use std::{borrow::Cow, time::Instant};
use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
use model::{Vertex,ModelData,ModelInstance};
use body::{InputInstruction, PhysicsInstruction};
use instruction::{TimedInstruction, InstructionConsumer};

mod body;
mod model;
mod zeroes;
mod framework;
mod primitives;
mod instruction;
mod load_roblox;

struct Entity {
	index_count: u32,
	index_buf: wgpu::Buffer,
}

struct ModelGraphicsInstance {
	model_transform: glam::Affine3A,
	color: glam::Vec4,
}
struct ModelGraphics {
	instances: Vec<ModelGraphicsInstance>,
	vertex_buf: wgpu::Buffer,
	entities: Vec<Entity>,
	bind_group: wgpu::BindGroup,
	model_buf: wgpu::Buffer,
}

pub struct GraphicsSamplers{
	repeat: wgpu::Sampler,
}

pub struct GraphicsBindGroupLayouts{
	model: wgpu::BindGroupLayout,
}

pub struct GraphicsBindGroups {
	camera: wgpu::BindGroup,
	skybox_texture: wgpu::BindGroup,
}

pub struct GraphicsPipelines {
	skybox: wgpu::RenderPipeline,
	model: wgpu::RenderPipeline,
}

pub struct GraphicsData {
	start_time: std::time::Instant,
	screen_size: (u32, u32),
	physics: body::PhysicsState,
	pipelines: GraphicsPipelines,
	bind_groups: GraphicsBindGroups,
	bind_group_layouts: GraphicsBindGroupLayouts,
	samplers: GraphicsSamplers,
	temp_squid_texture_view: wgpu::TextureView,
	camera_buf: wgpu::Buffer,
	models: Vec<ModelGraphics>,
	depth_view: wgpu::TextureView,
	staging_belt: wgpu::util::StagingBelt,
}

impl GraphicsData {
	const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;

	fn create_depth_texture(
		config: &wgpu::SurfaceConfiguration,
		device: &wgpu::Device,
	) -> wgpu::TextureView {
		let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
			size: wgpu::Extent3d {
				width: config.width,
				height: config.height,
				depth_or_array_layers: 1,
			},
			mip_level_count: 1,
			sample_count: 1,
			dimension: wgpu::TextureDimension::D2,
			format: Self::DEPTH_FORMAT,
			usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
			label: None,
			view_formats: &[],
		});

		depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
	}

	fn generate_model_physics(&mut self,modeldatas:&Vec<ModelData>){
		self.physics.models.append(&mut modeldatas.iter().map(|m|
			//make aabb and run vertices to get realistic bounds
			m.instances.iter().map(|t|body::ModelPhysics::new(t.model_transform))
		).flatten().collect());
		println!("Physics Objects: {}",self.physics.models.len());
	}
	fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,mut indexed_models:model::IndexedModelInstances){
		//generate texture view per texture

		//idk how to do this gooder lol
		let mut double_map=std::collections::HashMap::<u32,u32>::new();
		let mut texture_views:Vec<wgpu::TextureView>=Vec::with_capacity(indexed_models.textures.len());
		for (i,t) in indexed_models.textures.iter().enumerate(){
			if let Ok(mut file) = std::fs::File::open(std::path::Path::new(&format!("textures/{}.dds",t))){
				let image = ddsfile::Dds::read(&mut file).unwrap();

				let size = wgpu::Extent3d {
					width: image.get_width()/4*4,//floor(w,4), should be ceil(w,4)
					height: image.get_height()/4*4,
					depth_or_array_layers: 1,
				};

				let layer_size = wgpu::Extent3d {
					depth_or_array_layers: 1,
					..size
				};
				let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);

				let texture = device.create_texture_with_data(
					queue,
					&wgpu::TextureDescriptor {
						size,
						mip_level_count: max_mips,
						sample_count: 1,
						dimension: wgpu::TextureDimension::D2,
						format: wgpu::TextureFormat::Bc7RgbaUnorm,
						usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
						label: Some(format!("Texture{}",i).as_str()),
						view_formats: &[],
					},
					&image.data,
				);

