// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only

#include "qssgqmlutilities_p.h"
#include "qssgscenedesc_p.h"

#include <QVector2D>
#include <QVector3D>
#include <QVector4D>
#include <QQuaternion>
#include <QDebug>
#include <QRegularExpression>
#include <QtCore/qdir.h>
#include <QtCore/qfile.h>
#include <QtCore/qbuffer.h>

#include <QtGui/qimage.h>
#include <QtGui/qimagereader.h>

#include <QtQuick3DUtils/private/qssgmesh_p.h>
#include <QtQuick3DUtils/private/qssgassert_p.h>

#include <QtQuick3DRuntimeRender/private/qssgrenderbuffermanager_p.h>

#ifdef QT_QUICK3D_ENABLE_RT_ANIMATIONS
#include <QtCore/QCborStreamWriter>
#include <QtQuickTimeline/private/qquicktimeline_p.h>
#endif // QT_QUICK3D_ENABLE_RT_ANIMATIONS

QT_BEGIN_NAMESPACE

using namespace Qt::StringLiterals;

namespace QSSGQmlUtilities {

class PropertyMap
{
public:
    typedef QHash<QByteArray, QVariant> PropertiesMap;

    static PropertyMap *instance();

    PropertiesMap propertiesForType(QSSGSceneDesc::Node::RuntimeType type);
    QVariant getDefaultValue(QSSGSceneDesc::Node::RuntimeType type, const char *property);
    bool isDefaultValue(QSSGSceneDesc::Node::RuntimeType type, const char *property, const QVariant &value);

private:
    PropertyMap();

    QHash<QSSGSceneDesc::Node::RuntimeType, PropertiesMap> m_properties;

};

QString qmlComponentName(const QString &name) {
    QString nameCopy = name;
    if (nameCopy.isEmpty())
        return QStringLiteral("Presentation");

    nameCopy = sanitizeQmlId(nameCopy);

    if (nameCopy[0].isLower())
        nameCopy[0] = nameCopy[0].toUpper();

    return nameCopy;
}

QString colorToQml(const QColor &color) {
    QString colorString;
    colorString = QLatin1Char('\"') + color.name(QColor::HexArgb) + QLatin1Char('\"');
    return colorString;
}

QString variantToQml(const QVariant &variant) {
    switch (variant.typeId()) {
    case QMetaType::Float: {
        auto value = variant.toDouble();
        return QString::number(value);
    }
    case QMetaType::QVector2D: {
        auto value = variant.value<QVector2D>();
        return QString(QStringLiteral("Qt.vector2d(") + QString::number(double(value.x())) +
                       QStringLiteral(", ") + QString::number(double(value.y())) +
                       QStringLiteral(")"));
    }
    case QMetaType::QVector3D: {
        auto value = variant.value<QVector3D>();
        return QString(QStringLiteral("Qt.vector3d(") + QString::number(double(value.x())) +
                       QStringLiteral(", ") + QString::number(double(value.y())) +
                       QStringLiteral(", ") + QString::number(double(value.z())) +
                       QStringLiteral(")"));
    }
    case QMetaType::QVector4D: {
        auto value = variant.value<QVector4D>();
        return QString(QStringLiteral("Qt.vector4d(") + QString::number(double(value.x())) +
                       QStringLiteral(", ") + QString::number(double(value.y())) +
                       QStringLiteral(", ") + QString::number(double(value.z())) +
                       QStringLiteral(", ") + QString::number(double(value.w())) +
                       QStringLiteral(")"));
    }
    case QMetaType::QColor: {
        auto value = variant.value<QColor>();
        return colorToQml(value);
    }
    case QMetaType::QQuaternion: {
        auto value = variant.value<QQuaternion>();
        return QString(QStringLiteral("Qt.quaternion(") + QString::number(double(value.scalar())) +
                       QStringLiteral(", ") + QString::number(double(value.x())) +
                       QStringLiteral(", ") + QString::number(double(value.y())) +
                       QStringLiteral(", ") + QString::number(double(value.z())) +
                       QStringLiteral(")"));
    }
    default:
        return variant.toString();
    }
}

QString sanitizeQmlId(const QString &id)
{
    QString idCopy = id;
    // If the id starts with a number...
    if (!idCopy.isEmpty() && idCopy.at(0).isNumber())
        idCopy.prepend(QStringLiteral("node"));

    // sometimes first letter is a # (don't replace with underscore)
    if (idCopy.startsWith(QChar::fromLatin1('#')))
        idCopy.remove(0, 1);

    // Replace all the characters other than ascii letters, numbers or underscore to underscores.
    static QRegularExpression regExp(QStringLiteral("\\W"));
    idCopy.replace(regExp, QStringLiteral("_"));

    // first letter of id can not be upper case
    // to make it look nicer, lower-case the initial run of all-upper-case characters
    if (!idCopy.isEmpty() && idCopy[0].isUpper()) {

        int i = 0;
        int len = idCopy.length();
        while (i < len && idCopy[i].isUpper()) {
            idCopy[i] = idCopy[i].toLower();
            ++i;
        }
    }

    // ### qml keywords as names
    static QSet<QByteArray> keywords {
        "x",
        "y",
        "as",
        "do",
        "if",
        "in",
        "on",
        "of",
        "for",
        "get",
        "int",
        "let",
        "new",
        "set",
        "try",
        "var",
        "top",
        "byte",
        "case",
        "char",
        "else",
        "num",
        "from",
        "goto",
        "null",
        "this",
        "true",
        "void",
        "with",
        "clip",
        "item",
        "flow",
        "font",
        "text",
        "left",
        "data",
        "alias",
        "break",
        "state",
        "scale",
        "color",
        "right",
        "catch",
        "class",
        "const",
        "false",
        "float",
        "layer", // Design Studio doesn't like "layer" as an id
        "short",
        "super",
        "throw",
        "while",
        "yield",
        "border",
        "source",
        "delete",
        "double",
        "export",
        "import",
        "native",
        "public",
        "pragma",
        "return",
        "signal",
        "static",
        "switch",
        "throws",
        "bottom",
        "parent",
        "typeof",
        "boolean",
        "opacity",
        "enabled",
        "anchors",
        "padding",
        "default",
        "extends",
        "finally",
        "package",
        "private",
        "abstract",
        "continue",
        "debugger",
        "function",
        "property",
        "readonly",
        "children",
        "volatile",
        "interface",
        "protected",
        "transient",
        "implements",
        "instanceof",
        "synchronized"
    };
    if (keywords.contains(idCopy.toUtf8())) {
        idCopy += QStringLiteral("_");
    }

    // We may have removed all the characters by now
    if (idCopy.isEmpty())
        idCopy = QStringLiteral("node");

    return idCopy;
}

QString sanitizeQmlSourcePath(const QString &source, bool removeParentDirectory)
{
    QString sourceCopy = source;

    if (removeParentDirectory)
        sourceCopy = QSSGQmlUtilities::stripParentDirectory(sourceCopy);

    sourceCopy.replace(QChar::fromLatin1('\\'), QChar::fromLatin1('/'));

    // must be surrounded in quotes
    return QString(QStringLiteral("\"") + sourceCopy + QStringLiteral("\""));
}

PropertyMap *PropertyMap::instance()
{
    static PropertyMap p;
    return &p;
}

PropertyMap::PropertiesMap PropertyMap::propertiesForType(QSSGSceneDesc::Node::RuntimeType type)
{
    return m_properties[type];
}

QVariant PropertyMap::getDefaultValue(QSSGSceneDesc::Node::RuntimeType type, const char *property)
{
    QVariant value;

    if (m_properties.contains(type)) {
        auto properties = m_properties[type];
        value = properties.value(property);
    }

    return value;
}

bool PropertyMap::isDefaultValue(QSSGSceneDesc::Node::RuntimeType type, const char *property, const QVariant &value)
{
    bool isTheSame = value == getDefaultValue(type, property);
    return isTheSame;
}

static PropertyMap::PropertiesMap getObjectPropertiesMap(QObject *object) {
    PropertyMap::PropertiesMap propertiesMap;
    auto metaObject = object->metaObject();
    for (auto i = 0; i < metaObject->propertyCount(); ++i) {
        auto property = metaObject->property(i);
        const auto name = property.name();
        const auto value = property.read(object);
        propertiesMap.insert(name, value);
    }
    return propertiesMap;
}

