/****************************************************************************

    AstroMenace
    Hardcore 3D space scroll-shooter with spaceship upgrade possibilities.
    Copyright (c) 2006-2019 Mikhail Kurinnoi, Viewizard


    AstroMenace is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    AstroMenace is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with AstroMenace. If not, see <https://www.gnu.org/licenses/>.


    Website: https://viewizard.com/
    Project: https://github.com/viewizard/astromenace
    E-mail: viewizard@viewizard.com

*****************************************************************************/

// TODO since we use TRIANGLES, use 4 vertices + index buffer for vw_SendVertices()
//      instead of 6 vertices, so, we send 4 vertices and index buffer for 6 elements,
//      something like {1, 2, 3, 3, 4, 1}
//                               ^  ^  ^ second triangle indexes
//                      ^  ^  ^ first triangle indexes

// NOTE in future, use make_unique() to make unique_ptr-s (since C++14)

#include "../camera/camera.h"
#include "../light/light.h"
#include "particle_system.h"
#include <cstring>

namespace viewizard {

namespace {

// Local draw buffer, that dynamically allocate memory at maximum required
// size only one time per game execution. Don't use std::vector here,
// since it have poor performance compared to std::unique_ptr.
std::unique_ptr<float[]> DrawBuffer{};
unsigned int DrawBufferCurrentPosition{0};
unsigned int DrawBufferSize{0};

// Particle system's quality (for all particle systems).
float ParticleSystemQuality{1.0f};

// Particle system's GLSL use switch (for all particle systems).
bool ParticleSystemUseGLSL{false};

// Particle system's shader (for all particle systems).
std::weak_ptr<cGLSL> ParticleSystemGLSL{};

// Uniform locations in particle system's shader (for all particle systems).
GLint UniformLocationParticleTexture{0};
GLint UniformLocationCameraPoint{0};

// All particle systems.
std::forward_list<std::shared_ptr<cParticleSystem>> ParticleSystemsList{};

} // unnamed namespace


/*
 * Update particle.
 */
bool cParticle::Update(float TimeDelta, const sVECTOR3D &ParentLocation,
                       bool Magnet, float MagnetFactor)
{
    if (Age + TimeDelta >= Lifetime) {
        Age = -1.0f;
        return false;
    } else {
        Age += TimeDelta;

        Location += Velocity ^ TimeDelta;

        if (NeedStop) {
            Velocity -= Velocity ^ TimeDelta;
        }

        if (Magnet) {
            sVECTOR3D MagnetDir = ParentLocation;
            MagnetDir -= Location;
            MagnetDir.Normalize();

            if (NeedStop) {
                MagnetFactor -= MagnetFactor * TimeDelta;
            }

            Velocity += MagnetDir ^ (MagnetFactor * TimeDelta);
        }

        Color.r += ColorDelta.r * TimeDelta;
        vw_Clamp(Color.r, 0.0f, 1.0f);
        Color.g += ColorDelta.g * TimeDelta;
        vw_Clamp(Color.g, 0.0f, 1.0f);
        Color.b += ColorDelta.b * TimeDelta;
        vw_Clamp(Color.b, 0.0f, 1.0f);

        if (!AlphaShowHide) {
            Alpha += AlphaDelta * TimeDelta;
        } else {
            if (Show) {
                Alpha += AlphaDelta * TimeDelta;
                if (Alpha >= 1.0f) {
                    Alpha = 1.0f;
                    Show = false;
                }
            } else {
                Alpha -= AlphaDelta * TimeDelta;
            }

            vw_Clamp(Alpha, 0.0f, 1.0f);
        }

        Size += SizeDelta * TimeDelta;
    }

    return true;
}

/*
 * Destructor.
 */
cParticleSystem::~cParticleSystem()
{
    vw_ReleaseLight(Light);
}

/*
 * Update all particles.
 */
bool cParticleSystem::Update(float Time)
{
    // on first update, only change TimeLastUpdate value
    if (TimeLastUpdate < 0.0f) {
        TimeLastUpdate = Time;
        return true;
    }

    float TimeDelta = Time - TimeLastUpdate;
    if (TimeDelta == 0.0f) {
        return true;
    }

    TimeLastUpdate = Time;

    // NOTE (?) use std::erase_if here (since C++20)
    // update and remove (erase) dead particles
    auto prev_iter = ParticlesList.before_begin();
    for (auto iter = ParticlesList.begin(); iter != ParticlesList.end();) {
        if (!iter->Update(TimeDelta, Location, IsMagnet, MagnetFactor)) {
            iter = ParticlesList.erase_after(prev_iter);
            ParticlesCountInList--;
        } else {
            prev_iter = iter;
            ++iter;
        }
    }

