#include <mbgl/programs/line_program.hpp>
#include <mbgl/style/layers/line_layer_properties.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/image_atlas.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/util/mat2.hpp>
#include <mbgl/geometry/line_atlas.hpp>

namespace mbgl {

using namespace style;

static_assert(sizeof(LineLayoutVertex) == 8, "expected LineLayoutVertex size");

template <class Values, class... Args>
Values makeValues(const style::LinePaintProperties::PossiblyEvaluated& properties,
                  const RenderTile& tile,
                  const TransformState& state,
                  const std::array<float, 2>& pixelsToGLUnits,
                  const float pixelRatio,
                  Args&&... args) {
    return Values{uniforms::matrix::Value(tile.translatedMatrix(
                      properties.get<LineTranslate>(), properties.get<LineTranslateAnchor>(), state)),
                  uniforms::ratio::Value(1.0f / tile.id.pixelsToTileUnits(1.0f, static_cast<float>(state.getZoom()))),
                  uniforms::units_to_pixels::Value({{1.0f / pixelsToGLUnits[0], 1.0f / pixelsToGLUnits[1]}}),
                  uniforms::device_pixel_ratio::Value(pixelRatio),
                  std::forward<Args>(args)...};
}

LineProgram::LayoutUniformValues LineProgram::layoutUniformValues(
    const style::LinePaintProperties::PossiblyEvaluated& properties,
    const RenderTile& tile,
    const TransformState& state,
    const std::array<float, 2>& pixelsToGLUnits,
    const float pixelRatio) {
    return makeValues<LineProgram::LayoutUniformValues>(properties, tile, state, pixelsToGLUnits, pixelRatio);
}

LineSDFProgram::LayoutUniformValues LineSDFProgram::layoutUniformValues(
    const style::LinePaintProperties::PossiblyEvaluated& properties,
    float pixelRatio,
    const RenderTile& tile,
    const TransformState& state,
    const std::array<float, 2>& pixelsToGLUnits,
    const LinePatternPos& posA,
    const LinePatternPos& posB,
    const CrossfadeParameters& crossfade,
    float atlasWidth) {
    const float widthA = posA.width * crossfade.fromScale;
    const float widthB = posB.width * crossfade.toScale;

    std::array<float, 2> scaleA{
        {1.0f / tile.id.pixelsToTileUnits(widthA, state.getIntegerZoom()), -posA.height / 2.0f}};

    std::array<float, 2> scaleB{
        {1.0f / tile.id.pixelsToTileUnits(widthB, state.getIntegerZoom()), -posB.height / 2.0f}};

    return makeValues<LineSDFProgram::LayoutUniformValues>(
        properties,
        tile,
        state,
        pixelsToGLUnits,
        pixelRatio,
        uniforms::patternscale_a::Value(scaleA),
        uniforms::patternscale_b::Value(scaleB),
        uniforms::tex_y_a::Value(posA.y),
        uniforms::tex_y_b::Value(posB.y),
        uniforms::mix::Value(crossfade.t),
        uniforms::sdfgamma::Value(atlasWidth / (std::min(widthA, widthB) * 256.0f * pixelRatio) / 2.0f));
}

LinePatternProgram::LayoutUniformValues LinePatternProgram::layoutUniformValues(
    const style::LinePaintProperties::PossiblyEvaluated& properties,
    const RenderTile& tile,
    const TransformState& state,
    const std::array<float, 2>& pixelsToGLUnits,
    const float pixelRatio,
    const Size atlasSize,
    const CrossfadeParameters& crossfade) {
    const auto tileRatio = 1 / tile.id.pixelsToTileUnits(1, state.getIntegerZoom());

    return makeValues<LinePatternProgram::LayoutUniformValues>(
        properties,
        tile,
        state,
        pixelsToGLUnits,
        pixelRatio,
        uniforms::scale::Value({{pixelRatio, tileRatio, crossfade.fromScale, crossfade.toScale}}),
        uniforms::texsize::Value(atlasSize),
        uniforms::fade::Value(crossfade.t));
}

LineGradientProgram::LayoutUniformValues LineGradientProgram::layoutUniformValues(
    const style::LinePaintProperties::PossiblyEvaluated& properties,
    const RenderTile& tile,
    const TransformState& state,
    const std::array<float, 2>& pixelsToGLUnits,
    const float pixelRatio) {
    return makeValues<LineGradientProgram::LayoutUniformValues>(properties, tile, state, pixelsToGLUnits, pixelRatio);
}

} // namespace mbgl