				double_map.insert(i as u32, texture_views.len() as u32);
				texture_views.push(texture.create_view(&wgpu::TextureViewDescriptor {
					label: Some(format!("Texture{} View",i).as_str()),
					dimension: Some(wgpu::TextureViewDimension::D2),
					..wgpu::TextureViewDescriptor::default()
				}));
			}
		}
		//drain the modeldata vec so entities can be /moved/ to models.entities
		let mut instance_count=0;
		let uniform_buffer_binding_size=<GraphicsData as framework::Example>::required_limits().max_uniform_buffer_binding_size as usize;
		let chunk_size=uniform_buffer_binding_size/MODEL_BUFFER_SIZE_BYTES;
		self.models.reserve(modeldatas.len());
		for modeldata in modeldatas.drain(..) {
			let n_instances=modeldata.instances.len();
			for instances_chunk in modeldata.instances.rchunks(chunk_size){
				instance_count+=1;
				let model_uniforms = get_instances_buffer_data(instances_chunk);
				let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
					label: Some(format!("Model{} Buf",instance_count).as_str()),
					contents: bytemuck::cast_slice(&model_uniforms),
					usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
				});
				let texture_view=match modeldata.texture{
					Some(texture_id)=>{
						match double_map.get(&texture_id){
							Some(&mapped_texture_id)=>&texture_views[mapped_texture_id as usize],
							None=>&self.temp_squid_texture_view,
						}
					},
					None=>&self.temp_squid_texture_view,
				};
				let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
					layout: &self.bind_group_layouts.model,
					entries: &[
						wgpu::BindGroupEntry {
							binding: 0,
							resource: model_buf.as_entire_binding(),
						},
						wgpu::BindGroupEntry {
							binding: 1,
							resource: wgpu::BindingResource::TextureView(texture_view),
						},
						wgpu::BindGroupEntry {
							binding: 2,
							resource: wgpu::BindingResource::Sampler(&self.samplers.repeat),
						},
					],
					label: Some(format!("Model{} Bind Group",instance_count).as_str()),
				});
				let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
					label: Some("Vertex"),
					contents: bytemuck::cast_slice(&modeldata.vertices),
					usage: wgpu::BufferUsages::VERTEX,
				});
				//all of these are being moved here
				self.models.push(ModelGraphics{
					instances:instances_chunk.to_vec(),
					vertex_buf,
					entities: modeldata.entities.iter().map(|indices|{
						let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
							label: Some("Index"),
							contents: bytemuck::cast_slice(&indices),
							usage: wgpu::BufferUsages::INDEX,
						});
						Entity {
							index_buf,
							index_count: indices.len() as u32,
						}
					}).collect(),
					bind_group: model_bind_group,
					model_buf,
				});
			}
		}
		println!("Graphics Objects: {}",self.models.len());
		println!("Graphics Instances: {}",instance_count);
	}
}

const MODEL_BUFFER_SIZE:usize=4*4 + 4;//let size=std::mem::size_of::<ModelInstance>();
const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
fn get_instances_buffer_data(instances:&[ModelInstance]) -> Vec<f32> {
	let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
	for (i,mi) in instances.iter().enumerate(){
    	let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
    	//model_transform
    	raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&glam::Mat4::from(mi.model_transform))[..]);
    	//color
    	raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color));
    	raw.append(&mut v);
	}
	raw
}

fn to_uniform_data(camera: &body::Camera, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
	let proj=camera.proj();
	let proj_inv = proj.inverse();
	let view=camera.view(pos);
	let view_inv = view.inverse();

	let mut raw = [0f32; 16 * 3 + 4];
	raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
	raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
	raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
	raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
	raw
}