    // calculate, how many particles we should emit
    float ParticlesNeeded = (static_cast<float>(ParticlesPerSec) / ParticleSystemQuality) * TimeDelta + EmissionResidue;

    // convert to integer (we can't emit 0.2 particle)
    unsigned int ParticlesCreated = static_cast<unsigned int>(ParticlesNeeded);

    if (!IsSuppressed) {
        // store emission residue for future Update() calls
        EmissionResidue = ParticlesNeeded - static_cast<float>(ParticlesCreated);
    } else {
        EmissionResidue = ParticlesNeeded;
        ParticlesCreated = 0;
    }

    // emit new particles
    if (ParticlesCreated > 0) {
        EmitParticles(ParticlesCreated, TimeDelta);
    }

    if (DestroyIfNoParticles && ParticlesList.empty()) {
        return false;
    }

    // update light
    if (!Light.expired()) {
        UpdateLight(TimeDelta);
    }

    // calculate current AABB
    CalculateAABB();

    return true;
}

/*
 * Emit particles.
 */
void cParticleSystem::EmitParticles(unsigned int Quantity, float TimeDelta)
{
    // care about particle system movements (need this for low FPS)
    sVECTOR3D LocationCorrection{};
    float TimeDeltaCorrection{0.0f};
    // don't calculate correction for 1, since the last one should be created in current location and current time
    if (Quantity > 1) {
        LocationCorrection = (PrevLocation - Location) / static_cast<float>(Quantity);
        TimeDeltaCorrection = TimeDelta / static_cast<float>(Quantity);
    }

    while (Quantity > 0) {
        // create new particle
        ParticlesList.emplace_front();
        // NOTE emplace_front() return reference to the inserted element (since C++17)
        //      this line could be combined with previous line, we could use
        //      ParticlesList.front() directly, but "NewParticle" usage make code more clear
        cParticle &NewParticle = ParticlesList.front();
        ParticlesCountInList++;

        // setup lifetime and age
        NewParticle.Age = 0.0f;
        NewParticle.Lifetime = Life + vw_fRand0() * LifeVar;
        if (NewParticle.Lifetime < 0.0f) {
            NewParticle.Lifetime = 0.0f;
        }

        // calculate color
        NewParticle.Color.r = ColorStart.r + vw_fRand0() * ColorVar.r;
        NewParticle.Color.g = ColorStart.g + vw_fRand0() * ColorVar.g;
        NewParticle.Color.b = ColorStart.b + vw_fRand0() * ColorVar.b;
        vw_Clamp(NewParticle.Color.r, 0.0f, 1.0f);
        vw_Clamp(NewParticle.Color.g, 0.0f, 1.0f);
        vw_Clamp(NewParticle.Color.b, 0.0f, 1.0f);
        NewParticle.ColorDelta.r = (ColorEnd.r - NewParticle.Color.r) / NewParticle.Lifetime;
        NewParticle.ColorDelta.g = (ColorEnd.g - NewParticle.Color.g) / NewParticle.Lifetime;
        NewParticle.ColorDelta.b = (ColorEnd.b - NewParticle.Color.b) / NewParticle.Lifetime;

        // calculate alpha
        NewParticle.Alpha = AlphaStart + vw_fRand0() * AlphaVar;
        vw_Clamp(NewParticle.Alpha, 0.0f, 1.0f);
        NewParticle.AlphaDelta = (AlphaEnd - NewParticle.Alpha) / NewParticle.Lifetime;
        NewParticle.AlphaShowHide = AlphaShowHide;
        if (NewParticle.AlphaShowHide) {
            NewParticle.AlphaDelta = (2.0f-AlphaEnd * 2.0f) / NewParticle.Lifetime;
            NewParticle.Alpha = AlphaEnd;
        }

        switch (CreationType) {
        case eParticleCreationType::Point:
            GenerateLocationPointType(NewParticle);
            break;

        case eParticleCreationType::Cube:
            GenerateLocationCubeType(NewParticle);
            break;

        case eParticleCreationType::Tube:
            GenerateLocationTubeType(NewParticle);
            break;

        case eParticleCreationType::Sphere:
            GenerateLocationSphereType(NewParticle);
            break;
        }

        // calculate size
        NewParticle.Size = SizeStart + vw_fRand0() * SizeVar;
        if (NewParticle.Size < 0.0f) {
            NewParticle.Size = SizeStart;
        }
        NewParticle.SizeDelta = (SizeEnd - NewParticle.Size) / NewParticle.Lifetime;
        // care about camera distance
        if (CameraDistResize < 1.0f) {
            SizeCorrectionByCameraDist(NewParticle);
        }

        if (Theta == 0.0f) {
            // emit in the same direction as particle system
            NewParticle.Velocity = Direction;
        } else {
            // emit with deviation
            NewParticle.Velocity = Direction;
            vw_RotatePoint(NewParticle.Velocity, sVECTOR3D{Theta * vw_fRand0() / 2.0f,
                                                           Theta * vw_fRand0() / 2.0f,
                                                           0.0f});
        }