PropertyMap::PropertyMap()
{
    // Create a table containing the default values for each property for each supported type
    {
        QQuick3DNode node;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::Node, getObjectPropertiesMap(&node));
    }
    {
        QQuick3DPrincipledMaterial principledMaterial;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::PrincipledMaterial, getObjectPropertiesMap(&principledMaterial));
    }
    {
        QQuick3DSpecularGlossyMaterial specularGlossyMaterial;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::SpecularGlossyMaterial, getObjectPropertiesMap(&specularGlossyMaterial));
    }
    {
        QQuick3DCustomMaterial customMaterial;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::CustomMaterial, getObjectPropertiesMap(&customMaterial));
    }
    {
        QQuick3DTexture texture;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::Image2D, getObjectPropertiesMap(&texture));
    }
    {
        QQuick3DCubeMapTexture cubeMapTexture;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::ImageCube, getObjectPropertiesMap(&cubeMapTexture));
    }
    {
        QQuick3DTextureData textureData;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::TextureData, getObjectPropertiesMap(&textureData));
    }
    {
        QQuick3DModel model;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::Model, getObjectPropertiesMap(&model));
    }
    {
        QQuick3DOrthographicCamera orthographicCamera;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::OrthographicCamera, getObjectPropertiesMap(&orthographicCamera));
    }
    {
        QQuick3DPerspectiveCamera perspectiveCamera;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::PerspectiveCamera, getObjectPropertiesMap(&perspectiveCamera));
    }
    {
        QQuick3DDirectionalLight directionalLight;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::DirectionalLight, getObjectPropertiesMap(&directionalLight));
    }
    {
        QQuick3DPointLight pointLight;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::PointLight, getObjectPropertiesMap(&pointLight));
    }
    {
        QQuick3DSpotLight spotLight;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::SpotLight, getObjectPropertiesMap(&spotLight));
    }
    {
        QQuick3DSkeleton skeleton;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::Skeleton, getObjectPropertiesMap(&skeleton));
    }
    {
        QQuick3DJoint joint;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::Joint, getObjectPropertiesMap(&joint));
    }
    {
        QQuick3DSkin skin;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::Skin, getObjectPropertiesMap(&skin));
    }
    {
        QQuick3DMorphTarget morphTarget;
        m_properties.insert(QSSGSceneDesc::Node::RuntimeType::MorphTarget, getObjectPropertiesMap(&morphTarget));
    }
}

struct OutputContext
{
    enum Type : quint8 { Header, RootNode, NodeTree, Resource };
    enum Options : quint8
    {
        None,
        ExpandValueComponents = 0x1,
        DesignStudioWorkarounds = ExpandValueComponents | 0x2
    };
    QTextStream &stream;
    QDir outdir;
    QString sourceDir;
    quint8 indent = 0;
    Type type = NodeTree;
    quint8 options = Options::None;
    quint16 scopeDepth = 0;
};

template<QSSGSceneDesc::Material::RuntimeType T>
const char *qmlElementName() { static_assert(!std::is_same_v<decltype(T), decltype(T)>, "Unknown type"); return nullptr; }
template<> const char *qmlElementName<QSSGSceneDesc::Node::RuntimeType::Node>() { return "Node"; }

template<> const char *qmlElementName<QSSGSceneDesc::Material::RuntimeType::SpecularGlossyMaterial>() { return "SpecularGlossyMaterial"; }
template<> const char *qmlElementName<QSSGSceneDesc::Material::RuntimeType::PrincipledMaterial>() { return "PrincipledMaterial"; }
template<> const char *qmlElementName<QSSGSceneDesc::Material::RuntimeType::CustomMaterial>() { return "CustomMaterial"; }
template<> const char *qmlElementName<QSSGSceneDesc::Material::RuntimeType::OrthographicCamera>() { return "OrthographicCamera"; }
template<> const char *qmlElementName<QSSGSceneDesc::Material::RuntimeType::PerspectiveCamera>() { return "PerspectiveCamera"; }

template<> const char *qmlElementName<QSSGSceneDesc::Node::RuntimeType::Model>() { return "Model"; }

template<> const char *qmlElementName<QSSGSceneDesc::Texture::RuntimeType::Image2D>() { return "Texture"; }
template<> const char *qmlElementName<QSSGSceneDesc::Texture::RuntimeType::ImageCube>() { return "CubeMapTexture"; }
template<> const char *qmlElementName<QSSGSceneDesc::Texture::RuntimeType::TextureData>() { return "TextureData"; }

template<> const char *qmlElementName<QSSGSceneDesc::Camera::RuntimeType::DirectionalLight>() { return "DirectionalLight"; }
template<> const char *qmlElementName<QSSGSceneDesc::Camera::RuntimeType::SpotLight>() { return "SpotLight"; }
template<> const char *qmlElementName<QSSGSceneDesc::Camera::RuntimeType::PointLight>() { return "PointLight"; }

template<> const char *qmlElementName<QSSGSceneDesc::Joint::RuntimeType::Joint>() { return "Joint"; }
template<> const char *qmlElementName<QSSGSceneDesc::Skeleton::RuntimeType::Skeleton>() { return "Skeleton"; }
template<> const char *qmlElementName<QSSGSceneDesc::Node::RuntimeType::Skin>() { return "Skin"; }
template<> const char *qmlElementName<QSSGSceneDesc::Node::RuntimeType::MorphTarget>() { return "MorphTarget"; }

static const char *getQmlElementName(const QSSGSceneDesc::Node &node)
{
    using RuntimeType = QSSGSceneDesc::Node::RuntimeType;
    switch (node.runtimeType) {
    case RuntimeType::Node:
        return qmlElementName<RuntimeType::Node>();
    case RuntimeType::PrincipledMaterial:
        return qmlElementName<RuntimeType::PrincipledMaterial>();
    case RuntimeType::SpecularGlossyMaterial:
        return qmlElementName<RuntimeType::SpecularGlossyMaterial>();
    case RuntimeType::CustomMaterial:
        return qmlElementName<RuntimeType::CustomMaterial>();
    case RuntimeType::Image2D:
        return qmlElementName<RuntimeType::Image2D>();
    case RuntimeType::ImageCube:
        return qmlElementName<RuntimeType::ImageCube>();
    case RuntimeType::TextureData:
        return qmlElementName<RuntimeType::TextureData>();
    case RuntimeType::Model:
        return qmlElementName<RuntimeType::Model>();
    case RuntimeType::OrthographicCamera:
        return qmlElementName<RuntimeType::OrthographicCamera>();
    case RuntimeType::PerspectiveCamera:
        return qmlElementName<RuntimeType::PerspectiveCamera>();
    case RuntimeType::DirectionalLight:
        return qmlElementName<RuntimeType::DirectionalLight>();
    case RuntimeType::PointLight:
        return qmlElementName<RuntimeType::PointLight>();
    case RuntimeType::SpotLight:
        return qmlElementName<RuntimeType::SpotLight>();
    case RuntimeType::Skeleton:
        return qmlElementName<RuntimeType::Skeleton>();
    case RuntimeType::Joint:
        return qmlElementName<RuntimeType::Joint>();
    case RuntimeType::Skin:
        return qmlElementName<RuntimeType::Skin>();
    case RuntimeType::MorphTarget:
        return qmlElementName<RuntimeType::MorphTarget>();
    default:
        return "UNKNOWN_TYPE";
    }
}

enum QMLBasicType
{
    Bool,
    Double,
    Int,
    List,
    Real,
    String,
    Url,
    Var,
    Color,
    Date,
    Font,
    Mat44,
    Point,
    Quaternion,
    Rect,
    Size,
    Vector2D,
    Vector3D,
    Vector4D,
    Unknown_Count
};

static constexpr QByteArrayView qml_basic_types[] {
    "bool",
    "double",
    "int",
    "list",
    "real",
    "string",
    "url",
    "var",
    "color",
    "date",
    "font",
    "matrix4x4",
    "point",
    "quaternion",
    "rect",
    "size",
    "vector2d",
    "vector3d",
    "vector4d"
};

static_assert(std::size(qml_basic_types) == QMLBasicType::Unknown_Count, "Missing type?");