impl framework::Example for GraphicsData {
	fn optional_features() -> wgpu::Features {
		wgpu::Features::TEXTURE_COMPRESSION_ASTC
			| wgpu::Features::TEXTURE_COMPRESSION_ETC2
	}
	fn required_features() -> wgpu::Features {
		wgpu::Features::TEXTURE_COMPRESSION_BC
	}
	fn required_limits() -> wgpu::Limits {
		wgpu::Limits::default() //framework.rs was using goofy limits that caused me a multi-day headache
	}
	fn init(
		config: &wgpu::SurfaceConfiguration,
		_adapter: &wgpu::Adapter,
		device: &wgpu::Device,
		queue: &wgpu::Queue,
	) -> Self {
		let mut modeldatas = Vec::<ModelData>::new();
		modeldatas.append(&mut model::generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE));
		modeldatas.append(&mut model::generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE));
		modeldatas.append(&mut model::generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE));
		modeldatas.push(primitives::the_unit_cube_lol());
		println!("models.len = {:?}", modeldatas.len());
		modeldatas[0].instances.push(ModelInstance{
			model_transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
			color:ModelData::COLOR_VEC4_WHITE,
		});
		//quad monkeys
		modeldatas[1].instances.push(ModelInstance{
			model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
			color:ModelData::COLOR_VEC4_WHITE,
		});
		modeldatas[1].instances.push(ModelInstance{
			model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
			color:glam::vec4(1.0,0.0,0.0,1.0),
		});
		modeldatas[1].instances.push(ModelInstance{
			model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
			color:glam::vec4(0.0,1.0,0.0,1.0),
		});
		modeldatas[1].instances.push(ModelInstance{
			model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
			color:glam::vec4(0.0,0.0,1.0,1.0),
		});
		//teapot
		modeldatas[2].instances.push(ModelInstance{
			model_transform:glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.)),
			color:ModelData::COLOR_VEC4_WHITE,
		});
		//ground
		modeldatas[3].instances.push(ModelInstance{
			model_transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
			color:ModelData::COLOR_VEC4_WHITE,
		});

		let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
			label: None,
			entries: &[
				wgpu::BindGroupLayoutEntry {
					binding: 0,
					visibility: wgpu::ShaderStages::VERTEX,
					ty: wgpu::BindingType::Buffer {
						ty: wgpu::BufferBindingType::Uniform,
						has_dynamic_offset: false,
						min_binding_size: None,
					},
					count: None,
				},
			],
		});
		let skybox_texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
			label: Some("Skybox Texture Bind Group Layout"),
			entries: &[
				wgpu::BindGroupLayoutEntry {
					binding: 0,
					visibility: wgpu::ShaderStages::FRAGMENT,
					ty: wgpu::BindingType::Texture {
						sample_type: wgpu::TextureSampleType::Float { filterable: true },
						multisampled: false,
						view_dimension: wgpu::TextureViewDimension::Cube,
					},
					count: None,
				},
				wgpu::BindGroupLayoutEntry {
					binding: 1,
					visibility: wgpu::ShaderStages::FRAGMENT,
					ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
					count: None,
				},
			],
		});
		let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
			label: Some("Model Bind Group Layout"),
			entries: &[
				wgpu::BindGroupLayoutEntry {
					binding: 0,
					visibility: wgpu::ShaderStages::VERTEX,
					ty: wgpu::BindingType::Buffer {
						ty: wgpu::BufferBindingType::Uniform,
						has_dynamic_offset: false,
						min_binding_size: None,
					},
					count: None,
				},
				wgpu::BindGroupLayoutEntry {
					binding: 1,
					visibility: wgpu::ShaderStages::FRAGMENT,
					ty: wgpu::BindingType::Texture {
						sample_type: wgpu::TextureSampleType::Float { filterable: true },
						multisampled: false,
						view_dimension: wgpu::TextureViewDimension::D2,
					},
					count: None,
				},
				wgpu::BindGroupLayoutEntry {
					binding: 2,
					visibility: wgpu::ShaderStages::FRAGMENT,
					ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
					count: None,
				},
			],
		});