        NewParticle.NeedStop = NeedStop;

        // calculate speed
        float NewSpeed = Speed + vw_fRand0() * SpeedVar;
        if (NewSpeed < 0.0f) {
            NewSpeed = 0.0f;
        }
        NewParticle.Velocity *= NewSpeed;

        Quantity--;

        // care about particle system movements (need this for low FPS)
        // don't change the last one, it should be created in current location and current time
        if (Quantity > 0) {
            NewParticle.Location += (LocationCorrection ^ static_cast<float>(Quantity));
            if (!NewParticle.Update(TimeDeltaCorrection * static_cast<float>(Quantity), Location, IsMagnet, MagnetFactor)) {
                ParticlesList.pop_front();
                ParticlesCountInList--;
            }
        }
    }
}

/*
 * Particle size correction by camera distance.
 */
void cParticleSystem::SizeCorrectionByCameraDist(cParticle &NewParticle)
{
    // current camera location
    sVECTOR3D CurrentCameraLocation;
    vw_GetCameraLocation(&CurrentCameraLocation);
    // distance from system to camera
    float SystDist = (CurrentCameraLocation.x - Location.x - CreationSize.x)
                        * (CurrentCameraLocation.x - Location.x - CreationSize.x)
                     + (CurrentCameraLocation.y - Location.y - CreationSize.y)
                        * (CurrentCameraLocation.y - Location.y - CreationSize.y)
                     + (CurrentCameraLocation.z - Location.z - CreationSize.z)
                        * (CurrentCameraLocation.z - Location.z - CreationSize.z);

    // distance to particle
    float ParticleDist = (CurrentCameraLocation.x - NewParticle.Location.x)
                            * (CurrentCameraLocation.x - NewParticle.Location.x)
                         + (CurrentCameraLocation.y - NewParticle.Location.y)
                            * (CurrentCameraLocation.y - NewParticle.Location.y)
                         + (CurrentCameraLocation.z - NewParticle.Location.z)
                            * (CurrentCameraLocation.z - NewParticle.Location.z);

    if (ParticleDist < SystDist) {
        float tmpStart = SizeStart - SizeStart * (1.0f - CameraDistResize) * (SystDist-ParticleDist) / SystDist;
        float tmpEnd = SizeEnd - SizeEnd * (1.0f - CameraDistResize) * (SystDist-ParticleDist) / SystDist;
        float tmpVar = SizeVar - SizeVar * (1.0f - CameraDistResize) * (SystDist-ParticleDist) / SystDist;

        NewParticle.Size = tmpStart + vw_fRand0() * tmpVar;
        if (NewParticle.Size < 0.0f) {
            NewParticle.Size = 0.0f;
        }
        NewParticle.SizeDelta = (tmpEnd - NewParticle.Size) / NewParticle.Lifetime;
    }
}

/*
 * Generate location for new particle (point type).
 */
void cParticleSystem::GenerateLocationPointType(cParticle &NewParticle)
{
    // FIXME this should be fixed, Point Type should return same location as system,
    //       if particle system need CreationSize, Sphere or Cube Type should be used
    //       since we have point type by default, not so easy now find related code
    NewParticle.Location = Location + sVECTOR3D{vw_fRand0() * CreationSize.x,
                                                vw_fRand0() * CreationSize.y,
                                                vw_fRand0() * CreationSize.z};
}

/*
 * Generate location for new particle (cube type).
 */
void cParticleSystem::GenerateLocationCubeType(cParticle &NewParticle)
{
    sVECTOR3D CreationPos{(1.0f - vw_fRand() * 2) * CreationSize.x,
                          (1.0f - vw_fRand() * 2) * CreationSize.y,
                          (1.0f - vw_fRand() * 2) * CreationSize.z};

    vw_Matrix33CalcPoint(CreationPos, CurrentRotationMat);
    NewParticle.Location = Location + CreationPos;
}

/*
 * Generate location for new particle (tube type).
 */
void cParticleSystem::GenerateLocationTubeType(cParticle &NewParticle)
{
    sVECTOR3D CreationPos{(0.5f - vw_fRand()) * CreationSize.x,
                          (0.5f - vw_fRand()) * CreationSize.y,
                          (0.5f - vw_fRand()) * CreationSize.z};

    vw_Matrix33CalcPoint(CreationPos, CurrentRotationMat);
    NewParticle.Location = Location + CreationPos;
}

