/*
 * GStreamer
 * Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Library General Public
 * License as published by the Free Software Foundation; either
 * version 2 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Library General Public License for more details.
 *
 * You should have received a copy of the GNU Library General Public
 * License along with this library; if not, write to the
 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 */
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif

#ifdef WIN32
#include <windows.h>
#endif

#include <GL/gl.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>

#ifndef WIN32
#include <GL/glx.h>
#include <SDL2/SDL_syswm.h>
#include <gst/gl/x11/gstgldisplay_x11.h>
#endif

#include <gst/gst.h>
#include <gst/gl/gl.h>
#include <gst/gl/gstglfuncs.h>

static GstStaticCaps render_caps =
    GST_STATIC_CAPS
    ("video/x-raw(memory:GLMemory),format=RGBA,width=320,height=240,framerate=(fraction)30/1,texture-target=2D");
static GstVideoInfo render_video_info;
static GstPipeline *pipeline = NULL;

static GstGLContext *sdl_context;
static GstGLContext *gst_context;
static GstGLDisplay *sdl_gl_display;

static GstGLShader *texture_shader;
static GLuint texture_vao;
static GLuint texture_vbo;
static GLint texture_vertex_attr;
static GLint texture_texcoord_attr;
static GstGLShader *triangle_shader;
static GLuint triangle_vao;
static GLuint triangle_vbo;
static GLint triangle_vertex_attr;
static GLint triangle_color_attr;
static GLuint index_buffer;

/* OpenGL shaders */
static const gchar *triangle_vert = "attribute vec4 a_position;\n\
attribute vec4 a_color;\n\
uniform float yrot;\n\
varying vec4 v_color;\n\
void main()\n\
{\n\
   mat4 rotate_y = mat4 (\n\
      cos(yrot),        0.0, -sin(yrot),    0.0,\n\
            0.0,        1.0,        0.0,    0.0,\n\
      sin(yrot),        0.0,  cos(yrot),    0.0,\n\
            0.0,        0.0,       0.0,     1.0 );\n\
   mat4 translate_x = mat4 (\n\
            1.0,        0.0,        0.0,    0.0,\n\
            0.0,        1.0,        0.0,    0.0,\n\
            0.0,        0.0,        1.0,    0.0,\n\
           -0.4,        0.0,        0.0,    1.0 );\n\
   gl_Position = translate_x * rotate_y * a_position;\n\
   v_color = a_color;\n\
}";

static const gchar *triangle_frag = "#ifdef GL_ES\n\
precision mediump float;\n\
#endif\n\
varying vec4 v_color;\n\
void main()\n\
{\n\
  gl_FragColor = v_color;\n\
}";

static const gchar *texture_vert = "attribute vec4 a_position;\n\
attribute vec2 a_texcoord;\n\
uniform float xrot;\n\
varying vec2 v_texcoord;\n\
void main()\n\
{\n\
   mat4 rotate_x = mat4 (\n\
            1.0,        0.0,        0.0, 0.0,\n\
            0.0,  cos(xrot),  sin(xrot), 0.0,\n\
            0.0, -sin(xrot),  cos(xrot), 0.0,\n\
            0.0,        0.0,        0.0, 1.0 );\n\
   gl_Position = rotate_x * a_position;\n\
   v_texcoord = a_texcoord;\n\
}";

static const gchar *texture_frag = "#ifdef GL_ES\n\
precision mediump float;\n\
#endif\n\
varying vec2 v_texcoord;\n\
uniform sampler2D tex;\n\
void main()\n\
{\n\
  gl_FragColor = texture2D(tex, v_texcoord);\n\
}";

/* *INDENT-OFF* */
static const float texture_vertices[] = {
/*  X      Y      Z      S      T */
   0.1f,  0.4f,  0.0f,  0.0f,  0.0f,
   0.9f,  0.4f,  0.0f,  1.0f,  0.0f,
   0.9f, -0.4f,  0.0f,  1.0f,  1.0f,
   0.1f, -0.4f,  0.0f,  0.0f,  1.0f,
};

static const float triangle_vertices[] = {
/*  X      Y      Z      R      G      B      A */
   0.0f,  0.4f,  0.0f,  1.0f,  0.0f,  0.0f,  1.0f,
   0.4f, -0.4f,  0.0f,  0.0f,  1.0f,  0.0f,  1.0f,
  -0.4f, -0.4f,  0.0f,  0.0f,  0.0f,  1.0f,  1.0f
};

static const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
/* *INDENT-ON* */

static guint32 sdl_message_event = -1;
static SDL_Window *sdl_window;
static SDL_GLContext sdl_gl_context;

static GAsyncQueue *queue_input_buf;
static GAsyncQueue *queue_output_buf;