static QByteArrayView typeName(QMetaType mt)
{
    switch (mt.id()) {
    case QMetaType::Bool:
        return qml_basic_types[QMLBasicType::Bool];
    case QMetaType::Char:
    case QMetaType::SChar:
    case QMetaType::UChar:
    case QMetaType::Char16:
    case QMetaType::Char32:
    case QMetaType::QChar:
    case QMetaType::Short:
    case QMetaType::UShort:
    case QMetaType::Int:
    case QMetaType::UInt:
    case QMetaType::Long:
    case QMetaType::ULong:
    case QMetaType::LongLong:
    case QMetaType::ULongLong:
        return qml_basic_types[QMLBasicType::Int];
    case QMetaType::Float:
    case QMetaType::Double:
        return qml_basic_types[QMLBasicType::Real];
    case QMetaType::QByteArray:
    case QMetaType::QString:
        return qml_basic_types[QMLBasicType::String];
    case QMetaType::QDate:
    case QMetaType::QTime:
    case QMetaType::QDateTime:
        return qml_basic_types[QMLBasicType::Date];
    case QMetaType::QUrl:
        return qml_basic_types[QMLBasicType::Url];
    case QMetaType::QRect:
    case QMetaType::QRectF:
        return qml_basic_types[QMLBasicType::Rect];
    case QMetaType::QSize:
    case QMetaType::QSizeF:
        return qml_basic_types[QMLBasicType::Size];
    case QMetaType::QPoint:
    case QMetaType::QPointF:
        return qml_basic_types[QMLBasicType::Point];
    case QMetaType::QVariant:
        return qml_basic_types[QMLBasicType::Var];
    case QMetaType::QColor:
        return qml_basic_types[QMLBasicType::Color];
    case QMetaType::QMatrix4x4:
        return qml_basic_types[QMLBasicType::Mat44];
    case QMetaType::QVector2D:
        return qml_basic_types[QMLBasicType::Vector2D];
    case QMetaType::QVector3D:
        return qml_basic_types[QMLBasicType::Vector3D];
    case QMetaType::QVector4D:
        return qml_basic_types[QMLBasicType::Vector4D];
    case QMetaType::QQuaternion:
        return qml_basic_types[QMLBasicType::Quaternion];
    case QMetaType::QFont:
        return qml_basic_types[QMLBasicType::Font];
    default:
        return qml_basic_types[QMLBasicType::Var];
    }
}

using NodeNameMap = QHash<const QSSGSceneDesc::Node *, QString>;
Q_GLOBAL_STATIC(NodeNameMap, g_nodeNameMap)
using UniqueIdMap = QHash<QString, const QSSGSceneDesc::Node *>;
Q_GLOBAL_STATIC(UniqueIdMap, g_idMap)
// Normally g_idMap will contain all the ids but in some cases
// (like Animation, not Node) the ids will just be stored
// to avoid conflict.
// Now, Animations will be processed after all the Nodes,
// For Nodes, it is not used.
using UniqueIdOthers = QSet<QString>;
Q_GLOBAL_STATIC(UniqueIdOthers, g_idOthers)

static QString getIdForNode(const QSSGSceneDesc::Node &node)
{
    static constexpr const char *typeNames[] = {
        "", // Transform
        "_camera",
        "", // Model
        "_texture",
        "_material",
        "_light",
        "_mesh",
        "_skin",
        "_skeleton",
        "_joint",
        "_morphtarget",
        "_unknown"
    };
    constexpr uint nameCount = sizeof(typeNames)/sizeof(const char*);
    const bool nodeHasName = (node.name.size() > 0);
    uint nameIdx = qMin(uint(node.nodeType), nameCount);
    QString name = nodeHasName ? QString::fromUtf8(node.name  + typeNames[nameIdx]) : QString::fromLatin1(getQmlElementName(node));
    QString sanitizedName = QSSGQmlUtilities::sanitizeQmlId(name);

    // Make sure we return a unique id.
    if (const auto it = g_nodeNameMap->constFind(&node); it != g_nodeNameMap->constEnd())
        return *it;

    quint64 id = node.id;
    int attempts = 1000;
    QString candidate = sanitizedName;
    do {
        if (const auto it = g_idMap->constFind(candidate); it == g_idMap->constEnd()) {
            g_idMap->insert(candidate, &node);
            g_nodeNameMap->insert(&node, candidate);
            return candidate;
        }

        candidate = QStringLiteral("%1%2").arg(sanitizedName).arg(id++);
    } while (--attempts);

    return candidate;
}

static QString getIdForAnimation(const QByteArray &inName)
{
    QString name = !inName.isEmpty() ? QString::fromUtf8(inName + "_timeline") : "timeline0"_L1;
    QString sanitizedName = QSSGQmlUtilities::sanitizeQmlId(name);

    int attempts = 1000;
    quint16 id = 0;
    QString candidate = sanitizedName;
    do {
        if (const auto it = g_idMap->constFind(candidate); it == g_idMap->constEnd()) {
            if (const auto oIt = g_idOthers->constFind(candidate); oIt == g_idOthers->constEnd()) {
                g_idOthers->insert(candidate);
                return candidate;
            }
        }

        candidate = QStringLiteral("%1%2").arg(sanitizedName).arg(++id);
    } while (--attempts);

    return candidate;
}

QString stripParentDirectory(const QString &filePath) {
    QString sourceCopy = filePath;
    while (sourceCopy.startsWith(QChar::fromLatin1('.')) || sourceCopy.startsWith(QChar::fromLatin1('/')) || sourceCopy.startsWith(QChar::fromLatin1('\\')))
        sourceCopy.remove(0, 1);
    return sourceCopy;
}

static const char *blockBegin() { return " {\n"; }
static const char *blockEnd() { return "}\n"; }
static const char *comment() { return "// "; }
static const char *indent() { return "    "; }

struct QSSGQmlScopedIndent
{
    enum : quint8 { QSSG_INDENT = 4 };
    explicit QSSGQmlScopedIndent(OutputContext &out) : output(out) { out.indent += QSSG_INDENT; };
    ~QSSGQmlScopedIndent() { output.indent = qMax(output.indent - QSSG_INDENT, 0); }
    OutputContext &output;
};

static QString indentString(OutputContext &output)
{
    QString str;
    for (quint8 i = 0; i < output.indent; i += QSSGQmlScopedIndent::QSSG_INDENT)
        str += QString::fromLatin1(indent());
    return str;
}

static QTextStream &indent(OutputContext &output)
{
    for (quint8 i = 0; i < output.indent; i += QSSGQmlScopedIndent::QSSG_INDENT)
        output.stream << indent();
    return output.stream;
}

static const char *blockBegin(OutputContext &output)
{
    ++output.scopeDepth;
    return blockBegin();
}

static const char *blockEnd(OutputContext &output)
{
    output.scopeDepth = qMax(0, output.scopeDepth - 1);
    return blockEnd();
}

static void writeImportHeader(OutputContext &output, bool hasAnimation = false)
{
    output.stream << "import QtQuick\n"
                  << "import QtQuick3D\n\n";
    if (hasAnimation)
        output.stream << "import QtQuick.Timeline\n\n";
}

static QString toQuotedString(const QString &text) { return QStringLiteral("\"%1\"").arg(text); }

static inline QString getMeshFolder() { return QStringLiteral("meshes/"); }
static inline QString getMeshExtension() { return QStringLiteral(".mesh"); }

QString getMeshSourceName(const QString &name)
{
    const auto meshFolder = getMeshFolder();
    const auto extension = getMeshExtension();

    return QString(meshFolder + name +  extension);
}

static inline QString getTextureFolder() { return QStringLiteral("maps/"); }

static inline QString getAnimationFolder() { return QStringLiteral("animations/"); }
static inline QString getAnimationExtension() { return QStringLiteral(".qad"); }
QString getAnimationSourceName(const QString &id, const QString &property, qsizetype index)
{
    const auto animationFolder = getAnimationFolder();
    const auto extension = getAnimationExtension();
    return QString(animationFolder + id + QStringLiteral("_")
                        + property + QStringLiteral("_")
                        + QString::number(index) + extension);
}