/*
 * Generate location for new particle (sphere type).
 */
void cParticleSystem::GenerateLocationSphereType(cParticle &NewParticle)
{
    // note, this is not really 'sphere' type, since we use
    // vector instead of radius for initial location calculation
    sVECTOR3D CreationPos{vw_fRand0() * CreationSize.x,
                          vw_fRand0() * CreationSize.y,
                          vw_fRand0() * CreationSize.z};

    if (DeadZone > 0.0f) {
        float ParticleDist2 = CreationPos.x * CreationPos.x
                              + CreationPos.y * CreationPos.y
                              + CreationPos.z * CreationPos.z;

        if (ParticleDist2 < DeadZone * DeadZone) {
            CreationPos *= DeadZone / vw_sqrtf(ParticleDist2);

            vw_Clamp(CreationPos.x, -CreationSize.x, CreationSize.x);
            vw_Clamp(CreationPos.y, -CreationSize.y, CreationSize.y);
            vw_Clamp(CreationPos.z, -CreationSize.z, CreationSize.z);
        }
    }

    vw_Matrix33CalcPoint(CreationPos, CurrentRotationMat);
    NewParticle.Location = Location + CreationPos;
}

/*
 * Update light.
 */
void cParticleSystem::UpdateLight(float TimeDelta)
{
    if (!IsSuppressed) {
        if (LightNeedDeviation) {
            // turn on (was turned off)
            if (LightDeviation > 1.0f) {
                LightDeviation = 0.7f;
            }

            if (NextLightDeviation < LightDeviation) {
                LightDeviation -= LightDeviationSpeed * TimeDelta;
                if (NextLightDeviation >= LightDeviation) {
                    LightDeviation = NextLightDeviation;
                    LightDeviationSpeed = 3.5f + 3.5f * vw_fRand();
                    NextLightDeviation = 0.7f + 0.3f * vw_fRand();
                }
            } else {
                LightDeviation += LightDeviationSpeed * TimeDelta;
                if (NextLightDeviation <= LightDeviation) {
                    LightDeviation = NextLightDeviation;
                    LightDeviationSpeed = 3.5f + 3.5f * vw_fRand();
                    NextLightDeviation = 0.7f - 0.3f * vw_fRand();
                }
            }
        } else {
            // turn on (was turned off)
            if (LightDeviation > 1.0f) {
                LightDeviation = 1.0f;
            }
        }
    } else {
        // turn off (was turned on)
        if (IsSuppressed && Life != 0.0f) {
            LightDeviation += (25.0f / Life) * TimeDelta;
        }
    }

    if (auto sharedLight = Light.lock()) {
        if (sharedLight->LinearAttenuationBase != 0.0f) {
            sharedLight->LinearAttenuation = sharedLight->LinearAttenuationBase
                                             + 2.0f * (LightDeviation - 0.5f) * sharedLight->LinearAttenuationBase;
            if (sharedLight->LinearAttenuation < sharedLight->LinearAttenuationBase) {
                sharedLight->LinearAttenuation = sharedLight->LinearAttenuationBase;
            }
        }
        if (sharedLight->QuadraticAttenuationBase != 0.0f) {
            sharedLight->QuadraticAttenuation = sharedLight->QuadraticAttenuationBase
                                                + 2.0f * (LightDeviation - 0.5f) * sharedLight->QuadraticAttenuationBase;
            if (sharedLight->QuadraticAttenuation < sharedLight->QuadraticAttenuationBase) {
                sharedLight->QuadraticAttenuation = sharedLight->QuadraticAttenuationBase;
            }
        }

        // if we don't have particles, turn off light
        sharedLight->On = !ParticlesList.empty();
    }
}

/*
 * Calculate current AABB.
 */
void cParticleSystem::CalculateAABB()
{
    // initial setup
    float MinX, MinY, MinZ, MaxX, MaxY, MaxZ;
    if (ParticlesList.empty()) {
        MinX = MaxX = Location.x;
        MinY = MaxY = Location.y;
        MinZ = MaxZ = Location.z;
    } else {
        MinX = MaxX = ParticlesList.front().Location.x;
        MinY = MaxY = ParticlesList.front().Location.y;
        MinZ = MaxZ = ParticlesList.front().Location.z;
    }

    // calculate AABB
    for (auto &tmpParticle : ParticlesList) {
        if (tmpParticle.Alpha > 0.0f && tmpParticle.Size > 0.0f) {
            sVECTOR3D v;
            v.x = tmpParticle.Location.x + tmpParticle.Size;
            if (MaxX < v.x) {
                MaxX = v.x;
            }

            v.y = tmpParticle.Location.y + tmpParticle.Size;
            if (MaxY < v.y) {
                MaxY = v.y;
            }

            v.z = tmpParticle.Location.z + tmpParticle.Size;
            if (MaxZ < v.z) {
                MaxZ = v.z;
            }

            v.x = tmpParticle.Location.x - tmpParticle.Size;
            if (MinX > v.x) {
                MinX = v.x;
            }

            v.y = tmpParticle.Location.y - tmpParticle.Size;
            if (MinY > v.y) {
                MinY = v.y;
            }

            v.z = tmpParticle.Location.z - tmpParticle.Size;
            if (MinZ > v.z) {
                MinZ = v.z;
            }
        }
    }