/* rotation angle for the triangle. */
static float rtri = 0.0f;

/* rotation angle for the quadrilateral. */
static float rquad = 0.0f;

/* A general OpenGL initialization function.  Sets all of the initial parameters. */
static gboolean
InitGL (int width, int height)  // We call this right after our OpenGL window is created.
{
  const GstGLFuncs *gl = sdl_context->gl_vtable;
  GError *error = NULL;
  gboolean ret = TRUE;

  gl->Viewport (0, 0, width, height);
  gl->ClearColor (0.0f, 0.0f, 0.0f, 0.0f);      // This Will Clear The Background Color To Black
  gl->ClearDepth (1.0);         // Enables Clearing Of The Depth Buffer
  gl->DepthFunc (GL_LESS);      // The Type Of Depth Test To Do
  gl->Enable (GL_DEPTH_TEST);   // Enables Depth Testing

  /* setup the index buffer shared between the texture and triangle draw code */
  gl->GenBuffers (1, &index_buffer);
  gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
  gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
      GL_STATIC_DRAW);

  gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);

  /* setup texture shader */
  texture_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
      gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
          GST_GLSL_VERSION_NONE,
          GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_vert),
      gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
          GST_GLSL_VERSION_NONE,
          GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_frag),
      NULL);
  if (!texture_shader) {
    g_warning ("Failed to compile and link shader: %s", error->message);
    g_clear_error (&error);
    ret = FALSE;
    goto out;
  }

  /* setup buffers for drawing the texture */
  gl->GenVertexArrays (1, &texture_vao);
  gl->BindVertexArray (texture_vao);

  gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);

  gl->GenBuffers (1, &texture_vbo);
  gl->BindBuffer (GL_ARRAY_BUFFER, texture_vbo);
  gl->BufferData (GL_ARRAY_BUFFER, sizeof (texture_vertices), texture_vertices,
      GL_STATIC_DRAW);

  texture_vertex_attr = gst_gl_shader_get_attribute_location (texture_shader,
      "a_position");
  gl->VertexAttribPointer (texture_vertex_attr, 3, GL_FLOAT, GL_FALSE,
      5 * sizeof (float), (void *) 0);

  texture_texcoord_attr = gst_gl_shader_get_attribute_location (texture_shader,
      "a_texcoord");
  gl->VertexAttribPointer (texture_texcoord_attr, 2, GL_FLOAT, GL_FALSE,
      5 * sizeof (float), (void *) (3 * sizeof (float)));

  gl->EnableVertexAttribArray (texture_vertex_attr);
  gl->EnableVertexAttribArray (texture_texcoord_attr);

  gl->BindVertexArray (0);

  /* setup triangle shader */
  triangle_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
      gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
          GST_GLSL_VERSION_NONE,
          GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_vert),
      gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
          GST_GLSL_VERSION_NONE,
          GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_frag),
      NULL);
  if (!triangle_shader) {
    g_warning ("Failed to compile and link shader: %s", error->message);
    gst_clear_object (&texture_shader);
    g_clear_error (&error);
    ret = FALSE;
    goto out;
  }

  /* setup buffers for drawing the triangle */
  gl->GenVertexArrays (1, &triangle_vao);
  gl->BindVertexArray (triangle_vao);

  gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);

  gl->GenBuffers (1, &triangle_vbo);
  gl->BindBuffer (GL_ARRAY_BUFFER, triangle_vbo);
  gl->BufferData (GL_ARRAY_BUFFER, sizeof (triangle_vertices),
      triangle_vertices, GL_STATIC_DRAW);

