// ImGui - standalone example application for DirectX 12
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))

#include "imgui.h"
#include "imgui_impl_win32.h"
#include "imgui_impl_dx12.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <tchar.h>

#define DX12_ENABLE_DEBUG_LAYER     0

struct FrameContext
{
    ID3D12CommandAllocator* CommandAllocator;
    UINT64                  FenceValue;
};

// Data
static int const                    NUM_FRAMES_IN_FLIGHT = 3;
static FrameContext                 g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
static UINT                         g_frameIndex = 0;

static int const                    NUM_BACK_BUFFERS = 3;
static ID3D12Device*                g_pd3dDevice = NULL;
static ID3D12DescriptorHeap*        g_pd3dRtvDescHeap = NULL;
static ID3D12DescriptorHeap*        g_pd3dSrvDescHeap = NULL;
static ID3D12CommandQueue*          g_pd3dCommandQueue = NULL;
static ID3D12GraphicsCommandList*   g_pd3dCommandList = NULL;
static ID3D12Fence*                 g_fence = NULL;
static HANDLE                       g_fenceEvent = NULL;
static UINT64                       g_fenceLastSignaledValue = 0;
static IDXGISwapChain3*             g_pSwapChain = NULL;
static HANDLE                       g_hSwapChainWaitableObject = NULL;
static ID3D12Resource*              g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
static D3D12_CPU_DESCRIPTOR_HANDLE  g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};

void CreateRenderTarget()
{
    ID3D12Resource* pBackBuffer;
    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
    {
        g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
        g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
        g_mainRenderTargetResource[i] = pBackBuffer;
    }
}

void WaitForLastSubmittedFrame()
{
    FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];

    UINT64 fenceValue = frameCtxt->FenceValue;
    if (fenceValue == 0)
        return; // No fence was signaled

    frameCtxt->FenceValue = 0;
    if (g_fence->GetCompletedValue() >= fenceValue)
        return;

    g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
    WaitForSingleObject(g_fenceEvent, INFINITE);
}

FrameContext* WaitForNextFrameResources()
{
    UINT nextFrameIndex = g_frameIndex + 1;
    g_frameIndex = nextFrameIndex;

    HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
    DWORD numWaitableObjects = 1;

    FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
    UINT64 fenceValue = frameCtxt->FenceValue;
    if (fenceValue != 0) // means no fence was signaled
    {
        frameCtxt->FenceValue = 0;
        g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
        waitableObjects[1] = g_fenceEvent;
        numWaitableObjects = 2;
    }

    WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);

    return frameCtxt;
}

void ResizeSwapChain(HWND hWnd, int width, int height)
{
    DXGI_SWAP_CHAIN_DESC1 sd;
    g_pSwapChain->GetDesc1(&sd);
    sd.Width = width;
    sd.Height = height;

    IDXGIFactory4* dxgiFactory = NULL;
    g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));

    g_pSwapChain->Release();
    CloseHandle(g_hSwapChainWaitableObject);

    IDXGISwapChain1* swapChain1 = NULL;
    dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
    swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
    swapChain1->Release();
    dxgiFactory->Release();

    g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);

    g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
    assert(g_hSwapChainWaitableObject != NULL);
}

void CleanupRenderTarget()
{
    WaitForLastSubmittedFrame();

    for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
        if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
}

HRESULT CreateDeviceD3D(HWND hWnd)
{
    // Setup swap chain
    DXGI_SWAP_CHAIN_DESC1 sd;
    {
        ZeroMemory(&sd, sizeof(sd));
        sd.BufferCount = NUM_BACK_BUFFERS;
        sd.Width = 0;
        sd.Height = 0;
        sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
        sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
        sd.Scaling = DXGI_SCALING_STRETCH;
        sd.Stereo = FALSE;
    }

    if (DX12_ENABLE_DEBUG_LAYER)
    {
        ID3D12Debug* dx12Debug = NULL;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
        {
            dx12Debug->EnableDebugLayer();
            dx12Debug->Release();
        }
    }

    D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
    if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
        return E_FAIL;

    {
        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
        desc.Type           = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
        desc.NumDescriptors = NUM_BACK_BUFFERS;
        desc.Flags          = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
        desc.NodeMask       = 1;
        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
            return E_FAIL;

        SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
        D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
        for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) 
        {
            g_mainRenderTargetDescriptor[i] = rtvHandle;
            rtvHandle.ptr += rtvDescriptorSize;
        }
    }

    {
        D3D12_DESCRIPTOR_HEAP_DESC desc = {};
        desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
        desc.NumDescriptors = 1;
        desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
        if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
            return E_FAIL;
    }

    {
        D3D12_COMMAND_QUEUE_DESC desc = {};
        desc.Type     = D3D12_COMMAND_LIST_TYPE_DIRECT;
        desc.Flags    = D3D12_COMMAND_QUEUE_FLAG_NONE;
        desc.NodeMask = 1;
        if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
            return E_FAIL;
    }

    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
        if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
            return E_FAIL;

    if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
        g_pd3dCommandList->Close() != S_OK)
        return E_FAIL;

    if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
        return E_FAIL;

    g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
    if (g_fenceEvent == NULL)
        return E_FAIL;