		let clamp_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
			label: Some("Clamp Sampler"),
			address_mode_u: wgpu::AddressMode::ClampToEdge,
			address_mode_v: wgpu::AddressMode::ClampToEdge,
			address_mode_w: wgpu::AddressMode::ClampToEdge,
			mag_filter: wgpu::FilterMode::Linear,
			min_filter: wgpu::FilterMode::Linear,
			mipmap_filter: wgpu::FilterMode::Linear,
			..Default::default()
		});
		let repeat_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
			label: Some("Repeat Sampler"),
			address_mode_u: wgpu::AddressMode::Repeat,
			address_mode_v: wgpu::AddressMode::Repeat,
			address_mode_w: wgpu::AddressMode::Repeat,
			mag_filter: wgpu::FilterMode::Linear,
			min_filter: wgpu::FilterMode::Linear,
			mipmap_filter: wgpu::FilterMode::Linear,
			..Default::default()
		});

		// Create the render pipeline
		let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
			label: None,
			source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
		});

		let physics = body::PhysicsState {
			spawn_point:glam::vec3(0.0,50.0,0.0),
			body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)),
			time: 0,
			tick: 0,
			strafe_tick_num: 100,//100t
			strafe_tick_den: 1_000_000_000,
			gravity: glam::vec3(0.0,-100.0,0.0),
			friction: 1.2,
			walk_accel: 90.0,
			mv: 2.7,
			grounded: false,
			walkspeed: 18.0,
			contacts: std::collections::HashSet::new(),
			models: Vec::new(),
			walk: body::WalkState::new(),
			hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
			camera: body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
			mouse_interpolation: body::MouseInterpolationState::new(),
			controls: 0,
		};

		//load textures
		let device_features = device.features();

		let skybox_texture_view={
			let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
				log::info!("Using ASTC");
				wgpu::TextureFormat::Astc {
					block: AstcBlock::B4x4,
					channel: AstcChannel::UnormSrgb,
				}
			} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2) {
				log::info!("Using ETC2");
				wgpu::TextureFormat::Etc2Rgb8UnormSrgb
			} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC) {
				log::info!("Using BC");
				wgpu::TextureFormat::Bc1RgbaUnormSrgb
			} else {
				log::info!("Using plain");
				wgpu::TextureFormat::Bgra8UnormSrgb
			};

			let bytes = match skybox_format {
				wgpu::TextureFormat::Astc {
					block: AstcBlock::B4x4,
					channel: AstcChannel::UnormSrgb,
				} => &include_bytes!("../images/astc.dds")[..],
				wgpu::TextureFormat::Etc2Rgb8UnormSrgb => &include_bytes!("../images/etc2.dds")[..],
				wgpu::TextureFormat::Bc1RgbaUnormSrgb => &include_bytes!("../images/bc1.dds")[..],
				wgpu::TextureFormat::Bgra8UnormSrgb => &include_bytes!("../images/bgra.dds")[..],
				_ => unreachable!(),
			};

			let skybox_image = ddsfile::Dds::read(&mut std::io::Cursor::new(bytes)).unwrap();

			let size = wgpu::Extent3d {
				width: skybox_image.get_width(),
				height: skybox_image.get_height(),
				depth_or_array_layers: 6,
			};

			let layer_size = wgpu::Extent3d {
				depth_or_array_layers: 1,
				..size
			};
			let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);

			log::debug!(
				"Copying {:?} skybox images of size {}, {}, 6 with {} mips to gpu",
				skybox_format,
				size.width,
				size.height,
				max_mips,
			);

			let skybox_texture = device.create_texture_with_data(
				queue,
				&wgpu::TextureDescriptor {
					size,
					mip_level_count: max_mips,
					sample_count: 1,
					dimension: wgpu::TextureDimension::D2,
					format: skybox_format,
					usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
					label: Some("Skybox Texture"),
					view_formats: &[],
				},
				&skybox_image.data,
			);

			skybox_texture.create_view(&wgpu::TextureViewDescriptor {
				label: Some("Skybox Texture View"),
				dimension: Some(wgpu::TextureViewDimension::Cube),
				..wgpu::TextureViewDescriptor::default()
			})
		};