  /* reuse the index buffer */

  triangle_vertex_attr = gst_gl_shader_get_attribute_location (triangle_shader,
      "a_position");
  gl->VertexAttribPointer (triangle_vertex_attr, 3, GL_FLOAT, GL_FALSE,
      7 * sizeof (float), (void *) 0);

  triangle_color_attr = gst_gl_shader_get_attribute_location (triangle_shader,
      "a_color");
  gl->VertexAttribPointer (triangle_color_attr, 4, GL_FLOAT, GL_FALSE,
      7 * sizeof (float), (void *) (3 * sizeof (float)));

  gl->EnableVertexAttribArray (triangle_vertex_attr);
  gl->EnableVertexAttribArray (triangle_color_attr);

  gl->BindVertexArray (0);

out:
  return ret;
}

static void
DeinitGL (void)
{
  const GstGLFuncs *gl = sdl_context->gl_vtable;

  gst_gl_context_activate (sdl_context, TRUE);

  gst_clear_object (&texture_shader);
  gst_clear_object (&triangle_shader);

  gst_gl_context_activate (sdl_context, FALSE);

  gl->DeleteBuffers (1, &triangle_vbo);
  gl->DeleteBuffers (1, &texture_vbo);
  gl->DeleteBuffers (1, &index_buffer);

  gl->DeleteVertexArrays (1, &triangle_vao);
  gl->DeleteVertexArrays (1, &texture_vao);
}

/* The main drawing function. */
static void
DrawGLScene (GstVideoFrame * vframe)
{
  const GstGLFuncs *gl = sdl_context->gl_vtable;
  guint texture;

  texture = *(guint *) vframe->data[0];

  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);        // Clear The Screen And The Depth Buffer

  /* draw the triangle */
  gl->BindVertexArray (triangle_vao);

  gst_gl_shader_use (triangle_shader);
  gst_gl_shader_set_uniform_1f (triangle_shader, "yrot", rtri);

  gl->DrawElements (GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);

  /* draw the textured quad */
  gl->BindVertexArray (texture_vao);
  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_shader_use (texture_shader);
  gst_gl_shader_set_uniform_1i (texture_shader, "tex", 0);
  gst_gl_shader_set_uniform_1f (texture_shader, "xrot", rquad);

  gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);

  /* reset GL state we have changed to the default */
  gl->BindTexture (GL_TEXTURE_2D, 0);
  gl->BindVertexArray (0);
  gst_gl_context_clear_shader (sdl_context);

  rtri += 1.0f * G_PI / 360.0;  // Increase The Rotation Variable For The Triangle
  rquad -= 1.0f * G_PI / 360.0; // Decrease The Rotation Variable For The Quad

  // swap buffers to display, since we're double buffered.
  SDL_GL_SwapWindow (sdl_window);
}

/* appsink new-sample callback */
static GstFlowReturn
on_new_sample (GstElement * appsink, gpointer data)
{
  GstSample *sample = NULL;
  GstBuffer *buf;
  GstVideoFrame *vframe;
  GstGLSyncMeta *sync_meta;

  g_signal_emit_by_name (appsink, "pull-sample", &sample, NULL);
  if (!sample)
    return GST_FLOW_FLUSHING;

  buf = gst_buffer_ref (gst_sample_get_buffer (sample));
  gst_sample_unref (sample);

  if (!gst_context) {
    GstMemory *mem = gst_buffer_peek_memory (buf, 0);
    gst_context = gst_object_ref (((GstGLBaseMemory *) mem)->context);
  }

  sync_meta = gst_buffer_get_gl_sync_meta (buf);
  if (!sync_meta) {
    buf = gst_buffer_make_writable (buf);
    sync_meta = gst_buffer_add_gl_sync_meta (gst_context, buf);
  }
  gst_gl_sync_meta_set_sync_point (sync_meta, gst_context);

  vframe = g_new0 (GstVideoFrame, 1);
  if (!gst_video_frame_map (vframe, &render_video_info, buf,
          GST_MAP_READ | GST_MAP_GL)) {
    g_warning ("Failed to map the video buffer");
    gst_buffer_unref (buf);
    return GST_FLOW_ERROR;
  }
  // Another reference is owned by the video frame now and we can
  // get rid of our own
  gst_buffer_unref (buf);
  g_async_queue_push (queue_input_buf, vframe);