    AABB[0] = sVECTOR3D{MaxX, MaxY, MaxZ};
    AABB[1] = sVECTOR3D{MinX, MaxY, MaxZ};
    AABB[2] = sVECTOR3D{MinX, MaxY, MinZ};
    AABB[3] = sVECTOR3D{MaxX, MaxY, MinZ};
    AABB[4] = sVECTOR3D{MaxX, MinY, MaxZ};
    AABB[5] = sVECTOR3D{MinX, MinY, MaxZ};
    AABB[6] = sVECTOR3D{MinX, MinY, MinZ};
    AABB[7] = sVECTOR3D{MaxX, MinY, MinZ};
}

/*
 * Add data to local draw buffer.
 * Note, in case of GLSL, we use TextureU_or_GLSL and TextureV_or_GLSL
 * not for texture coordinates, but for GLSL program parameters.
 */
static inline void AddToDrawBuffer(float CoordX, float CoordY, float CoordZ,
                                   const sRGBCOLOR &Color, float Alpha,
                                   float TextureU_or_GLSL, float TextureV_or_GLSL)
{
    DrawBuffer[DrawBufferCurrentPosition++] = CoordX;
    DrawBuffer[DrawBufferCurrentPosition++] = CoordY;
    DrawBuffer[DrawBufferCurrentPosition++] = CoordZ;
    DrawBuffer[DrawBufferCurrentPosition++] = Color.r;
    DrawBuffer[DrawBufferCurrentPosition++] = Color.g;
    DrawBuffer[DrawBufferCurrentPosition++] = Color.b;
    DrawBuffer[DrawBufferCurrentPosition++] = Alpha;
    DrawBuffer[DrawBufferCurrentPosition++] = TextureU_or_GLSL;
    DrawBuffer[DrawBufferCurrentPosition++] = TextureV_or_GLSL;
}

/*
 * Draw all particles.
 */
void cParticleSystem::Draw(GLtexture &CurrentTexture)
{
    if (!vw_BoxInFrustum(AABB[6], AABB[0]) || ParticlesList.empty()) {
        return;
    }

    // TRIANGLES * (RI_3f_XYZ + RI_2f_TEX + RI_4f_COLOR) * ParticlesCount
    unsigned int tmpDrawBufferSize = 6 * (3 + 2 + 4) * ParticlesCountInList;
    if (tmpDrawBufferSize > DrawBufferSize) {
        DrawBufferSize = tmpDrawBufferSize;
        DrawBuffer.reset(new float[DrawBufferSize]);
    }
    DrawBufferCurrentPosition = 0;

    // without shaders, we need manually rotate each particle to camera
    if (!ParticleSystemUseGLSL) {
        sVECTOR3D CurrentCameraLocation{vw_GetCameraLocation(nullptr)};

        for (auto &tmpParticle : ParticlesList) {
            sVECTOR3D nnTmp{CurrentCameraLocation - tmpParticle.Location};

            // perpendicular to vector nnTmp
            sVECTOR3D nnTmp2{1.0f, 1.0f, -(nnTmp.x + nnTmp.y) / nnTmp.z};
            nnTmp2.Normalize();

            // perpendicular to vectors nnTmp and nnTmp2
            // a x b = ( aybz - byaz , azbx - bzax , axby - bxay );
            sVECTOR3D nnTmp3{nnTmp.y * nnTmp2.z - nnTmp2.y * nnTmp.z,
                             nnTmp.z * nnTmp2.x - nnTmp2.z * nnTmp.x,
                             nnTmp.x * nnTmp2.y - nnTmp2.x * nnTmp.y};
            nnTmp3.Normalize();

            sVECTOR3D tmpAngle1 = nnTmp3 ^ (tmpParticle.Size * 1.5f);
            sVECTOR3D tmpAngle3 = nnTmp3 ^ (-tmpParticle.Size * 1.5f);
            sVECTOR3D tmpAngle2 = nnTmp2 ^ (tmpParticle.Size * 1.5f);
            sVECTOR3D tmpAngle4 = nnTmp2 ^ (-tmpParticle.Size * 1.5f);