QString asString(const QVariant &var)
{
    return var.toString();
}

QString builtinQmlType(const QVariant &var)
{
    switch (var.metaType().id()) {
    case QMetaType::QVector2D: {
        const auto vec2 = qvariant_cast<QVector2D>(var);
        return QLatin1String("Qt.vector2d(") + QString::number(vec2.x()) + QLatin1String(", ") + QString::number(vec2.y()) + QLatin1Char(')');
    }
    case QMetaType::QVector3D: {
        const auto vec3 = qvariant_cast<QVector3D>(var);
        return QLatin1String("Qt.vector3d(") + QString::number(vec3.x()) + QLatin1String(", ")
                + QString::number(vec3.y()) + QLatin1String(", ")
                + QString::number(vec3.z()) + QLatin1Char(')');
    }
    case QMetaType::QVector4D: {
        const auto vec4 = qvariant_cast<QVector4D>(var);
        return QLatin1String("Qt.vector4d(") + QString::number(vec4.x()) + QLatin1String(", ")
                + QString::number(vec4.y()) + QLatin1String(", ")
                + QString::number(vec4.z()) + QLatin1String(", ")
                + QString::number(vec4.w()) + QLatin1Char(')');
    }
    case QMetaType::QColor: {
        const auto color = qvariant_cast<QColor>(var);
        return colorToQml(color);
    }
    case QMetaType::QQuaternion: {
        const auto &quat = qvariant_cast<QQuaternion>(var);
        return QLatin1String("Qt.quaternion(") + QString::number(quat.scalar()) + QLatin1String(", ")
                + QString::number(quat.x()) + QLatin1String(", ")
                + QString::number(quat.y()) + QLatin1String(", ")
                + QString::number(quat.z()) + QLatin1Char(')');
    }
    case QMetaType::QMatrix4x4: {
        const auto mat44 = qvariant_cast<QMatrix4x4>(var);
        return QLatin1String("Qt.matrix4x4(")
                + QString::number(mat44(0, 0)) + u", " + QString::number(mat44(0, 1)) + u", " + QString::number(mat44(0, 2)) + u", " + QString::number(mat44(0, 3)) + u", "
                + QString::number(mat44(1, 0)) + u", " + QString::number(mat44(1, 1)) + u", " + QString::number(mat44(1, 2)) + u", " + QString::number(mat44(1, 3)) + u", "
                + QString::number(mat44(2, 0)) + u", " + QString::number(mat44(2, 1)) + u", " + QString::number(mat44(2, 2)) + u", " + QString::number(mat44(2, 3)) + u", "
                + QString::number(mat44(3, 0)) + u", " + QString::number(mat44(3, 1)) + u", " + QString::number(mat44(3, 2)) + u", " + QString::number(mat44(3, 3)) + u')';
    }
    case QMetaType::Float:
    case QMetaType::Double:
    case QMetaType::Int:
    case QMetaType::Char:
    case QMetaType::Long:
    case QMetaType::LongLong:
    case QMetaType::ULong:
    case QMetaType::ULongLong:
    case QMetaType::Bool:
        return var.toString();
    case QMetaType::QUrl: // QUrl needs special handling. Return empty string to trigger that.
    default:
        break;
    }

    return QString();
}

QString asString(QSSGSceneDesc::Animation::Channel::TargetProperty prop)
{
    if (prop == QSSGSceneDesc::Animation::Channel::TargetProperty::Position)
        return QStringLiteral("position");
    if (prop == QSSGSceneDesc::Animation::Channel::TargetProperty::Rotation)
        return QStringLiteral("rotation");
    if (prop == QSSGSceneDesc::Animation::Channel::TargetProperty::Scale)
        return QStringLiteral("scale");
    if (prop == QSSGSceneDesc::Animation::Channel::TargetProperty::Weight)
        return QStringLiteral("weight");

    return QStringLiteral("unknown");
}

static std::pair<QString, QString> meshAssetName(const QSSGSceneDesc::Scene &scene, const QSSGSceneDesc::Mesh &meshNode, const QDir &outdir)
{
    // Returns {name, notValidReason}

    const auto meshFolder = getMeshFolder();
    const auto meshId = QSSGQmlUtilities::getIdForNode(meshNode);
    const auto meshSourceName = QSSGQmlUtilities::getMeshSourceName(meshId);
    Q_ASSERT(scene.meshStorage.size() > meshNode.idx);
    const auto &mesh = scene.meshStorage.at(meshNode.idx);

           // If a mesh folder does not exist, then create one
    if (!outdir.exists(meshFolder) && !outdir.mkdir(meshFolder)) {
        qDebug() << "Failed to create meshes folder at" << outdir;
        return {}; // Error out
    }

    const QString path = outdir.path() + QDir::separator() + meshSourceName;
    QFile file(path);
    if (!file.open(QIODevice::WriteOnly)) {
        return {QString(), QStringLiteral("Failed to find mesh at ") + path};
    }

    if (mesh.save(&file) == 0) {
        return {};
    }

    return {meshSourceName, QString()};
};

static std::pair<QString, QString> copyTextureAsset(const QUrl &texturePath, OutputContext &output)
{
    // Returns {path, notValidReason}

    // TODO: Use QUrl::resolved() instead of manual string manipulation
    QString assetPath = output.outdir.isAbsolutePath(texturePath.path()) ?  texturePath.toString() : texturePath.path();
    QFileInfo fi(assetPath);
    if (fi.isRelative() && !output.sourceDir.isEmpty()) {
        fi = QFileInfo(output.sourceDir + QChar(u'/') + assetPath);
    }
    if (!fi.exists()) {
        indent(output) << comment() << "Source texture path expected: " << getTextureFolder() + texturePath.fileName() << "\n";
        return {QString(), QStringLiteral("Failed to find texture at ") + assetPath};
    }

    const auto mapsFolder = getTextureFolder();
    // If a maps folder does not exist, then create one
    if (!output.outdir.exists(mapsFolder) && !output.outdir.mkdir(mapsFolder)) {
        qDebug() << "Failed to create maps folder at" << output.outdir;
        return {}; // Error out
    }

    const QString relpath = mapsFolder + fi.fileName();
    const auto newfilepath = QString(output.outdir.canonicalPath() + QDir::separator() + relpath);
    if (!QFile::exists(newfilepath) && !QFile::copy(fi.canonicalFilePath(), newfilepath)) {
        qDebug() << "Failed to copy file from" << fi.canonicalFilePath() << "to" << newfilepath;
        return {};
    }

    return {relpath, QString()};
};

static QStringList expandComponents(const QString &value, QMetaType mt)
{
    static const QRegularExpression re(QLatin1String("^Qt.[a-z0-9]*\\(([0-9.e\\+\\-, ]*)\\)"));
    Q_ASSERT(re.isValid());

    switch (mt.id()) {
    case QMetaType::QVector2D: {
        QRegularExpressionMatch match = re.match(value);
        if (match.hasMatch()) {
            const auto comp = match.captured(1).split(QLatin1Char(','));
            if (comp.size() == 2) {
                return { QLatin1String(".x: ") + comp.at(0).trimmed(),
                         QLatin1String(".y: ") + comp.at(1).trimmed() };
            }
        }
        break;
    }
    case QMetaType::QVector3D: {
        QRegularExpressionMatch match = re.match(value);
        if (match.hasMatch()) {
            const auto comp = match.captured(1).split(QLatin1Char(','));
            if (comp.size() == 3) {
                return { QLatin1String(".x: ") + comp.at(0).trimmed(),
                         QLatin1String(".y: ") + comp.at(1).trimmed(),
                         QLatin1String(".z: ") + comp.at(2).trimmed() };
            }
        }
        break;
    }
    case QMetaType::QVector4D: {
        QRegularExpressionMatch match = re.match(value);
        if (match.hasMatch()) {
            const auto comp = match.captured(1).split(QLatin1Char(','));
            if (comp.size() == 4) {
                return { QLatin1String(".x: ") + comp.at(0).trimmed(),
                         QLatin1String(".y: ") + comp.at(1).trimmed(),
                         QLatin1String(".z: ") + comp.at(2).trimmed(),
                         QLatin1String(".w: ") + comp.at(3).trimmed() };
            }
        }
        break;
    }
    case QMetaType::QQuaternion: {
        QRegularExpressionMatch match = re.match(value);
        if (match.hasMatch()) {
            const auto comp = match.captured(1).split(QLatin1Char(','));
            if (comp.size() == 4) {
                return { QLatin1String(".x: ") + comp.at(0).trimmed(),
                         QLatin1String(".y: ") + comp.at(1).trimmed(),
                         QLatin1String(".z: ") + comp.at(2).trimmed(),
                         QLatin1String(".scalar: ") + comp.at(3).trimmed() };
            }
        }
        break;
    }
    default:
        break;
    }

