#include "pywrkgame/rendering/D3D12Device.h"

namespace pywrkgame {
namespace rendering {

D3D12Device::D3D12Device() = default;

D3D12Device::~D3D12Device() {
    if (initialized) {
        Shutdown();
    }
}

bool D3D12Device::Initialize() {
    if (initialized) {
        return false;
    }

    // Simplified D3D12 initialization
    // In a real implementation, this would:
    // - Create ID3D12Device
    // - Create command queue
    // - Create swapchain
    // - Create descriptor heaps

    initialized = true;
    return true;
}

void D3D12Device::Shutdown() {
    if (!initialized) {
        return;
    }

    textures.clear();
    buffers.clear();
    shaders.clear();

    initialized = false;
}

void D3D12Device::BeginFrame() {
    if (!initialized) {
        return;
    }
    inFrame = true;
}

void D3D12Device::EndFrame() {
    if (!initialized || !inFrame) {
        return;
    }
    inFrame = false;
}

void D3D12Device::Present() {
    if (!initialized) {
        return;
    }
    // Present swapchain
}

TextureHandle D3D12Device::CreateTexture(const TextureDesc& desc) {
    if (!initialized) {
        return TextureHandle{};
    }

    TextureHandle handle;
    handle.id = nextTextureId++;
    handle.generation = 1;

    textures[handle.id] = desc;

    return handle;
}

BufferHandle D3D12Device::CreateBuffer(const BufferDesc& desc) {
    if (!initialized) {
        return BufferHandle{};
    }

    BufferHandle handle;
    handle.id = nextBufferId++;
    handle.generation = 1;

    buffers[handle.id] = desc;

    return handle;
}

ShaderHandle D3D12Device::CreateShader(const ShaderDesc& desc) {
    if (!initialized) {
        return ShaderHandle{};
    }

    ShaderHandle handle;
    handle.id = nextShaderId++;
    handle.generation = 1;

    shaders[handle.id] = desc;

    return handle;
}

void D3D12Device::DestroyTexture(TextureHandle handle) {
    if (!initialized || !handle.IsValid()) {
        return;
    }

    textures.erase(handle.id);
}

void D3D12Device::DestroyBuffer(BufferHandle handle) {
    if (!initialized || !handle.IsValid()) {
        return;
    }

    buffers.erase(handle.id);
}

void D3D12Device::DestroyShader(ShaderHandle handle) {
    if (!initialized || !handle.IsValid()) {
        return;
    }

    shaders.erase(handle.id);
}

void D3D12Device::UpdateBuffer(BufferHandle handle, const void* data, size_t size, size_t offset) {
    if (!initialized || !handle.IsValid() || !data) {
        return;
    }
    // Update D3D12 buffer
}

void D3D12Device::UpdateTexture(TextureHandle handle, const void* data, size_t size, uint32_t mipLevel) {
    if (!initialized || !handle.IsValid() || !data) {
        return;
    }
    // Update D3D12 texture
}

void D3D12Device::BeginRenderPass() {
    if (!initialized || !inFrame) {
        return;
    }
    inRenderPass = true;
}

void D3D12Device::EndRenderPass() {
    if (!initialized || !inRenderPass) {
        return;
    }
    inRenderPass = false;
}

void D3D12Device::Draw(uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance) {
    if (!initialized || !inRenderPass) {
        return;
    }
    // D3D12 draw call
}

void D3D12Device::DrawIndexed(uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance) {
    if (!initialized || !inRenderPass) {
        return;
    }
    // D3D12 indexed draw call
}

void D3D12Device::SetViewport(float x, float y, float width, float height) {
    if (!initialized) {
        return;
    }
    // Set D3D12 viewport
}

void D3D12Device::SetScissor(int32_t x, int32_t y, uint32_t width, uint32_t height) {
    if (!initialized) {
        return;
    }
    // Set D3D12 scissor rect
}

} // namespace rendering
} // namespace pywrkgame