            // first triangle
            AddToDrawBuffer(tmpParticle.Location.x + tmpAngle3.x,
                            tmpParticle.Location.y + tmpAngle3.y,
                            tmpParticle.Location.z + tmpAngle3.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            0.0f, 1.0f);
            AddToDrawBuffer(tmpParticle.Location.x + tmpAngle2.x,
                            tmpParticle.Location.y + tmpAngle2.y,
                            tmpParticle.Location.z + tmpAngle2.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            0.0f, 0.0f);
            AddToDrawBuffer(tmpParticle.Location.x + tmpAngle1.x,
                            tmpParticle.Location.y + tmpAngle1.y,
                            tmpParticle.Location.z + tmpAngle1.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            1.0f, 0.0f);

            //second triangle
            AddToDrawBuffer(tmpParticle.Location.x + tmpAngle1.x,
                            tmpParticle.Location.y + tmpAngle1.y,
                            tmpParticle.Location.z + tmpAngle1.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            1.0f, 0.0f);
            AddToDrawBuffer(tmpParticle.Location.x + tmpAngle4.x,
                            tmpParticle.Location.y + tmpAngle4.y,
                            tmpParticle.Location.z + tmpAngle4.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            1.0f, 1.0f);
            AddToDrawBuffer(tmpParticle.Location.x + tmpAngle3.x,
                            tmpParticle.Location.y + tmpAngle3.y,
                            tmpParticle.Location.z + tmpAngle3.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            0.0f, 1.0f);
        }
    } else {
        // shader will care about particle rotation
        // instead of textures coordinates, provide to shader vertex number (in triangle)
        // and particle size, shader will care about rotation and proper texture's coordinates
        for (auto &tmpParticle : ParticlesList) {
            // first triangle
            AddToDrawBuffer(tmpParticle.Location.x, tmpParticle.Location.y, tmpParticle.Location.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            1.0f, tmpParticle.Size);
            AddToDrawBuffer(tmpParticle.Location.x, tmpParticle.Location.y, tmpParticle.Location.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            2.0f, tmpParticle.Size);
            AddToDrawBuffer(tmpParticle.Location.x, tmpParticle.Location.y, tmpParticle.Location.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            3.0f, tmpParticle.Size);

            //second triangle
            AddToDrawBuffer(tmpParticle.Location.x, tmpParticle.Location.y, tmpParticle.Location.z,
                            tmpParticle.Color,  tmpParticle.Alpha,
                            3.0f, tmpParticle.Size);
            AddToDrawBuffer(tmpParticle.Location.x, tmpParticle.Location.y, tmpParticle.Location.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            4.0f, tmpParticle.Size);
            AddToDrawBuffer(tmpParticle.Location.x, tmpParticle.Location.y, tmpParticle.Location.z,
                            tmpParticle.Color, tmpParticle.Alpha,
                            1.0f, tmpParticle.Size);
        }
    }

    // if we already setup this texture in previous rendered particle system, no need to change it
    if (CurrentTexture != Texture) {
        vw_BindTexture(0, Texture);
        CurrentTexture = Texture;
    }

    if (TextureBlend) {
        vw_SetTextureBlend(true, eTextureBlendFactor::SRC_ALPHA, eTextureBlendFactor::ONE_MINUS_SRC_ALPHA);
    } else {
        vw_SetTextureBlend(true, eTextureBlendFactor::SRC_ALPHA, eTextureBlendFactor::ONE);
    }

    vw_Draw3D(ePrimitiveType::TRIANGLES, 6 * ParticlesCountInList, RI_3f_XYZ | RI_4f_COLOR | RI_1_TEX,
              DrawBuffer.get(), 9 * sizeof(DrawBuffer.get()[0]));

    vw_SetTextureBlend(true, eTextureBlendFactor::ONE, eTextureBlendFactor::ZERO);
}

/*
 * Set start system location.
 */
void cParticleSystem::SetStartLocation(const sVECTOR3D &NewLocation)
{
    Location = NewLocation;
    PrevLocation = Location;

    if (auto sharedLight = Light.lock()) {
        sharedLight->SetLocation(Location);
    }
}

/*
 * Move all particles and system location.
 */
void cParticleSystem::MoveSystem(const sVECTOR3D &NewLocation)
{
    if (Location == NewLocation) {
        return;
    }

    sVECTOR3D tmpLocation{NewLocation - Location};
    Location = NewLocation;
    PrevLocation = Location;

    for (auto &tmpParticle : ParticlesList) {
        tmpParticle.Location += tmpLocation;
    }

    if (auto sharedLight = Light.lock()) {
        sharedLight->SetLocation(Location);
    }
}

/*
 * Move system location.
 */
void cParticleSystem::MoveSystemLocation(const sVECTOR3D &NewLocation)
{
    if (Location == NewLocation) {
        return;
    }