		//squid
		let squid_texture_view={
			let bytes = include_bytes!("../images/squid.dds");

			let image = ddsfile::Dds::read(&mut std::io::Cursor::new(bytes)).unwrap();

			let size = wgpu::Extent3d {
				width: image.get_width(),
				height: image.get_height(),
				depth_or_array_layers: 1,
			};

			let layer_size = wgpu::Extent3d {
				depth_or_array_layers: 1,
				..size
			};
			let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);

			let texture = device.create_texture_with_data(
				queue,
				&wgpu::TextureDescriptor {
					size,
					mip_level_count: max_mips,
					sample_count: 1,
					dimension: wgpu::TextureDimension::D2,
					format: wgpu::TextureFormat::Bc7RgbaUnorm,
					usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
					label: Some("Squid Texture"),
					view_formats: &[],
				},
				&image.data,
			);

			texture.create_view(&wgpu::TextureViewDescriptor {
				label: Some("Squid Texture View"),
				dimension: Some(wgpu::TextureViewDimension::D2),
				..wgpu::TextureViewDescriptor::default()
			})
		};

		let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
			label: None,
			bind_group_layouts: &[
				&camera_bind_group_layout,
				&model_bind_group_layout,
				&skybox_texture_bind_group_layout,
			],
			push_constant_ranges: &[],
		});

		// Create the render pipelines
		let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
			label: Some("Sky Pipeline"),
			layout: Some(&pipeline_layout),
			vertex: wgpu::VertexState {
				module: &shader,
				entry_point: "vs_sky",
				buffers: &[],
			},
			fragment: Some(wgpu::FragmentState {
				module: &shader,
				entry_point: "fs_sky",
				targets: &[Some(config.view_formats[0].into())],
			}),
			primitive: wgpu::PrimitiveState {
				front_face: wgpu::FrontFace::Cw,
				..Default::default()
			},
			depth_stencil: Some(wgpu::DepthStencilState {
				format: Self::DEPTH_FORMAT,
				depth_write_enabled: false,
				depth_compare: wgpu::CompareFunction::LessEqual,
				stencil: wgpu::StencilState::default(),
				bias: wgpu::DepthBiasState::default(),
			}),
			multisample: wgpu::MultisampleState::default(),
			multiview: None,
		});
		let model_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
			label: Some("Model Pipeline"),
			layout: Some(&pipeline_layout),
			vertex: wgpu::VertexState {
				module: &shader,
				entry_point: "vs_entity_texture",
				buffers: &[wgpu::VertexBufferLayout {
					array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
					step_mode: wgpu::VertexStepMode::Vertex,
					attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3, 3 => Float32x4],
				}],
			},
			fragment: Some(wgpu::FragmentState {
				module: &shader,
				entry_point: "fs_entity_texture",
				targets: &[Some(config.view_formats[0].into())],
			}),
			primitive: wgpu::PrimitiveState {
				front_face: wgpu::FrontFace::Cw,
				..Default::default()
			},
			depth_stencil: Some(wgpu::DepthStencilState {
				format: Self::DEPTH_FORMAT,
				depth_write_enabled: true,
				depth_compare: wgpu::CompareFunction::LessEqual,
				stencil: wgpu::StencilState::default(),
				bias: wgpu::DepthBiasState::default(),
			}),
			multisample: wgpu::MultisampleState::default(),
			multiview: None,
		});

		let camera_uniforms = to_uniform_data(&physics.camera,physics.body.extrapolated_position(0));
		let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
			label: Some("Camera"),
			contents: bytemuck::cast_slice(&camera_uniforms),
			usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
		});
		let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
			layout: &camera_bind_group_layout,
			entries: &[
				wgpu::BindGroupEntry {
					binding: 0,
					resource: camera_buf.as_entire_binding(),
				},
			],
			label: Some("Camera"),
		});
		let skybox_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
			layout: &skybox_texture_bind_group_layout,
			entries: &[
				wgpu::BindGroupEntry {
					binding: 0,
					resource: wgpu::BindingResource::TextureView(&skybox_texture_view),
				},
				wgpu::BindGroupEntry {
					binding: 1,
					resource: wgpu::BindingResource::Sampler(&clamp_sampler),
				},
			],
			label: Some("Sky Texture"),
		});