  /* pop then unref buffer we have finished to use in sdl */
  if (g_async_queue_length (queue_output_buf) > 3) {
    vframe = (GstVideoFrame *) g_async_queue_pop (queue_output_buf);
    gst_video_frame_unmap (vframe);
    g_free (vframe);
  }

  return GST_FLOW_OK;
}

static void
sync_bus_call (GstBus * bus, GstMessage * msg, gpointer data)
{
  switch (GST_MESSAGE_TYPE (msg)) {
    case GST_MESSAGE_NEED_CONTEXT:
    {
      const gchar *context_type;

      gst_message_parse_context_type (msg, &context_type);
      g_print ("got need context %s\n", context_type);

      if (g_strcmp0 (context_type, GST_GL_DISPLAY_CONTEXT_TYPE) == 0) {
        GstContext *display_context =
            gst_context_new (GST_GL_DISPLAY_CONTEXT_TYPE, TRUE);
        gst_context_set_gl_display (display_context, sdl_gl_display);
        gst_element_set_context (GST_ELEMENT (msg->src), display_context);
        gst_context_unref (display_context);
      } else if (g_strcmp0 (context_type, "gst.gl.app_context") == 0) {
        GstContext *app_context = gst_context_new ("gst.gl.app_context", TRUE);
        GstStructure *s = gst_context_writable_structure (app_context);
        gst_structure_set (s, "context", GST_TYPE_GL_CONTEXT, sdl_context,
            NULL);
        gst_element_set_context (GST_ELEMENT (msg->src), app_context);
        gst_context_unref (app_context);
      }
      break;
    }
    default:
    {
      SDL_Event event = { 0, };

      event.type = sdl_message_event;
      SDL_PushEvent (&event);

      break;
    }
  }
}

static void
sdl_event_loop (GstBus * bus)
{
  GstVideoFrame *vframe = NULL;
  gboolean quit = FALSE;

  SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
  SDL_GL_SetSwapInterval (1);

  if (!InitGL (640, 480))
    return;

  while (!quit) {
    SDL_Event event;

    while (SDL_PollEvent (&event)) {
      if (event.type == SDL_QUIT) {
        quit = TRUE;
      }
      if (event.type == SDL_KEYDOWN) {
        if (event.key.keysym.sym == SDLK_ESCAPE) {
          quit = TRUE;
        }
      }

      if (event.type == sdl_message_event) {
        GstMessage *msg;

        while ((msg = gst_bus_pop (bus))) {
          switch (GST_MESSAGE_TYPE (msg)) {

            case GST_MESSAGE_EOS:
              g_print ("End-of-stream\n");
              g_print
                  ("For more information, try to run: GST_DEBUG=gl*:3 ./sdlshare\n");
              quit = TRUE;
              break;

            case GST_MESSAGE_ERROR:
            {
              gchar *debug = NULL;
              GError *err = NULL;

              gst_message_parse_error (msg, &err, &debug);

              g_print ("Error: %s\n", err->message);
              g_error_free (err);

              if (debug) {
                g_print ("Debug deails: %s\n", debug);
                g_free (debug);
              }

              quit = TRUE;
              break;
            }

            default:
              break;
          }

          gst_message_unref (msg);
        }
      }
    }

    if (g_async_queue_length (queue_input_buf) > 3) {
      GstGLSyncMeta *sync_meta;

      if (vframe) {
        g_async_queue_push (queue_output_buf, vframe);
        vframe = NULL;
      }

      while (g_async_queue_length (queue_input_buf) > 3) {
        if (vframe) {
          gst_video_frame_unmap (vframe);
          g_free (vframe);
        }
        vframe = (GstVideoFrame *) g_async_queue_pop (queue_input_buf);
      }

      sync_meta = gst_buffer_get_gl_sync_meta (vframe->buffer);
      if (sync_meta)
        gst_gl_sync_meta_wait (sync_meta, sdl_context);
    }

    if (vframe)
      DrawGLScene (vframe);
  }

  SDL_GL_MakeCurrent (sdl_window, NULL);

  if (vframe)
    g_async_queue_push (queue_output_buf, vframe);

  DeinitGL ();
}

int
main (int argc, char **argv)
{

#ifdef WIN32
  HGLRC gl_context = 0;
  HDC sdl_dc = 0;
#else
  SDL_SysWMinfo info;
  Display *sdl_display = NULL;
  GLXContext gl_context = NULL;
#endif

