#include <cmath>
#include <vector>
#include <cstdint>
#include <list>
#include "raylib.h"
#include "raymath.h"

#define MAX_DEPTH 11
const int screenWidth = 800;
const int screenHeight = 800;
#define textureWidth screenWidth
#define textureHeight screenHeight

const Vector2 start = {textureWidth / 2, textureHeight};

Color ColorLerp(Color c1, Color c2, float amount)
{
  Color ret{0};
  ret.r = Clamp(Lerp(c1.r, c2.r, amount), 0, 255);
  ret.g = Clamp(Lerp(c1.g, c2.g, amount), 0, 255);
  ret.b = Clamp(Lerp(c1.b, c2.b, amount), 0, 255);
  ret.a = Clamp(Lerp(c1.a, c2.a, amount), 0, 255);
  return ret;
}

struct branch
{
  Color color;
  uint8_t numOfBranches;
  float lenghthRatio;
};

struct draw_args
{
  Vector2 start;
  float angleDeg;
  float lenghth;
  int dep;
};

static std::vector<branch> tree(MAX_DEPTH);
static std::list<draw_args> draw_calls;
static RenderTexture2D target;

Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, int dep)
{
  angleDeg += 180.0f;
  float angle = (angleDeg * PI) / 180.0f;
  float nx = lenghth * std::sin(angle);
  float ny = lenghth * std::cos(angle);
  Vector2 end = {start.x + nx, start.y + ny};

  float thick = 2.0;
  float fstep = 1.0 / ((lenghth / thick) * 1.5);

  for (float i = 0; i < 1; i += fstep)
  {
    Vector2 point = Vector2Lerp(start, end, i);
    Color color = ColorLerp(tree[dep - 1].color, tree[dep].color, i);
    DrawCircleV(point, thick, color);
  }
  return end;
}

void draw_branch(draw_args arg)
{
  if (arg.dep >= MAX_DEPTH)
    return;

  Vector2 next = draw_line(arg.start, arg.angleDeg, arg.lenghth, arg.dep);

  float next_len = tree[arg.dep].lenghthRatio;
  float sectors = tree[arg.dep].numOfBranches + 1;
  float degres = 180.0f / sectors;

  for (size_t i = 0; i < tree[arg.dep].numOfBranches; i++)
  {
    float newAngle = arg.angleDeg - 90 + (degres * (i + 1));
    draw_calls.push_back((draw_args){next, newAngle, arg.lenghth * next_len, arg.dep + 1});
  }
}

void draw_tree(draw_args first)
{
  draw_calls.push_back(first);

  while (!draw_calls.empty())
  {
    draw_branch(draw_calls.front());
    draw_calls.pop_front();
  }
}

void generate_tree()
{
  for (size_t i = 0; i < MAX_DEPTH; i++)
  {
    uint8_t r = GetRandomValue(0, 255);
    uint8_t g = GetRandomValue(0, 255);
    uint8_t b = GetRandomValue(0, 255);
    tree[i].color = (Color){r, g, b, 255};

    tree[i].numOfBranches = GetRandomValue(1, 3);

    tree[i].lenghthRatio = ((float)GetRandomValue(600, 700)) / 1000.0f;
  }

  tree[0].color = tree[1].color;
}

void new_tree()
{
  generate_tree();

  BeginTextureMode(target);
  ClearBackground(WHITE);
  draw_tree((draw_args){start, 0, textureHeight / 4, 1});
  EndTextureMode();
}

int main(void)
{
  InitWindow(screenWidth, screenHeight, "raylib");

  SetTargetFPS(60);

  target = LoadRenderTexture(textureWidth, textureHeight);

  new_tree();

  Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
  Rectangle dest = {0, 0, screenWidth, screenHeight};
  Vector2 position = {0, 0};
  Vector2 origin = {0.0f, 0.0f};

  while (!WindowShouldClose())
  {

    if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
    {
      new_tree();
    }

    BeginDrawing();

    DrawTexturePro(target.texture, source, dest, origin, 0.0f, WHITE);

    EndDrawing();
  }

  CloseWindow();
  return 0;
}