		let depth_view = Self::create_depth_texture(config, device);

		let mut graphics=GraphicsData {
			start_time: Instant::now(),
			screen_size: (config.width,config.height),
			physics,
			pipelines:GraphicsPipelines{
				skybox:sky_pipeline,
				model:model_pipeline
			},
			bind_groups:GraphicsBindGroups{
				camera:camera_bind_group,
				skybox_texture:skybox_texture_bind_group,
			},
			camera_buf,
			models: Vec::new(),
			depth_view,
			staging_belt: wgpu::util::StagingBelt::new(0x100),
			bind_group_layouts: GraphicsBindGroupLayouts { model: model_bind_group_layout },
			samplers: GraphicsSamplers { repeat: repeat_sampler },
			temp_squid_texture_view: squid_texture_view,
		};

		graphics.generate_model_physics(&modeldatas);
		graphics.generate_model_graphics(&device,&queue,modeldatas,Vec::new());

		return graphics;
	}

	#[allow(clippy::single_match)]
	fn update(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, event: winit::event::WindowEvent) {
		//nothing atm
		match event {
			winit::event::WindowEvent::DroppedFile(path) => {
				println!("opening file: {:?}", &path);
				//oh boy! let's load the map!
				if let Ok(file)=std::fs::File::open(path){
					let mut input = std::io::BufReader::new(file);
					let mut first_8=[0u8;8];
					//.rbxm roblox binary = "<roblox!"
					//.rbxmx roblox xml = "<roblox "
					//.bsp = "VBSP"
					//.vmf = 
					//.snf = "SNMF"
					//.snf = "SNBF"
					if let (Ok(()),Ok(()))=(std::io::Read::read_exact(&mut input, &mut first_8),std::io::Seek::rewind(&mut input)){
						//
						if let Some(Ok((modeldatas,textures,spawn_point)))={
							if &first_8==b"<roblox!"{
								if let Ok(dom) = rbx_binary::from_reader(input){
									Some(load_roblox::generate_modeldatas_roblox(dom))
								}else{
									None
								}
							}else if &first_8==b"<roblox "{
								if let Ok(dom) = rbx_xml::from_reader(input,rbx_xml::DecodeOptions::default()){
									Some(load_roblox::generate_modeldatas_roblox(dom))
								}else{
									None
								}
							//}else if &first_8[0..4]==b"VBSP"{
							//	self.generate_modeldatas_valve(input)
							}else{
								None
							}
						}{
							//if generate_modeldatas succeeds, clear the previous ones
							self.models.clear();
							self.physics.models.clear();
							self.generate_model_physics(&modeldatas);
							self.generate_model_graphics(device,queue,modeldatas,textures);
							//manual reset
							let time=self.physics.time;
							instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{
								time,
								instruction: body::PhysicsInstruction::SetSpawnPosition(spawn_point),
							});
							instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{
								time,
								instruction: body::PhysicsInstruction::Input(body::InputInstruction::Reset),
							});
						}else{
							println!("No modeldatas were generated");
						}
					}else{
						println!("Failed ro read first 8 bytes and seek back to beginning of file.");
					}
				}else{
					println!("Could not open file");
				}
			},
			_=>(),
		}
	}