    return { value };
}

static QStringList expandComponentsPartially(const QString &value, QMetaType mt)
{
    // Workaround for DS
    if (mt.id() != QMetaType::QQuaternion)
        return expandComponents(value, mt);

    return { value };
}

struct ValueToQmlResult {
    bool ok = false;
    QString name;
    QString value;
    QString notValidReason;
    bool isDynamicProperty = false;
    QStringList expandedProperties;
};

static ValueToQmlResult valueToQml(const QSSGSceneDesc::Node &target, const QSSGSceneDesc::Property &property, OutputContext &output)
{
    ValueToQmlResult result;
    if (property.value.isNull()) {
        result.ok = false;
        result.notValidReason = QStringLiteral("Property value is null");
        return result;
    }

    const QVariant &value = property.value;
    result.name = QString::fromUtf8(property.name);
    result.isDynamicProperty = property.type == QSSGSceneDesc::Property::Type::Dynamic;

    // Built-in types
    QString valueAsString = builtinQmlType(value);
    if (valueAsString.size() > 0) {
        result.value = valueAsString;
        result.ok = true;
    } else if (value.metaType().flags() & (QMetaType::IsEnumeration | QMetaType::IsUnsignedEnumeration)) {
        static const auto qmlEnumString = [](const QLatin1String &element, const QString &enumString) {
            return QStringLiteral("%1.%2").arg(element).arg(enumString);
        };
        QLatin1String qmlElementName(getQmlElementName(target));
        QString enumValue = asString(value);
        if (enumValue.size() > 0) {
            result.value = qmlEnumString(qmlElementName, enumValue);
            result.ok = true;
        }
    } else if (value.metaType().id() == qMetaTypeId<QSSGSceneDesc::Flag>()) {
        QByteArray element(getQmlElementName(target));
        if (element.size() > 0) {
            const auto flag = qvariant_cast<QSSGSceneDesc::Flag>(value);
            QByteArray keysString = flag.me.valueToKeys(int(flag.value));
            if (keysString.size() > 0) {
                keysString.prepend(element + '.');
                QByteArray replacement(" | " + element + '.');
                keysString.replace('|', replacement);
                result.value = QString::fromLatin1(keysString);
                result.ok = true;
            }
        }
    } else if (value.metaType().id() == qMetaTypeId<QSSGSceneDesc::NodeList *>()) {
        const auto *list = qvariant_cast<QSSGSceneDesc::NodeList *>(value);
        if (list->count > 0) {
            const QString indentStr = indentString(output);
            QSSGQmlScopedIndent scopedIndent(output);
            const QString listIndentStr = indentString(output);

            QString str;
            str.append(u"[\n");

            for (int i = 0, end = list->count; i != end; ++i) {
                if (i != 0)
                        str.append(u",\n");
                str.append(listIndentStr);
                str.append(getIdForNode(*(list->head[i])));
            }

            str.append(u'\n' + indentStr + u']');

            result.value = str;
            result.ok = true;
        }
    } else if (value.metaType().id() == qMetaTypeId<QSSGSceneDesc::ListView *>()) {
        const auto &list = *qvariant_cast<QSSGSceneDesc::ListView *>(value);
        if (list.count > 0) {
            const QString indentStr = indentString(output);
            QSSGQmlScopedIndent scopedIndent(output);
            const QString listIndentStr = indentString(output);

            QString str;
            str.append(u"[\n");

            char *vptr = reinterpret_cast<char *>(list.data);
            auto size = list.mt.sizeOf();

            for (int i = 0, end = list.count; i != end; ++i) {
                if (i != 0)
                        str.append(u",\n");

                const QVariant var{list.mt, reinterpret_cast<void *>(vptr + (size * i))};
                QString valueString = builtinQmlType(var);
                if (valueString.isEmpty())
                        valueString = asString(var);

                str.append(listIndentStr);
                str.append(valueString);
            }

            str.append(u'\n' + indentStr + u']');

            result.value = str;
            result.ok = true;
        }
    } else if (value.metaType().id() == qMetaTypeId<QSSGSceneDesc::Node *>()) {
        if (const auto node = qvariant_cast<QSSGSceneDesc::Node *>(value)) {
            // If this assert is triggerd it likely means that the node never got added
            // to the scene tree (see: addNode()) or that it's a type not handled as a resource, see:
            // writeQmlForResources()
            Q_ASSERT(node->id != 0);
            // The 'TextureData' node will have its data written out and become
            // a source url.

            if (node->runtimeType == QSSGSceneDesc::Node::RuntimeType::TextureData) {
                result.name = QStringLiteral("source");
                result.value = getIdForNode(*node->scene->root) + QLatin1Char('.') + getIdForNode(*node);
            } else {
                result.value = getIdForNode(*node);
            }
            result.ok = true;
        }
    } else if (value.metaType() == QMetaType::fromType<QSSGSceneDesc::Mesh *>()) {
        if (const auto meshNode = qvariant_cast<const QSSGSceneDesc::Mesh *>(value)) {
            Q_ASSERT(meshNode->nodeType == QSSGSceneDesc::Node::Type::Mesh);
            Q_ASSERT(meshNode->scene);
            const auto &scene = *meshNode->scene;
            const auto& [meshSourceName, notValidReason] = meshAssetName(scene, *meshNode, output.outdir);
            result.notValidReason = notValidReason;
            if (!meshSourceName.isEmpty()) {
                result.value = toQuotedString(meshSourceName);
                result.ok = true;
            }
        }
    } else if (value.metaType() == QMetaType::fromType<QUrl>()) {
        if (const auto url = qvariant_cast<QUrl>(value); !url.isEmpty()) {
            // We need to adjust source url(s) as those should contain the canonical path
            QString path;
            if (QSSGRenderGraphObject::isTexture(target.runtimeType)) {
                const auto& [relpath, notValidReason] = copyTextureAsset(url, output);
                result.notValidReason = notValidReason;
                if (!relpath.isEmpty()) {
                        path = relpath;
                }
            } else
                path = url.path();

            if (!path.isEmpty()) {
                result.value = toQuotedString(path);
                result.ok = true;
            }
        }
    } else if (target.runtimeType == QSSGSceneDesc::Material::RuntimeType::CustomMaterial) {
        // Workaround the TextureInput item that wraps textures for the Custom material.
        if (value.metaType().id() == qMetaTypeId<QSSGSceneDesc::Texture *>()) {
            if (const auto texture = qvariant_cast<QSSGSceneDesc::Texture *>(value)) {
                Q_ASSERT(QSSGRenderGraphObject::isTexture(texture->runtimeType));
                result.value = QLatin1String("TextureInput { texture: ") +
                        getIdForNode(*texture) + QLatin1String(" }");
                result.ok = true;
            }
        }
    } else if (value.metaType() == QMetaType::fromType<QString>()) {
        // Plain strings in the scenedesc should map to QML string values
        result.value = toQuotedString(value.toString());
        result.ok = true;
    } else {
        result.notValidReason = QStringLiteral("Unsupported value type: ") + QString::fromUtf8(value.metaType().name());
        qWarning() << result.notValidReason;
        result.ok = false;
    }

    if (result.ok && (output.options & OutputContext::Options::ExpandValueComponents)) {
        result.expandedProperties = ((output.options & OutputContext::Options::DesignStudioWorkarounds) == OutputContext::Options::DesignStudioWorkarounds)
                ? expandComponentsPartially(result.value, value.metaType())
                : expandComponents(result.value, value.metaType());
    }

    return result;
}

static void writeNodeProperties(const QSSGSceneDesc::Node &node, OutputContext &output)
{
    QSSGQmlScopedIndent scopedIndent(output);

    indent(output) << u"id: "_s << getIdForNode(node) << u'\n';

