#include "client/rendering/ShaderMatrix.h"

ShaderMatrix::ShaderMatrix(Shader& shader, MatrixStack<16>& stack, Matrix& view)
    : shader(shader), stack(stack), view(view) {
}

void ShaderMatrix::pop() {
    stack.pop();
}

void ShaderMatrix::push() {
    stack.push();
}

ShaderMatrix& ShaderMatrix::update() {
    shader.setMatrix("model", stack.peek().getValues());
    return *this;
}

ShaderMatrix& ShaderMatrix::update(const Vector3& pos,
                                   const Quaternion& rotation) {
    Vector3 right = rotation * Vector3(1.0f, 0.0f, 0.0f);
    Vector3 up = rotation * Vector3(0.0f, 1.0f, 0.0f);
    Vector3 back = rotation * Vector3(0.0f, 0.0f, -1.0f);

    view.set(0, Vector4(right[0], right[1], right[2], right.dot(-pos)));
    view.set(1, Vector4(up[0], up[1], up[2], up.dot(-pos)));
    view.set(2, Vector4(back[0], back[1], back[2], back.dot(-pos)));
    view.set(3, Vector4(0.0f, 0.0f, 0.0f, 1.0f));

    shader.setMatrix("view", view.getValues());
    return *this;
}

ShaderMatrix& ShaderMatrix::scale(float sx, float sy, float sz) {
    stack.peek().scale(Vector3(sx, sy, sz));
    return *this;
}

ShaderMatrix& ShaderMatrix::scale(float s) {
    stack.peek().scale(s);
    return *this;
}

ShaderMatrix& ShaderMatrix::translate(float tx, float ty, float tz) {
    stack.peek().translate(Vector3(tx, ty, tz));
    return *this;
}

ShaderMatrix& ShaderMatrix::translateX(float tx) {
    stack.peek().translateX(tx);
    return *this;
}

ShaderMatrix& ShaderMatrix::translateY(float ty) {
    stack.peek().translateY(ty);
    return *this;
}

ShaderMatrix& ShaderMatrix::translateZ(float tz) {
    stack.peek().translateZ(tz);
    return *this;
}

ShaderMatrix& ShaderMatrix::translateTo(float tx, float ty, float tz) {
    stack.peek().translateTo(Vector3(tx, ty, tz));
    return *this;
}

ShaderMatrix& ShaderMatrix::rotateX(float degrees) {
    stack.peek().rotateX(degrees);
    return *this;
}

ShaderMatrix& ShaderMatrix::rotateY(float degrees) {
    stack.peek().rotateY(degrees);
    return *this;
}

ShaderMatrix& ShaderMatrix::rotateZ(float degrees) {
    stack.peek().rotateZ(degrees);
    return *this;
}

ShaderMatrix& ShaderMatrix::identity() {
    stack.peek().translateTo(Vector3());
    return *this;
}