex: wgpu::VertexState {
                module: &shader,
                entry_point: Some("vs_main"),
                buffers: &[Vertex::desc()],
                compilation_options: Default::default(),
            },
            fragment: Some(wgpu::FragmentState {
                module: &shader,
                entry_point: Some("fs_main"),
                targets: &[Some(wgpu::ColorTargetState {
                    format: surface.get_capabilities(&adapter).formats[0],
                    blend: Some(wgpu::BlendState::REPLACE),
                    write_mask: wgpu::ColorWrites::ALL,
                })],
                compilation_options: Default::default(),
            }),
            primitive: wgpu::PrimitiveState {
                topology: wgpu::PrimitiveTopology::TriangleList,
                strip_index_format: None,
                front_face: wgpu::FrontFace::Ccw,
                cull_mode: Some(wgpu::Face::Back),
                // cull_mode: ,
                polygon_mode: wgpu::PolygonMode::Fill,
                unclipped_depth: false,
                conservative: false,
            },
            depth_stencil: Some(wgpu::DepthStencilState {
                format: wgpu::TextureFormat::Depth32Float,
                depth_write_enabled: true,
                depth_compare: wgpu::CompareFunction::Less,
                stencil: wgpu::StencilState::default(),
                bias: wgpu::DepthBiasState::default(),
            }),
            multisample: wgpu::MultisampleState {
                count: 1,
                mask: !0,
                alpha_to_coverage_enabled: false,
            },
            multiview: None,
            cache: None,
        });

        let camera = Camera::new(&device, &camera_bind_group_layout, width, height);

        let surface_caps = surface.get_capabilities(&adapter);
        let surface_config = wgpu::SurfaceConfiguration {
            width,
            height,
            format: surface_caps.formats[0],
            present_mode: wgpu::PresentMode::AutoNoVsync,
            alpha_mode: wgpu::CompositeAlphaMode::Auto,
            view_formats: vec![],
            usage: TextureUsages::RENDER_ATTACHMENT,
            desired_maximum_frame_latency: 3,
        };
        surface.configure(&device, &surface_config);
        let (depth_texture, depth_texture_view) = create_depth_texture(
            &device,
            surface_config.width,
            surface_config.height,
            // surface_config.format,
        );

        let font_bytes = include_bytes!("DejaVuSans.ttf");
        let font = FontRef::try_from_slice(font_bytes).map_err(|e| {
            RenderContextError::new(
                ContextErrorKind::DeviceRequest,
                Some("Font loading".into()),
                None,
            )
        })?;

        let brush =
            BrushBuilder::using_font(font).build(&device, width, height, surface_config.format);
        let base_width = 1280.0;
        let base_scale = 30.0;
        let scale = base_scale * (surface_config.width as f32 / base_width as f32).clamp(0.5, 2.0);
        let color = wgpu::Color::WHITE;

        let section = OwnedSection::default()
            .add_text(OwnedText::new("FPS: 0.00").with_scale(scale).with_color([
                color.r as f32,
                color.g as f32,
                color.b as f32,
                color.a as f32,
            ]))
            .with_screen_position((10.0, 10.0))
            .with_bounds((base_scale * 200.0, base_scale * 2.0))
            .with_layout(
                Layout::default()
                    .h_align(HorizontalAlign::Left)
                    .v_align(VerticalAlign::Top),
            );

        Ok(Self {
            device,
            queue,
            surface,
            surface_config,
            camera,
            models: Vec::new(),
            render_pipeline,
            camera_bind_group_layout,
            model_bind_group_layout,
            bg_color: wgpu::Color {
                r: 0.1,
                g: 0.1,
                b: 0.1,
                a: 1.0,
            },
            start_time: Instant::now(),
            last_frame_instant: Instant::now(),
            frame_count: 0,
            depth_texture,
            depth_texture_view,
            fps: 0f32,
            font_state: FontState {
                brush,
                section,
                scale,
                color,
            },
        })
    }

    pub fn new_blocking(window: Arc<Window>) -> Result<Self, RenderContextError> {
        block_on(Self::new(window))
    }

    pub fn add_model(&mut self, vertices: &[Vertex], indicies: &[u32]) {
        let model = Model::new(
            &self.device,
            vertices,
            indicies,
            &self.model_bind_group_layout,
        );
        self.models.push(model);
    }

    pub fn resize(&mut self, new_size: (u32, u32)) {
        let (width, height) = new_size;
        let (depth_texture, depth_view) = create_depth_texture(&self.device, width, height);
        self.surface_config.width = width.max(1);
        self.surface_config.height = height.max(1);
        self.surface.configure(&self.device, &self.surface_config);
        self.depth_texture = depth_texture;
        self.depth_texture_view = depth_view;
        self.font_state
            .brush
            .resize_view(width as f32, height as f32, &self.queue);
        let base_width = 1280.0;
        let base_scale = 30.0;
        let scale = base_scale * (width as f32 / base_width as f32).clamp(0.5, 2.0);
        self.font_state.scale = scale;
        self.camera.resize(width, height);
    }