    // Set Object Name if one exists
    if (node.name.size()) {
        const QString objectName = QString::fromLocal8Bit(node.name);
        if (!objectName.startsWith(u'*'))
            indent(output) << u"objectName: \""_s << node.name << u"\"\n"_s;
    }

    const auto &properties = node.properties;
    auto it = properties.begin();
    const auto end = properties.end();
    for (; it != end; ++it) {
        const auto &property = *it;

        const ValueToQmlResult result = valueToQml(node, *property, output);
        if (result.ok) {
            if (result.isDynamicProperty) {
                indent(output) << "property " << typeName(property->value.metaType()).toByteArray() << ' ' << result.name << u": "_s << result.value << u'\n';
            } else if (!QSSGQmlUtilities::PropertyMap::instance()->isDefaultValue(node.runtimeType, property->name, property->value)) {
                if (result.expandedProperties.size() > 1) {
                    for (const auto &va : result.expandedProperties)
                        indent(output) << result.name << va << u'\n';
                } else {
                    indent(output) << result.name << u": "_s << result.value << u'\n';
                }
            }
        } else if (!result.isDynamicProperty) {
            QString message = u"Skipped property: "_s + QString::fromUtf8(property->name);
            if (!result.notValidReason.isEmpty())
                message.append(u", reason: "_s + result.notValidReason);
            qDebug() << message;
            indent(output) << comment() << message + u'\n';
        }
    }
}

static void writeQml(const QSSGSceneDesc::Node &transform, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(transform.nodeType == QSSGSceneDesc::Node::Type::Transform && transform.runtimeType == QSSGSceneDesc::Node::RuntimeType::Node);
    indent(output) << qmlElementName<QSSGSceneDesc::Node::RuntimeType::Node>() << blockBegin(output);
    writeNodeProperties(transform, output);
}

void writeQml(const QSSGSceneDesc::Material &material, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(material.nodeType == QSSGSceneDesc::Model::Type::Material);
    if (material.runtimeType == QSSGSceneDesc::Model::RuntimeType::SpecularGlossyMaterial) {
        indent(output) << qmlElementName<Material::RuntimeType::SpecularGlossyMaterial>() << blockBegin(output);
    } else if (material.runtimeType == Model::RuntimeType::PrincipledMaterial) {
        indent(output) << qmlElementName<Material::RuntimeType::PrincipledMaterial>() << blockBegin(output);
    } else if (material.runtimeType == Material::RuntimeType::CustomMaterial) {
        indent(output) << qmlElementName<Material::RuntimeType::CustomMaterial>() << blockBegin(output);
    } else if (material.runtimeType == Material::RuntimeType::SpecularGlossyMaterial) {
        indent(output) << qmlElementName<Material::RuntimeType::SpecularGlossyMaterial>() << blockBegin(output);
    } else {
        Q_UNREACHABLE();
    }

    writeNodeProperties(material, output);
}

static void writeQml(const QSSGSceneDesc::Model &model, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(model.nodeType == Node::Type::Model);
    indent(output) << qmlElementName<QSSGSceneDesc::Node::RuntimeType::Model>() << blockBegin(output);
    writeNodeProperties(model, output);
}

static void writeQml(const QSSGSceneDesc::Camera &camera, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(camera.nodeType == Node::Type::Camera);
    if (camera.runtimeType == Camera::RuntimeType::PerspectiveCamera)
        indent(output) << qmlElementName<Camera::RuntimeType::PerspectiveCamera>() << blockBegin(output);
    else if (camera.runtimeType == Camera::RuntimeType::OrthographicCamera)
        indent(output) << qmlElementName<Camera::RuntimeType::OrthographicCamera>() << blockBegin(output);
    else
        Q_UNREACHABLE();
    writeNodeProperties(camera, output);
}

static void writeQml(const QSSGSceneDesc::Texture &texture, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(texture.nodeType == Node::Type::Texture && QSSGRenderGraphObject::isTexture(texture.runtimeType));
    if (texture.runtimeType == Texture::RuntimeType::Image2D)
        indent(output) << qmlElementName<Texture::RuntimeType::Image2D>() << blockBegin(output);
    else if (texture.runtimeType == Texture::RuntimeType::ImageCube)
        indent(output) << qmlElementName<Texture::RuntimeType::ImageCube>() << blockBegin(output);
    writeNodeProperties(texture, output);
}

static void writeQml(const QSSGSceneDesc::Skin &skin, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(skin.nodeType == Node::Type::Skin && skin.runtimeType == Node::RuntimeType::Skin);
    indent(output) << qmlElementName<Node::RuntimeType::Skin>() << blockBegin(output);
    writeNodeProperties(skin, output);
}

static void writeQml(const QSSGSceneDesc::MorphTarget &morphTarget, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(morphTarget.nodeType == Node::Type::MorphTarget);
    indent(output) << qmlElementName<QSSGSceneDesc::Node::RuntimeType::MorphTarget>() << blockBegin(output);
    writeNodeProperties(morphTarget, output);
}

QString getTextureSourceName(const QString &name, const QString &fmt)
{
    const auto textureFolder = getTextureFolder();

    const auto sanitizedName = QSSGQmlUtilities::sanitizeQmlId(name);
    const auto ext = (fmt.length() != 3) ? u".png"_s
                                         : u"."_s + fmt;

    return QString(textureFolder + sanitizedName + ext);
}

static QString outputTextureAsset(const QSSGSceneDesc::TextureData &textureData, const QDir &outdir)
{
    if (textureData.data.isEmpty())
        return QString();

    const auto mapsFolder = getTextureFolder();
    const auto id = getIdForNode(textureData);
    const QString textureSourceName = getTextureSourceName(id, QString::fromUtf8(textureData.fmt));

    const bool isCompressed = ((textureData.flgs & quint8(QSSGSceneDesc::TextureData::Flags::Compressed)) != 0);

    // If a maps folder does not exist, then create one
    if (!outdir.exists(mapsFolder) && !outdir.mkdir(mapsFolder))
        return QString(); // Error out

    const auto imagePath = QString(outdir.path() + QDir::separator() + textureSourceName);

    if (isCompressed) {
        QFile file(imagePath);
        if (!file.open(QIODevice::WriteOnly)) {
            qWarning("Failed to open file %s: %s",
                     qPrintable(file.fileName()), qPrintable(file.errorString()));
            return {};
        } else {
            file.write(textureData.data);
            file.close();
        }
    } else {
        const auto &texData = textureData.data;
        const auto &size = textureData.sz;
        QImage image;
        image = QImage(reinterpret_cast<const uchar *>(texData.data()), size.width(), size.height(), QImage::Format::Format_RGBA8888);
        if (!image.save(imagePath))
            return QString();
    }

    return textureSourceName;
}

static void writeQml(const QSSGSceneDesc::TextureData &textureData, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(textureData.nodeType == Node::Type::Texture && textureData.runtimeType == Node::RuntimeType::TextureData);

    QString textureSourcePath = outputTextureAsset(textureData, output.outdir);

    static const auto writeProperty = [](const QString &type, const QString &name, const QString &value) {
        return QString::fromLatin1("property %1 %2: %3").arg(type, name, value);
    };

    if (!textureSourcePath.isEmpty()) {
        const auto type = QLatin1String("url");
        const auto name = getIdForNode(textureData);

        indent(output) << writeProperty(type, name, toQuotedString(textureSourcePath)) << '\n';
    }
}

static void writeQml(const QSSGSceneDesc::Light &light, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(light.nodeType == Node::Type::Light);
    if (light.runtimeType == Light::RuntimeType::DirectionalLight)
        indent(output) << qmlElementName<Light::RuntimeType::DirectionalLight>() << blockBegin(output);
    else if (light.runtimeType == Light::RuntimeType::SpotLight)
        indent(output) << qmlElementName<Light::RuntimeType::SpotLight>() << blockBegin(output);
    else if (light.runtimeType == Light::RuntimeType::PointLight)
        indent(output) << qmlElementName<Light::RuntimeType::PointLight>() << blockBegin(output);
    else
        Q_UNREACHABLE();
    writeNodeProperties(light, output);
}

static void writeQml(const QSSGSceneDesc::Skeleton &skeleton, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(skeleton.nodeType == Node::Type::Skeleton && skeleton.runtimeType == Node::RuntimeType::Skeleton);
    indent(output) << qmlElementName<Node::RuntimeType::Skeleton>() << blockBegin(output);
    writeNodeProperties(skeleton, output);
}

