#include "glad.h"
 
#include <GLFW/glfw3.h>
#include <array>
#include <cmath>
#include <cstdint>
#include <cstdio>
#include <ctime>
#include <execution>
#include <iostream>
#include <optional>
#include <span>
#include <utility>
 
 
 
 
constexpr auto lerp(
float a, 
float b, 
float f) -> 
float 
{
    return a * (1.0F - f) + b * f;
}
 
};
 
 
void GLAPIENTRY
    GLenum type,
    GLuint id [[maybe_unused]],
    GLenum severity,
    GLsizei length [[maybe_unused]],
    const GLchar* message,
    const void* userParam [[maybe_unused]])
{
    if (type == GL_DEBUG_TYPE_OTHER || type == GL_DEBUG_TYPE_PERFORMANCE)
        return;
    
    fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x,\nmessage = %s\n", 
        (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
        type, severity, message);
}
 
 
{
    
    
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 
    glfwWindowHint(GLFW_SAMPLES, 4); 
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_COMPAT_PROFILE);
 
#ifdef __APPLE__
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
 
    
    
    GLFWwindow* window = glfwCreateWindow(
SCR_WIDTH, 
SCR_HEIGHT, 
"Batched Rendering", 
nullptr, 
nullptr);
 
    if (window == nullptr) {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
 
    
    
    if (gladLoadGLLoader(reinterpret_cast<GLADloadproc>(glfwGetProcAddress)) == 0) { 
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }
 
    
    glEnable(GL_DEBUG_OUTPUT);
 
    
    glEnable(GL_MULTISAMPLE);
 
 
 
    
    
    const std::array<const float, 12> vertices {
        0.001F, 0.001F, 0.0F, 
        0.001F, -0.001F, 0.0F, 
        -0.001F, -0.001F, 0.0F, 
        -0.001F, 0.001F, 0.0F, 
    };
 
    const std::array<const unsigned int, 6> indices {
        
        0, 1, 3, 
        1, 2, 3 
    };
 
 
        { u_type::vec3, "aPos" }
    };
 
        { u_type::vec3, "instancePos" }
    };
 
 
    VBO.set_layout(layout);
 
 
 
        { shader_array_type::float32_arr, "u_color", 4 }
    };
 
 
 
    std::array<float, 4> color {};
 
 
    const float START = -0.95F;
    const float END = 0.95F;
 
    const float Z_START = 0.01F;
    const float Z_END = 1.00F;
 
    std::srand(static_cast<unsigned int>(std::time(nullptr)));
    constexpr int32_t NUM_INSTANCES = 65535;
 
    for (int i = 0; i < NUM_INSTANCES; i++) {
        std::array<float, 3> offset = {
                static_cast<float>(rand()) / static_cast<float>(RAND_MAX)),
                static_cast<float>(rand()) / static_cast<float>(RAND_MAX)),
                static_cast<float>(rand()) / static_cast<float>(RAND_MAX))
        };
 
        
    }
 
    while (glfwWindowShouldClose(window) == 0) {
 
 
        glClearColor(0.2F, 0.3F, 0.3F, 1.0F);
        glClear(GL_COLOR_BUFFER_BIT);
 
        auto timeNow = static_cast<float>(glfwGetTime());
 
        for (float& col : color) {
            col = std::sin(timeNow) / 2.0F + 0.5F;
        }
        color[3] = 1.0F;
 
        for (int i = 0; i < 4; ++i) {
            UBO_block.set_attribute_data(std::span { &color[i], 1 }, "u_color", i);
        }
 
#pragma pack(push, 1)
        };
#pragma pack(pop)
 
        static_assert(
sizeof(
vec3) == 3 * 
sizeof(
float));
 
 
        
            [](std::span<vec3> data) {
                
                std::for_each(std::execution::par_unseq, data.begin(), data.end(),
                        const float speed = ((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) - 0.5F) / 1000.0F;
                        v.x += speed;
                    });
            });
 
        
        glDrawElementsInstanced(GL_TRIANGLES, VAO.
index_data().count(), GL_UNSIGNED_INT, 
nullptr,
 
 
        glfwSwapBuffers(window);
        glfwPollEvents();
    }
 
    glfwTerminate();
    return 0;
}
 
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
        glfwSetWindowShouldClose(window, 1);
    }
}
 
{
    glViewport(0, 0, width, height);
}
void processInput(GLFWwindow *window)
 
void framebuffer_size_callback(GLFWwindow *window, int width, int height)
 
void GLAPIENTRY MessageCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
 
constexpr auto lerp(float a, float b, float f) -> float
 
Element Buffer Object (EBO) wrapper.
 
void bind() const
Bind the shader program.
 
Vertex Array Object (VAO) wrapper.
 
constexpr auto instanced_data() -> std::optional< vertex_buffer_inst > &
Get the instance buffer object.
 
void bind() const
Bind the vertex array object.
 
void set_index_buffer(index_buffer &&ibo)
Set the index buffer object.
 
void set_instance_buffer(vertex_buffer_inst &&vbo)
Set the instance buffer object.
 
constexpr auto index_data() -> index_buffer &
Get the index buffer object.
 
auto add_vertex_buffer(vertex_buffer &&vbo) -> vertex_array::iterator_t
Add a vertex buffer to the vertex array object.
 
A vertex buffer object for instanced rendering.
 
Vertex Buffer Object (VBO) wrapper.
 
void set_layout(const vertex_buffer_layout &layout)
Set the layout object.
 
StapleGL, a C++20 wrapper for OpenGL.