    pub fn draw(&mut self) {
        let elapsed = self.start_time.elapsed().as_secs_f32();

        self.camera.update(&self.queue);

        for (i, model) in self.models.iter_mut().enumerate() {
            let angle = Rad(elapsed * 0.8 + i as f32 * 0.3);
            model.set_transform(Matrix4::from_angle_y(angle));
            // model.set_transform(Matrix4::from_angle_x(angle) * Matrix4::from_angle_y(angle));
            model.update(&self.queue);
        }

        let surface_texture = self
            .surface
            .get_current_texture()
            .ctx_err(
                ContextErrorKind::SurfaceTexture,
                "Surface texture acquisition",
            )
            .unwrap();

        let view = surface_texture
            .texture
            .create_view(&wgpu::TextureViewDescriptor::default());

        let mut encoder = self
            .device
            .create_command_encoder(&wgpu::CommandEncoderDescriptor {
                label: Some("Render Encoder"),
            });
        let fps_text = format!("FPS: {:.2}", self.fps);
        self.font_state.section.text.clear();
        self.font_state.section.text.push(
            OwnedText::new(fps_text)
                .with_scale(self.font_state.scale)
                .with_color([
                    self.font_state.color.r as f32,
                    self.font_state.color.g as f32,
                    self.font_state.color.b as f32,
                    self.font_state.color.a as f32,
                ]),
        );
        if let Err(e) = self.font_state.brush.queue(
            &self.device,
            &self.queue,
            &[self.font_state.section.clone()],
        ) {
            error!("Failed to queue text: {}", e);
        }

        {
            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Main Render Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: &view,
                    resolve_target: None,
                    ops: wgpu::Operations {
                        load: wgpu::LoadOp::Clear(self.bg_color),
                        store: wgpu::StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
                    view: &self.depth_texture_view,
                    depth_ops: Some(wgpu::Operations {
                        load: wgpu::LoadOp::Clear(1.0),
                        store: wgpu::StoreOp::Store,
                    }),
                    stencil_ops: None,
                }),
                occlusion_query_set: None,
                timestamp_writes: None,
            });

            render_pass.set_pipeline(&self.render_pipeline);
            render_pass.set_bind_group(0, &self.camera.bind_group, &[]);

            for model in &self.models {
                render_pass.set_bind_group(1, &model.bind_group, &[]);
                render_pass.set_vertex_buffer(0, model.vertex_buffer.slice(..));
                render_pass
                    .set_index_buffer(model.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
                render_pass.draw_indexed(0..model.index_count, 0, 0..1);
            }
        }
        {
            let mut text_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Text Render Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: &view,
                    resolve_target: None,
                    ops: wgpu::Operations {
                        load: wgpu::LoadOp::Load,
                        store: wgpu::StoreOp::Store,
                    },
                })],
                depth_stencil_attachment: None,
                occlusion_query_set: None,
                timestamp_writes: None,
            });

            self.font_state.brush.draw(&mut text_pass);
        }

        self.queue.submit(Some(encoder.finish()));
        surface_texture.present();

        self.frame_count += 1;

        let elapsed_secs = self.last_frame_instant.elapsed().as_secs_f32();
        if elapsed_secs >= 1.0 {
            let fps = self.frame_count as f32 / elapsed_secs;
            // trace!("Renderer FPS: {:.2}", fps);
            self.fps = fps;
            self.frame_count = 0;
            self.last_frame_instant = Instant::now();
        }
    }

    pub fn set_bg_color(&mut self, color: wgpu::Color) {
        self.bg_color = color;
    }

    pub fn bg_color(&self) -> &wgpu::Color {
        &self.bg_color
    }
    pub fn text_color(&self) -> &wgpu::Color {
        &self.font_state.color
    }
    pub fn set_text_color(&mut self, color: wgpu::Color) {
        self.font_state.color = color;
    }
}
fn create_depth_texture(
    device: &wgpu::Device,
    width: u32,
    height: u32,
    // format: wgpu::TextureFormat,
) -> (wgpu::Texture, wgpu::TextureView) {
    let size = wgpu::Extent3d {
        width,
        height,
        depth_or_array_layers: 1,
    };

    let desc = wgpu::TextureDescriptor {
        label: Some("Depth Texture"),
        size,
        mip_level_count: 1,
        sample_count: 1,
        dimension: wgpu::TextureDimension::D2,
        format: wgpu::TextureFormat::Depth32Float,
        usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
        view_formats: &[],
    };

    let texture = device.create_texture(&desc);
    let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
    (texture, view)
}