static void writeQml(const QSSGSceneDesc::Joint &joint, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(joint.nodeType == Node::Type::Joint && joint.runtimeType == Node::RuntimeType::Joint);
    indent(output) << qmlElementName<Node::RuntimeType::Joint>() << blockBegin(output);
    writeNodeProperties(joint, output);
}

static void writeQmlForResourceNode(const QSSGSceneDesc::Node &node, OutputContext &output)
{
    using namespace QSSGSceneDesc;
    Q_ASSERT(output.type == OutputContext::Resource);
    Q_ASSERT(QSSGRenderGraphObject::isResource(node.runtimeType) || node.nodeType == Node::Type::Mesh || node.nodeType == Node::Type::Skeleton);

    const bool processNode = !node.properties.isEmpty() || (output.type == OutputContext::Resource);
    if (processNode) {
        QSSGQmlScopedIndent scopedIndent(output);
        switch (node.nodeType) {
        case Node::Type::Skin:
            writeQml(static_cast<const Skin &>(node), output);
            break;
        case Node::Type::MorphTarget:
            writeQml(static_cast<const MorphTarget &>(node), output);
            break;
        case Node::Type::Skeleton:
            writeQml(static_cast<const Skeleton &>(node), output);
            break;
        case Node::Type::Texture:
            if (node.runtimeType == Node::RuntimeType::Image2D)
                writeQml(static_cast<const Texture &>(node), output);
            else if (node.runtimeType == Node::RuntimeType::ImageCube)
                writeQml(static_cast<const Texture &>(node), output);
            else if (node.runtimeType == Node::RuntimeType::TextureData)
                writeQml(static_cast<const TextureData &>(node), output);
            else
                Q_UNREACHABLE();
            break;
        case Node::Type::Material:
            writeQml(static_cast<const Material &>(node), output);
            break;
        case Node::Type::Mesh:
            // Only handled as a property (see: valueToQml())
            break;
        default:
            qWarning("Unhandled resource type \'%d\'?", int(node.runtimeType));
            break;
        }
    }

    // Do something more convenient if this starts expending to more types...
    // NOTE: The TextureData type is written out as a url property...
    const bool skipBlockEnd = (node.runtimeType == Node::RuntimeType::TextureData || node.nodeType == Node::Type::Mesh);
    if (!skipBlockEnd && processNode && output.scopeDepth != 0) {
        QSSGQmlScopedIndent scopedIndent(output);
        indent(output) << blockEnd(output);
    }
}

static void writeQmlForNode(const QSSGSceneDesc::Node &node, OutputContext &output)
{
    using namespace QSSGSceneDesc;

    const bool processNode = !(node.properties.isEmpty() && node.children.isEmpty())
                                    || (output.type == OutputContext::Resource);
    if (processNode) {
        QSSGQmlScopedIndent scopedIndent(output);
        switch (node.nodeType) {
        case Node::Type::Skeleton:
            writeQml(static_cast<const Skeleton &>(node), output);
            break;
        case Node::Type::Joint:
            writeQml(static_cast<const Joint &>(node), output);
            break;
        case Node::Type::Light:
            writeQml(static_cast<const Light &>(node), output);
            break;
        case Node::Type::Transform:
            writeQml(node, output);
            break;
        case Node::Type::Camera:
            writeQml(static_cast<const Camera &>(node), output);
            break;
        case Node::Type::Model:
            writeQml(static_cast<const Model &>(node), output);
            break;
        default:
            break;
        }
    }

    for (const auto &cld : node.children) {
        if (!QSSGRenderGraphObject::isResource(cld->runtimeType) && output.type == OutputContext::NodeTree) {
            QSSGQmlScopedIndent scopedIndent(output);
            writeQmlForNode(*cld, output);
        }
    }

    // Do something more convenient if this starts expending to more types...
    // NOTE: The TextureData type is written out as a url property...
    const bool skipBlockEnd = (node.runtimeType == Node::RuntimeType::TextureData || node.nodeType == Node::Type::Mesh);
    if (!skipBlockEnd && processNode && output.scopeDepth != 0) {
        QSSGQmlScopedIndent scopedIndent(output);
        indent(output) << blockEnd(output);
    }
}

void writeQmlForResources(const QSSGSceneDesc::Scene::ResourceNodes &resources, OutputContext &output)
{
    auto sortedResources = resources;
    std::sort(sortedResources.begin(), sortedResources.end(), [](const QSSGSceneDesc::Node *a, const QSSGSceneDesc::Node *b) {
        using RType = QSSGSceneDesc::Node::RuntimeType;
        if (a->runtimeType == RType::TextureData && b->runtimeType != RType::TextureData)
            return true;
        if (a->runtimeType == RType::ImageCube && (b->runtimeType != RType::TextureData && b->runtimeType != RType::ImageCube))
            return true;
        if (a->runtimeType == RType::Image2D && (b->runtimeType != RType::TextureData && b->runtimeType != RType::Image2D))
            return true;

        return false;
    });
    for (const auto &res : std::as_const(sortedResources))
        writeQmlForResourceNode(*res, output);
}

static void generateKeyframeData(const QSSGSceneDesc::Animation::Channel &channel, QByteArray &keyframeData)
{
#ifdef QT_QUICK3D_ENABLE_RT_ANIMATIONS
    QCborStreamWriter writer(&keyframeData);
    // Start root array
    writer.startArray();
    // header name
    writer.append("QTimelineKeyframes");
    // file version. Increase this if the format changes.
    const int keyframesDataVersion = 1;
    writer.append(keyframesDataVersion);
    writer.append(int(channel.keys.at(0)->getValueQMetaType()));

    // Start Keyframes array
    writer.startArray();
    quint8 compEnd = quint8(channel.keys.at(0)->getValueType());
    bool isQuaternion = false;
    if (compEnd == quint8(QSSGSceneDesc::Animation::KeyPosition::ValueType::Quaternion)) {
        isQuaternion = true;
        compEnd = 3;
    } else {
        compEnd++;
    }
    for (const auto &key : channel.keys) {
        writer.append(key->time);
        // Easing always linear
        writer.append(QEasingCurve::Linear);
        if (isQuaternion)
            writer.append(key->value[3]);
        for (quint8 i = 0; i < compEnd; ++i)
            writer.append(key->value[i]);
    }
    // End Keyframes array
    writer.endArray();
    // End root array
    writer.endArray();
#else
    Q_UNUSED(channel)
    Q_UNUSED(keyframeData)
#endif // QT_QUICK3D_ENABLE_RT_ANIMATIONS
}

QPair<QString, QString> writeQmlForAnimation(const QSSGSceneDesc::Animation &anim, qsizetype index, OutputContext &output, bool useBinaryKeyframes = true, bool generateTimelineAnimations = true)
{
    indent(output) << "Timeline {\n";

    QSSGQmlScopedIndent scopedIndent(output);
    // The duration property of the TimelineAnimation is an int...
    const int duration = qCeil(anim.length);
    // Use the same name for objectName and id
    const QString animationId = getIdForAnimation(anim.name);
    indent(output) << "id: " << animationId << "\n";
    QString animationName = animationId;
    if (!anim.name.isEmpty())
        animationName = QString::fromLocal8Bit(anim.name);
    indent(output) << "objectName: \"" << animationName << "\"\n";
    indent(output) << "property real framesPerSecond: " << anim.framesPerSecond << "\n";
    indent(output) << "startFrame: 0\n";
    indent(output) << "endFrame: " << duration << "\n";
    indent(output) << "currentFrame: 0\n";
    // Only generate the TimelineAnimation component here if requested
    // enabled is only set to true up front if we expect to autoplay
    // the generated TimelineAnimation
    if (generateTimelineAnimations) {
        indent(output) << "enabled: true\n";
        indent(output) << "animations: TimelineAnimation {\n";
        {
            QSSGQmlScopedIndent scopedIndent(output);
            indent(output) << "duration: " << duration << "\n";
            indent(output) << "from: 0\n";
            indent(output) << "to: " << duration << "\n";
            indent(output) << "running: true\n";
            indent(output) << "loops: Animation.Infinite\n";
        }
        indent(output) << blockEnd(output);
    }