    PrevLocation = Location;
    Location = NewLocation;

    if (auto sharedLight = Light.lock()) {
        sharedLight->SetLocation(Location);
    }
}

/*
 * Rotate system.
 */
void cParticleSystem::RotateSystemByAngle(const sVECTOR3D &NewAngle)
{
    Angle = NewAngle;

    // generate inverse rotation matrix
    memcpy(OldInvRotationMat, CurrentRotationMat, 9 * sizeof(CurrentRotationMat[0]));
    vw_Matrix33InverseRotate(OldInvRotationMat);
    vw_Matrix33CreateRotate(CurrentRotationMat, Angle);

    vw_Matrix33CalcPoint(Direction, OldInvRotationMat);
    vw_Matrix33CalcPoint(Direction, CurrentRotationMat);
}

/*
 * Rotate all particles and system.
 */
void cParticleSystem::RotateSystemAndParticlesByAngle(const sVECTOR3D &NewAngle)
{
    Angle = NewAngle;

    // generate inverse rotation matrix
    memcpy(OldInvRotationMat, CurrentRotationMat, 9 * sizeof(CurrentRotationMat[0]));
    vw_Matrix33InverseRotate(OldInvRotationMat);
    vw_Matrix33CreateRotate(CurrentRotationMat, Angle);

    vw_Matrix33CalcPoint(Direction, OldInvRotationMat);
    vw_Matrix33CalcPoint(Direction, CurrentRotationMat);

    for (auto &tmpParticle : ParticlesList) {
        sVECTOR3D TMP = tmpParticle.Location - Location;
        vw_Matrix33CalcPoint(TMP, OldInvRotationMat);
        vw_Matrix33CalcPoint(TMP, CurrentRotationMat);
        tmpParticle.Location = TMP + Location;
    }
}

/*
 * Rotate all particles in system.
 */
void cParticleSystem::RotateParticlesByAngle(const sVECTOR3D &NewAngle)
{
    // generate inverse rotation matrix
    float TmpOldInvRotationMat[9];
    memcpy(TmpOldInvRotationMat, CurrentRotationMat, 9 * sizeof(CurrentRotationMat[0]));
    vw_Matrix33InverseRotate(TmpOldInvRotationMat);

    // generate rotation matrix
    float TmpRotationMat[9];
    vw_Matrix33CreateRotate(TmpRotationMat, NewAngle);

    for (auto &tmpParticle : ParticlesList) {
        sVECTOR3D TMP = tmpParticle.Location - Location;
        vw_Matrix33CalcPoint(TMP, TmpOldInvRotationMat);

        vw_Matrix33CalcPoint(TMP, TmpRotationMat);
        vw_Matrix33CalcPoint(TMP, CurrentRotationMat);
        tmpParticle.Location = TMP + Location;
    }
}

/*
 * Stop all particles in system.
 */
void cParticleSystem::StopAllParticles()
{
    Speed = 0.0f;
    IsMagnet = false;

    for (auto &tmpParticle : ParticlesList) {
        tmpParticle.Velocity = sVECTOR3D{0.0f, 0.0f, 0.0f};
    }
}

/*
 * Change speed for all particles.
 */
void cParticleSystem::ChangeSpeed(const sVECTOR3D &Vel)
{
    for (auto &tmpParticle : ParticlesList) {
        tmpParticle.Velocity += Vel;
    }
}

/*
 * Initialization. 'Quality' is particle emission factor from 1.0f.
 * Note, in case of 'UseGLSL', caller should load "ParticleSystem" shader
 * before vw_InitParticleSystems() call.
 */
bool vw_InitParticleSystems(bool UseGLSL, float Quality)
{
    ParticleSystemUseGLSL = UseGLSL;
    ParticleSystemQuality = Quality;

    // find proper shaders and setup uniform locations
    if (ParticleSystemUseGLSL) {
        ParticleSystemGLSL = vw_FindShaderByName("ParticleSystem");
        if (ParticleSystemGLSL.expired()) {
            std::cerr << __func__ << "(): " << "failed to find ParticleSystem shader.\n";
            ParticleSystemUseGLSL = false;
            return false;
        }
        UniformLocationParticleTexture = vw_GetUniformLocation(ParticleSystemGLSL, "ParticleTexture");
        UniformLocationCameraPoint = vw_GetUniformLocation(ParticleSystemGLSL, "CameraPoint");
        if (UniformLocationParticleTexture < 0) {
            std::cerr << __func__ << "(): " << "failed to find uniform location ParticleTexture or CameraPoint.\n";
            ParticleSystemUseGLSL = false;
            return false;
        }
    }

    return true;
}

/*
 * Create particle system.
 * Note, we don't provide shared_ptr, only weak_ptr, since all memory management
 * should be internal only. Caller should operate with weak_ptr and use lock()
 * (shared_ptr) only during access to object.
 */
std::weak_ptr<cParticleSystem> vw_CreateParticleSystem()
{
    // NOTE emplace_front() return reference to the inserted element (since C++17)
    //      this two lines could be combined
    ParticleSystemsList.emplace_front(new cParticleSystem, [](cParticleSystem *p) {delete p;});
    return ParticleSystemsList.front();
}