	fn device_event(&mut self, event: winit::event::DeviceEvent) {
		//there's no way this is the best way get a timestamp.
		let time=self.start_time.elapsed().as_nanos() as i64;
		match event {
			winit::event::DeviceEvent::Key(winit::event::KeyboardInput {
				state,
				scancode: keycode,
				..
			}) => {
				let s=match state {
					winit::event::ElementState::Pressed => true,
					winit::event::ElementState::Released => false,
				};
				if let Some(input_instruction)=match keycode {
					17 => Some(InputInstruction::MoveForward(s)),//W
					30 => Some(InputInstruction::MoveLeft(s)),//A
					31 => Some(InputInstruction::MoveBack(s)),//S
					32 => Some(InputInstruction::MoveRight(s)),//D
					18 => Some(InputInstruction::MoveUp(s)),//E
					16 => Some(InputInstruction::MoveDown(s)),//Q
					57 => Some(InputInstruction::Jump(s)),//Space
					44 => Some(InputInstruction::Zoom(s)),//Z
					19 => if s{Some(InputInstruction::Reset)}else{None},//R
					_ => None,
				}
				{
					self.physics.run(time);
					self.physics.process_instruction(TimedInstruction{
						time,
						instruction:PhysicsInstruction::Input(input_instruction),
					})
				}
			},
			winit::event::DeviceEvent::MouseMotion {
			    delta,//these (f64,f64) are integers on my machine
			} => {
				//do not step the physics because the mouse polling rate is higher than the physics can run.
				//essentially the previous input will be overwritten until a true step runs
				//which is fine because they run all the time.
				self.physics.process_instruction(TimedInstruction{
					time,
					instruction:PhysicsInstruction::Input(InputInstruction::MoveMouse(glam::ivec2(delta.0 as i32,delta.1 as i32))),
				})
			},
			winit::event::DeviceEvent::MouseWheel {
			    delta,
			} => {
				println!("mousewheel{:?}",delta);
				if true{//self.physics.use_scroll
					self.physics.run(time);
					self.physics.process_instruction(TimedInstruction{
						time,
						instruction:PhysicsInstruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
					})
				}
			}
			_=>(),
		}
	}

	fn resize(
		&mut self,
		config: &wgpu::SurfaceConfiguration,
		device: &wgpu::Device,
		_queue: &wgpu::Queue,
	) {
		self.depth_view = Self::create_depth_texture(config, device);
		self.screen_size = (config.width, config.height);
		self.physics.camera.set_fov_aspect(1.0,(config.width as f32)/(config.height as f32));
	}

	fn render(
		&mut self,
		view: &wgpu::TextureView,
		device: &wgpu::Device,
		queue: &wgpu::Queue,
		_spawner: &framework::Spawner,
	) {
		let time=self.start_time.elapsed().as_nanos() as i64;

		self.physics.run(time);

		let mut encoder =
			device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });

		// update rotation
		let camera_uniforms = to_uniform_data(&self.physics.camera,self.physics.body.extrapolated_position(time));
		self.staging_belt
			.write_buffer(
				&mut encoder,
				&self.camera_buf,
				0,
				wgpu::BufferSize::new((camera_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
				device,
			)
			.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
		//This code only needs to run when the uniforms change
		for model in self.models.iter() {
			let model_uniforms = get_instances_buffer_data(&model.instances);
			self.staging_belt
				.write_buffer(
					&mut encoder,
					&model.model_buf,//description of where data will be written when command is executed
					0,//offset in staging belt?
					wgpu::BufferSize::new((model_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
					device,
				)
				.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
		}
		self.staging_belt.finish();

		{
			let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
				label: None,
				color_attachments: &[Some(wgpu::RenderPassColorAttachment {
					view,
					resolve_target: None,
					ops: wgpu::Operations {
						load: wgpu::LoadOp::Clear(wgpu::Color {
							r: 0.1,
							g: 0.2,
							b: 0.3,
							a: 1.0,
						}),
						store: true,
					},
				})],
				depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
					view: &self.depth_view,
					depth_ops: Some(wgpu::Operations {
						load: wgpu::LoadOp::Clear(1.0),
						store: false,
					}),
					stencil_ops: None,
				}),
			});

			rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
			rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);

			rpass.set_pipeline(&self.pipelines.model);
			for model in self.models.iter() {
				rpass.set_bind_group(1, &model.bind_group, &[]);
				rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));

				for entity in model.entities.iter() {
					rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
					rpass.draw_indexed(0..entity.index_count, 0, 0..model.instances.len() as u32);
				}
			}

			rpass.set_pipeline(&self.pipelines.skybox);
			rpass.draw(0..3, 0..1);
		}

		queue.submit(std::iter::once(encoder.finish()));

		self.staging_belt.recall();
	}
}

fn main() {
	framework::run::<GraphicsData>(
		format!("Strafe Client v{}",
			env!("CARGO_PKG_VERSION")
		).as_str()
	);
}
