import {
	Clock,
	HalfFloatType,
	NoBlending,
	Vector2,
	WebGLRenderTarget
} from 'three';
import { CopyShader } from '../shaders/CopyShader.js';
import { ShaderPass } from './ShaderPass.js';
import { ClearMaskPass, MaskPass } from './MaskPass.js';

/**
 * Used to implement post-processing effects in three.js.
 * The class manages a chain of post-processing passes to produce the final visual result.
 * Post-processing passes are executed in order of their addition/insertion.
 * The last pass is automatically rendered to screen.
 *
 * This module can only be used with {@link WebGLRenderer}.
 *
 * ```js
 * const composer = new EffectComposer( renderer );
 *
 * // adding some passes
 * const renderPass = new RenderPass( scene, camera );
 * composer.addPass( renderPass );
 *
 * const glitchPass = new GlitchPass();
 * composer.addPass( glitchPass );
 *
 * const outputPass = new OutputPass()
 * composer.addPass( outputPass );
 *
 * function animate() {
 *
 * 	composer.render(); // instead of renderer.render()
 *
 * }
 * ```
 *
 * @three_import import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
 */
class EffectComposer {

	/**
	 * Constructs a new effect composer.
	 *
	 * @param {WebGLRenderer} renderer - The renderer.
	 * @param {WebGLRenderTarget} [renderTarget] - This render target and a clone will
	 * be used as the internal read and write buffers. If not given, the composer creates
	 * the buffers automatically.
	 */
	constructor( renderer, renderTarget ) {

		/**
		 * The renderer.
		 *
		 * @type {WebGLRenderer}
		 */
		this.renderer = renderer;

		this._pixelRatio = renderer.getPixelRatio();

		if ( renderTarget === undefined ) {

			const size = renderer.getSize( new Vector2() );
			this._width = size.width;
			this._height = size.height;

			renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
			renderTarget.texture.name = 'EffectComposer.rt1';

		} else {

			this._width = renderTarget.width;
			this._height = renderTarget.height;

		}

		this.renderTarget1 = renderTarget;
		this.renderTarget2 = renderTarget.clone();
		this.renderTarget2.texture.name = 'EffectComposer.rt2';

		/**
		 * A reference to the internal write buffer. Passes usually write
		 * their result into this buffer.
		 *
		 * @type {WebGLRenderTarget}
		 */
		this.writeBuffer = this.renderTarget1;

		/**
		 * A reference to the internal read buffer. Passes usually read
		 * the previous render result from this buffer.
		 *
		 * @type {WebGLRenderTarget}
		 */
		this.readBuffer = this.renderTarget2;

		/**
		 * Whether the final pass is rendered to the screen (default framebuffer) or not.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.renderToScreen = true;

		/**
		 * An array representing the (ordered) chain of post-processing passes.
		 *
		 * @type {Array<Pass>}
		 */
		this.passes = [];

		/**
		 * A copy pass used for internal swap operations.
		 *
		 * @private
		 * @type {ShaderPass}
		 */
		this.copyPass = new ShaderPass( CopyShader );
		this.copyPass.material.blending = NoBlending;

		/**
		 * The internal clock for managing time data.
		 *
		 * @private
		 * @type {Clock}
		 */
		this.clock = new Clock();

	}

	/**
	 * Swaps the internal read/write buffers.
	 */
	swapBuffers() {

		const tmp = this.readBuffer;
		this.readBuffer = this.writeBuffer;
		this.writeBuffer = tmp;

	}

	/**
	 * Adds the given pass to the pass chain.
	 *
	 * @param {Pass} pass - The pass to add.
	 */
	addPass( pass ) {

		this.passes.push( pass );
		pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );

	}

	/**
	 * Inserts the given pass at a given index.
	 *
	 * @param {Pass} pass - The pass to insert.
	 * @param {number} index - The index into the pass chain.
	 */
	insertPass( pass, index ) {

		this.passes.splice( index, 0, pass );
		pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );

	}

	/**
	 * Removes the given pass from the pass chain.
	 *
	 * @param {Pass} pass - The pass to remove.
	 */
	removePass( pass ) {

		const index = this.passes.indexOf( pass );

		if ( index !== - 1 ) {

			this.passes.splice( index, 1 );

		}

	}

	/**
	 * Returns `true` if the pass for the given index is the last enabled pass in the pass chain.
	 *
	 * @param {number} passIndex - The pass index.
	 * @return {boolean} Whether the pass for the given index is the last pass in the pass chain.
	 */
	isLastEnabledPass( passIndex ) {

		for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {

			if ( this.passes[ i ].enabled ) {

				return false;

			}

		}

		return true;

	}

	/**
	 * Executes all enabled post-processing passes in order to produce the final frame.
	 *
	 * @param {number} deltaTime - The delta time in seconds. If not given, the composer computes
	 * its own time delta value.
	 */
	render( deltaTime ) {

		// deltaTime value is in seconds

		if ( deltaTime === undefined ) {

			deltaTime = this.clock.getDelta();

		}

		const currentRenderTarget = this.renderer.getRenderTarget();

		let maskActive = false;

		for ( let i = 0, il = this.passes.length; i < il; i ++ ) {

			const pass = this.passes[ i ];

			if ( pass.enabled === false ) continue;

			pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
			pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );

			if ( pass.needsSwap ) {

				if ( maskActive ) {

					const context = this.renderer.getContext();
					const stencil = this.renderer.state.buffers.stencil;

					//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
					stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );

					this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );

					//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
					stencil.setFunc( context.EQUAL, 1, 0xffffffff );

				}

				this.swapBuffers();

			}

			if ( MaskPass !== undefined ) {

				if ( pass instanceof MaskPass ) {

					maskActive = true;

				} else if ( pass instanceof ClearMaskPass ) {

					maskActive = false;

				}

			}

		}

		this.renderer.setRenderTarget( currentRenderTarget );

	}

	/**
	 * Resets the internal state of the EffectComposer.
	 *
	 * @param {WebGLRenderTarget} [renderTarget] - This render target has the same purpose like
	 * the one from the constructor. If set, it is used to setup the read and write buffers.
	 */
	reset( renderTarget ) {

		if ( renderTarget === undefined ) {

			const size = this.renderer.getSize( new Vector2() );
			this._pixelRatio = this.renderer.getPixelRatio();
			this._width = size.width;
			this._height = size.height;

			renderTarget = this.renderTarget1.clone();
			renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );

		}

		this.renderTarget1.dispose();
		this.renderTarget2.dispose();
		this.renderTarget1 = renderTarget;
		this.renderTarget2 = renderTarget.clone();

		this.writeBuffer = this.renderTarget1;
		this.readBuffer = this.renderTarget2;

	}

	/**
	 * Resizes the internal read and write buffers as well as all passes. Similar to {@link WebGLRenderer#setSize},
	 * this method honors the current pixel ration.
	 *
	 * @param {number} width - The width in logical pixels.
	 * @param {number} height - The height in logical pixels.
	 */
	setSize( width, height ) {

		this._width = width;
		this._height = height;

		const effectiveWidth = this._width * this._pixelRatio;
		const effectiveHeight = this._height * this._pixelRatio;

		this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
		this.renderTarget2.setSize( effectiveWidth, effectiveHeight );

		for ( let i = 0; i < this.passes.length; i ++ ) {

			this.passes[ i ].setSize( effectiveWidth, effectiveHeight );

		}

	}

	/**
	 * Sets device pixel ratio. This is usually used for HiDPI device to prevent blurring output.
	 * Setting the pixel ratio will automatically resize the composer.
	 *
	 * @param {number} pixelRatio - The pixel ratio to set.
	 */
	setPixelRatio( pixelRatio ) {

		this._pixelRatio = pixelRatio;

		this.setSize( this._width, this._height );

	}

	/**
	 * Frees the GPU-related resources allocated by this instance. Call this
	 * method whenever the composer is no longer used in your app.
	 */
	dispose() {

		this.renderTarget1.dispose();
		this.renderTarget2.dispose();

		this.copyPass.dispose();

	}

}

export { EffectComposer };