/*
 * Release particle system, provided by shared_ptr.
 * We remove particle system from the list (release shared_ptr), but real release
 * will be done as soon, as caller will release shared_ptr on this particle system.
 */
void vw_ReleaseParticleSystem(std::shared_ptr<cParticleSystem> &ParticleSystem)
{
    auto prev_iter = ParticleSystemsList.before_begin();
    for (auto iter = ParticleSystemsList.begin(); iter != ParticleSystemsList.end();) {
        if (*iter == ParticleSystem) {
            ParticleSystemsList.erase_after(prev_iter);
            return;
        }
        prev_iter = iter;
        ++iter;
    }
}

/*
 * Release particle system, provided by weak_ptr.
 */
void vw_ReleaseParticleSystem(std::weak_ptr<cParticleSystem> &ParticleSystem)
{
    if (auto sharedParticleSystem = ParticleSystem.lock()) {
        vw_ReleaseParticleSystem(sharedParticleSystem);
    }
}

/*
 * Release all particle systems.
 */
void vw_ReleaseAllParticleSystems()
{
    ParticleSystemsList.clear();

    ParticleSystemUseGLSL = false;
    ParticleSystemQuality = 1.0f;
    ParticleSystemGLSL.reset();
}

/*
 * Draw all particle systems.
 */
void vw_DrawAllParticleSystems()
{
    // current texture
    // we store current texture in order to minimize texture's states changes
    GLtexture CurrentTexture{0};

    // setup shaders
    if (ParticleSystemUseGLSL && !ParticleSystemGLSL.expired()) {
        sVECTOR3D CurrentCameraLocation;
        vw_GetCameraLocation(&CurrentCameraLocation);

        vw_UseShaderProgram(ParticleSystemGLSL);
        vw_Uniform1i(UniformLocationParticleTexture, 0);
        vw_Uniform3f(UniformLocationCameraPoint, CurrentCameraLocation.x, CurrentCameraLocation.y, CurrentCameraLocation.z);
    }
    glDepthMask(GL_FALSE);

    for (auto &tmpParticleSystems : ParticleSystemsList) {
        tmpParticleSystems->Draw(CurrentTexture);
    }

    // reset rendering states
    glDepthMask(GL_TRUE);
    if (ParticleSystemUseGLSL) {
        vw_StopShaderProgram();
    }
    vw_BindTexture(0, 0);
}

/*
 * Draw particle systems block, provided by caller.
 */
void vw_DrawParticleSystems(std::vector<std::weak_ptr<cParticleSystem>> &DrawParticleSystem)
{
    if (DrawParticleSystem.empty()) {
        return;
    }

    // current texture
    // we store current texture in order to minimize texture's states changes
    GLtexture CurrentTexture{0};

    // setup shaders
    if (ParticleSystemUseGLSL && !ParticleSystemGLSL.expired()) {
        sVECTOR3D CurrentCameraLocation;
        vw_GetCameraLocation(&CurrentCameraLocation);

        vw_UseShaderProgram(ParticleSystemGLSL);
        vw_Uniform1i(UniformLocationParticleTexture, 0);
        vw_Uniform3f(UniformLocationCameraPoint,
                     CurrentCameraLocation.x, CurrentCameraLocation.y, CurrentCameraLocation.z);
    }
    glDepthMask(GL_FALSE);

    for (auto &tmpParticleSystem : DrawParticleSystem) {
        if (auto sharedParticleSystem = tmpParticleSystem.lock()) {
            sharedParticleSystem->Draw(CurrentTexture);
        }
    }

    // reset rendering states
    glDepthMask(GL_TRUE);
    if (ParticleSystemUseGLSL) {
        vw_StopShaderProgram();
    }
    vw_BindTexture(0, 0);
}

/*
 * Update all particle systems.
 */
void vw_UpdateAllParticleSystems(float Time)
{
    // NOTE (?) use std::erase_if here (since C++20)
    auto prev_iter = ParticleSystemsList.before_begin();
    for (auto iter = ParticleSystemsList.begin(); iter != ParticleSystemsList.end();) {
        if (!(*iter)->Update(Time)) {
            iter = ParticleSystemsList.erase_after(prev_iter);
        } else {
            prev_iter = iter;
            ++iter;
        }
    }
}

} // viewizard namespace