    for (const auto &channel : anim.channels) {
        QString id = getIdForNode(*channel->target);
        QString propertyName = asString(channel->targetProperty);

        indent(output) << "KeyframeGroup {\n";
        {
            QSSGQmlScopedIndent scopedIndent(output);
            indent(output) << "target: " << id << "\n";
            indent(output) << "property: " << toQuotedString(propertyName) << "\n";
            if (useBinaryKeyframes && channel->keys.size() != 1) {
                const auto animFolder = getAnimationFolder();
                const auto animSourceName = getAnimationSourceName(id, propertyName, index);
                if (!output.outdir.exists(animFolder) && !output.outdir.mkdir(animFolder)) {
                    // Make a warning
                    continue;
                }
                QFile file(output.outdir.path() + QDir::separator() + animSourceName);
                if (!file.open(QIODevice::WriteOnly))
                    continue;
                QByteArray keyframeData;
                // It is possible to store this keyframeData but we have to consider
                // all the cases including runtime only or writeQml only.
                // For now, we will generate it for each case.
                generateKeyframeData(*channel, keyframeData);
                file.write(keyframeData);
                file.close();
                indent(output) << "keyframeSource: " << toQuotedString(animSourceName) << "\n";
            } else {
                Q_ASSERT(!channel->keys.isEmpty());
                for (const auto &key : channel->keys) {
                    indent(output) << "Keyframe {\n";
                    {
                        QSSGQmlScopedIndent scopedIndent(output);
                        indent(output) << "frame: " << key->time << "\n";
                        indent(output) << "value: " << variantToQml(key->getValue()) << "\n";
                    }
                    indent(output) << blockEnd(output);
                }
            }
        }
        indent(output) << blockEnd(output);
    }
    return {animationName, animationId};
}

void writeQml(const QSSGSceneDesc::Scene &scene, QTextStream &stream, const QDir &outdir, const QJsonObject &optionsObject)
{
    static const auto checkBooleanOption = [](const QLatin1String &optionName, const QJsonObject &options, bool defaultValue = false) {
        const auto it = options.constFind(optionName);
        const auto end = options.constEnd();
        QJsonValue value;
        if (it != end) {
            if (it->isObject())
                value = it->toObject().value(QLatin1String("value"));
            else
                value = it.value();
        }
        return value.toBool(defaultValue);
    };

    auto root = scene.root;
    Q_ASSERT(root);

    QJsonObject options = optionsObject;

    if (auto it = options.constFind(QLatin1String("options")), end = options.constEnd(); it != end)
        options = it->toObject();

    quint8 outputOptions{ OutputContext::Options::None };
    if (checkBooleanOption(QLatin1String("expandValueComponents"), options))
        outputOptions |= OutputContext::Options::ExpandValueComponents;

    // Workaround for design studio type components
    if (checkBooleanOption(QLatin1String("designStudioWorkarounds"), options))
        outputOptions |= OutputContext::Options::DesignStudioWorkarounds;

    const bool useBinaryKeyframes = checkBooleanOption("useBinaryKeyframes"_L1, options);
    const bool generateTimelineAnimations = !checkBooleanOption("manualAnimations"_L1, options);

    OutputContext output { stream, outdir, scene.sourceDir, 0, OutputContext::Header, outputOptions };

    writeImportHeader(output, scene.animations.count() > 0);

    output.type = OutputContext::RootNode;
    writeQml(*root, output); // Block scope will be left open!
    stream << "\n";
    stream << indent() << "// Resources\n";
    output.type = OutputContext::Resource;
    writeQmlForResources(scene.resources, output);
    output.type = OutputContext::NodeTree;
    stream << "\n";
    stream << indent() << "// Nodes:\n";
    for (const auto &cld : root->children)
        writeQmlForNode(*cld, output);

    // animations
    qsizetype animId = 0;
    stream << "\n";
    stream << indent() << "// Animations:\n";
    QList<QPair<QString, QString>> animationMap;
    for (const auto &cld : scene.animations) {
        QSSGQmlScopedIndent scopedIndent(output);
        auto mapValues = writeQmlForAnimation(*cld, animId++, output, useBinaryKeyframes, generateTimelineAnimations);
        animationMap.append(mapValues);
        indent(output) << blockEnd(output);
    }

    if (!generateTimelineAnimations) {
        // Expose a map of timelines
        stream << "\n";
        stream << indent() << "// An exported mapping of Timelines (--manualAnimations)\n";
        stream << indent() << "property var timelineMap: {\n";
        QSSGQmlScopedIndent scopedIndent(output);
        for (const auto &mapValues : animationMap) {
            QSSGQmlScopedIndent scopedIndent(output);
            indent(output) << "\"" << mapValues.first << "\": " << mapValues.second << ",\n";
        }
        indent(output) << blockEnd(output);
        stream << indent() << "// A simple list of Timelines (--manualAnimations)\n";
        stream << indent() << "property var timelineList: [\n";
        for (const auto &mapValues : animationMap) {
            QSSGQmlScopedIndent scopedIndent(output);
            indent(output) << mapValues.second << ",\n";
        }
        indent(output) << "]\n";
    }


    // close the root
    indent(output) << blockEnd(output);
}

void createTimelineAnimation(const QSSGSceneDesc::Animation &anim, QObject *parent, bool isEnabled, bool useBinaryKeyframes)
{
#ifdef QT_QUICK3D_ENABLE_RT_ANIMATIONS
    auto timeline = new QQuickTimeline(parent);
    auto timelineKeyframeGroup = timeline->keyframeGroups();
    for (const auto &channel : anim.channels) {
        auto keyframeGroup = new QQuickKeyframeGroup(timeline);
        keyframeGroup->setTargetObject(channel->target->obj);
        keyframeGroup->setProperty(asString(channel->targetProperty));

        Q_ASSERT(!channel->keys.isEmpty());
        if (useBinaryKeyframes) {
            QByteArray keyframeData;
            generateKeyframeData(*channel, keyframeData);

            keyframeGroup->setKeyframeData(keyframeData);
        } else {
            auto keyframes = keyframeGroup->keyframes();
            for (const auto &key : channel->keys) {
                auto keyframe = new QQuickKeyframe(keyframeGroup);
                keyframe->setFrame(key->time);
                keyframe->setValue(key->getValue());
                keyframes.append(&keyframes, keyframe);
            }
        }
        (qobject_cast<QQmlParserStatus *>(keyframeGroup))->componentComplete();
        timelineKeyframeGroup.append(&timelineKeyframeGroup, keyframeGroup);
    }
    timeline->setEndFrame(anim.length);
    timeline->setEnabled(isEnabled);

    auto timelineAnimation = new QQuickTimelineAnimation(timeline);
    timelineAnimation->setObjectName(anim.name);
    timelineAnimation->setDuration(int(anim.length));
    timelineAnimation->setFrom(0.0f);
    timelineAnimation->setTo(anim.length);
    timelineAnimation->setLoops(QQuickTimelineAnimation::Infinite);
    timelineAnimation->setTargetObject(timeline);

    (qobject_cast<QQmlParserStatus *>(timeline))->componentComplete();

    timelineAnimation->setRunning(true);
#else // QT_QUICK3D_ENABLE_RT_ANIMATIONS
    Q_UNUSED(anim)
    Q_UNUSED(parent)
    Q_UNUSED(isEnabled)
    Q_UNUSED(useBinaryKeyframes)
#endif // QT_QUICK3D_ENABLE_RT_ANIMATIONS
}

void writeQmlComponent(const QSSGSceneDesc::Node &node, QTextStream &stream, const QDir &outDir)
{
    using namespace QSSGSceneDesc;

    QSSG_ASSERT(node.scene != nullptr, return);

    if (node.runtimeType == Material::RuntimeType::CustomMaterial) {
        QString sourceDir = node.scene->sourceDir;
        OutputContext output { stream, outDir, sourceDir, 0, OutputContext::Resource };
        writeImportHeader(output);
        writeQml(static_cast<const Material &>(node), output);
        // Resources, if any, are written out as properties on the component
        const auto &resources = node.scene->resources;
        writeQmlForResources(resources, output);
        indent(output) << blockEnd(output);
    } else {
        Q_UNREACHABLE(); // Only implemented for Custom material at this point.
    }
}

}

QT_END_NAMESPACE