  GstBus *bus = NULL;
  GstCaps *caps;
  GstElement *appsink;
  GstGLPlatform gl_platform;
  GError *err = NULL;
  GstGLAPI gl_api;

  /* Initialize SDL for video output */
  if (SDL_Init (SDL_INIT_VIDEO) < 0) {
    fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ());
    return -1;
  }

  gst_init (&argc, &argv);

  SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK,
      SDL_GL_CONTEXT_PROFILE_CORE);
  SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 2);

  sdl_message_event = SDL_RegisterEvents (1);
  g_assert (sdl_message_event != -1);

  /* Create a 640x480 OpenGL window */
  sdl_window =
      SDL_CreateWindow ("SDL and gst-plugins-gl", SDL_WINDOWPOS_UNDEFINED,
      SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL);
  if (sdl_window == NULL) {
    fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ());
    SDL_Quit ();
    return -1;
  }

  /* Create GL context and a wrapped GStreamer context around it */
  sdl_gl_context = SDL_GL_CreateContext (sdl_window);

  SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);

#ifdef WIN32
  gl_context = wglGetCurrentContext ();
  sdl_dc = wglGetCurrentDC ();
  gl_platform = GST_GL_PLATFORM_WGL;
  sdl_gl_display = gst_gl_display_new ();
#else
  SDL_VERSION (&info.version);
  SDL_GetWindowWMInfo (sdl_window, &info);
  sdl_display = info.info.x11.display;
  gl_context = glXGetCurrentContext ();
  gl_platform = GST_GL_PLATFORM_GLX;
  sdl_gl_display =
      (GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display);
#endif

  gl_api = gst_gl_context_get_current_gl_api (gl_platform, NULL, NULL);

  sdl_context =
      gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) gl_context,
      gl_platform, gl_api);

  gst_gl_context_activate (sdl_context, TRUE);

  if (!gst_gl_context_fill_info (sdl_context, &err)) {
    fprintf (stderr, "Failed to fill in wrapped GStreamer context: %s\n",
        err->message);
    g_clear_error (&err);
    SDL_Quit ();
    return -1;
  }
  SDL_GL_MakeCurrent (sdl_window, NULL);

  pipeline =
      GST_PIPELINE (gst_parse_launch
      ("videotestsrc ! glupload name=upload ! gleffects effect=5 ! "
          "appsink name=sink", NULL));

  bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
  gst_bus_enable_sync_message_emission (bus);
  g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL);

  queue_input_buf = g_async_queue_new ();
  queue_output_buf = g_async_queue_new ();

  appsink = gst_bin_get_by_name (GST_BIN (pipeline), "sink");

  caps = gst_static_caps_get (&render_caps);
  if (!gst_video_info_from_caps (&render_video_info, caps))
    g_assert_not_reached ();

  g_object_set (appsink, "emit-signals", TRUE, "sync", TRUE, "caps", caps,
      NULL);
  g_signal_connect (appsink, "new-sample", G_CALLBACK (on_new_sample), NULL);
  gst_object_unref (appsink);
  gst_caps_unref (caps);

  gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);

  sdl_event_loop (bus);

  gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
  gst_object_unref (pipeline);

  gst_object_unref (bus);

  gst_gl_context_activate (sdl_context, FALSE);
  gst_object_unref (sdl_context);
  gst_object_unref (sdl_gl_display);
  if (gst_context)
    gst_object_unref (gst_context);

  /* make sure there is no pending gst gl buffer in the communication queues 
   * between sdl and gst-gl
   */
  while (g_async_queue_length (queue_input_buf) > 0) {
    GstVideoFrame *vframe =
        (GstVideoFrame *) g_async_queue_pop (queue_input_buf);
    gst_video_frame_unmap (vframe);
    g_free (vframe);
  }

  while (g_async_queue_length (queue_output_buf) > 0) {
    GstVideoFrame *vframe =
        (GstVideoFrame *) g_async_queue_pop (queue_output_buf);
    gst_video_frame_unmap (vframe);
    g_free (vframe);
  }

  SDL_GL_DeleteContext (gl_context);

  SDL_DestroyWindow (sdl_window);

  SDL_Quit ();

  return 0;
}