    {
        IDXGIFactory4* dxgiFactory = NULL;
        IDXGISwapChain1* swapChain1 = NULL;
        if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
            dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
            swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
            return E_FAIL;
        swapChain1->Release();
        dxgiFactory->Release();
        g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
        g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
    }

    CreateRenderTarget();

    return S_OK;
}

void CleanupDeviceD3D()
{
    CleanupRenderTarget();
    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
    if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
    for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
        if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
    if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
    if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
    if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
    if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
    if (g_fence) { g_fence->Release(); g_fence = NULL; }
    if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}

extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
        return true;

    switch (msg)
    {
    case WM_SIZE:
        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
        {
            ImGui_ImplDX12_InvalidateDeviceObjects();
            CleanupRenderTarget();
            ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
            CreateRenderTarget();
            ImGui_ImplDX12_CreateDeviceObjects();
        }
        return 0;
    case WM_SYSCOMMAND:
        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
            return 0;
        break;
    case WM_DESTROY:
        PostQuitMessage(0);
        return 0;
    }
    return DefWindowProc(hWnd, msg, wParam, lParam);
}

int main(int, char**)
{
    // Create application window
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
    RegisterClassEx(&wc);
    HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);

    // Initialize Direct3D
    if (CreateDeviceD3D(hwnd) < 0)
    {
        CleanupDeviceD3D();
        UnregisterClass(_T("ImGui Example"), wc.hInstance);
        return 1;
    }

    // Show the window
    ShowWindow(hwnd, SW_SHOWDEFAULT);
    UpdateWindow(hwnd);

    // Setup Dear ImGui binding
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;  // Enable Keyboard Controls

    ImGui_ImplWin32_Init(hwnd);
    ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, 
        DXGI_FORMAT_R8G8B8A8_UNORM,
        g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), 
        g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());

    // Setup style
    ImGui::StyleColorsDark();
    //ImGui::StyleColorsClassic();

    // Load Fonts
    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. 
    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. 
    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
    // - Read 'misc/fonts/README.txt' for more instructions and details.
    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
    //io.Fonts->AddFontDefault();
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
    //IM_ASSERT(font != NULL);

    bool show_demo_window = true;
    bool show_another_window = false;
    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

    // Main loop
    MSG msg;
    ZeroMemory(&msg, sizeof(msg));
    while (msg.message != WM_QUIT)
    {
        // Poll and handle messages (inputs, window resize, etc.)
        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
            continue;
        }

        // Start the ImGui frame
        ImGui_ImplDX12_NewFrame();
        ImGui_ImplWin32_NewFrame();
        ImGui::NewFrame();

        // 1. Show a simple window.
        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
        {
            static float f = 0.0f;
            static int counter = 0;
            ImGui::Text("Hello, world!");                           // Display some text (you can use a format string too)
            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f    
            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color

            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our windows open/close state
            ImGui::Checkbox("Another Window", &show_another_window);

            if (ImGui::Button("Button"))                            // Buttons return true when clicked (NB: most widgets return true when edited/activated)
                counter++;
            ImGui::SameLine();
            ImGui::Text("counter = %d", counter);

            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
        }

        // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window);
            ImGui::Text("Hello from another window!");
            if (ImGui::Button("Close Me"))
                show_another_window = false;
            ImGui::End();
        }

        // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
        if (show_demo_window)
        {
            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
            ImGui::ShowDemoWindow(&show_demo_window);
        }

        // Rendering
        FrameContext* frameCtxt = WaitForNextFrameResources();
        UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
        frameCtxt->CommandAllocator->Reset();

        D3D12_RESOURCE_BARRIER barrier = {};
        barrier.Type                   = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
        barrier.Flags                  = D3D12_RESOURCE_BARRIER_FLAG_NONE;
        barrier.Transition.pResource   = g_mainRenderTargetResource[backBufferIdx];
        barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_RENDER_TARGET;

        g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL);
        g_pd3dCommandList->ResourceBarrier(1, &barrier);
        g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL);
        g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
        g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
        ImGui::Render();
        ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
        barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
        barrier.Transition.StateAfter  = D3D12_RESOURCE_STATE_PRESENT;
        g_pd3dCommandList->ResourceBarrier(1, &barrier);
        g_pd3dCommandList->Close();

        g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);

        g_pSwapChain->Present(1, 0); // Present with vsync
        //g_pSwapChain->Present(0, 0); // Present without vsync

        UINT64 fenceValue = g_fenceLastSignaledValue + 1;
        g_pd3dCommandQueue->Signal(g_fence, fenceValue);
        g_fenceLastSignaledValue = fenceValue;
        frameCtxt->FenceValue = fenceValue;
    }

    WaitForLastSubmittedFrame();
    ImGui_ImplDX12_Shutdown();
    ImGui_ImplWin32_Shutdown();
    ImGui::DestroyContext();

    CleanupDeviceD3D();
    DestroyWindow(hwnd);
    UnregisterClass(_T("ImGui Example"), wc.hInstance);

    return 0;
}