import { useEffect, useRef, FC } from "react";
import * as THREE from "three";
import {
  BloomEffect,
  EffectComposer,
  EffectPass,
  RenderPass,
  SMAAEffect,
  SMAAPreset,
} from "postprocessing";

import "./Hyperspeed.css";

interface Distortion {
  uniforms: Record<string, { value: any }>;
  getDistortion: string;
  getJS?: (progress: number, time: number) => THREE.Vector3;
}

interface Distortions {
  [key: string]: Distortion;
}

interface Colors {
  roadColor: number;
  islandColor: number;
  background: number;
  shoulderLines: number;
  brokenLines: number;
  leftCars: number[];
  rightCars: number[];
  sticks: number;
}

interface HyperspeedOptions {
  onSpeedUp?: (ev: MouseEvent) => void;
  onSlowDown?: (ev: MouseEvent) => void;
  distortion?: string | Distortion;
  length: number;
  roadWidth: number;
  islandWidth: number;
  lanesPerRoad: number;
  fov: number;
  fovSpeedUp: number;
  speedUp: number;
  carLightsFade: number;
  totalSideLightSticks: number;
  lightPairsPerRoadWay: number;
  shoulderLinesWidthPercentage: number;
  brokenLinesWidthPercentage: number;
  brokenLinesLengthPercentage: number;
  lightStickWidth: [number, number];
  lightStickHeight: [number, number];
  movingAwaySpeed: [number, number];
  movingCloserSpeed: [number, number];
  carLightsLength: [number, number];
  carLightsRadius: [number, number];
  carWidthPercentage: [number, number];
  carShiftX: [number, number];
  carFloorSeparation: [number, number];
  colors: Colors;
  isHyper?: boolean;
}

interface HyperspeedProps {
  effectOptions?: Partial<HyperspeedOptions>;
}

const defaultOptions: HyperspeedOptions = {
  onSpeedUp: () => {},
  onSlowDown: () => {},
  distortion: "turbulentDistortion",
  length: 400,
  roadWidth: 10,
  islandWidth: 2,
  lanesPerRoad: 4,
  fov: 90,
  fovSpeedUp: 150,
  speedUp: 2,
  carLightsFade: 0.4,
  totalSideLightSticks: 20,
  lightPairsPerRoadWay: 40,
  shoulderLinesWidthPercentage: 0.05,
  brokenLinesWidthPercentage: 0.1,
  brokenLinesLengthPercentage: 0.5,
  lightStickWidth: [0.12, 0.5],
  lightStickHeight: [1.3, 1.7],
  movingAwaySpeed: [60, 80],
  movingCloserSpeed: [-120, -160],
  carLightsLength: [400 * 0.03, 400 * 0.2],
  carLightsRadius: [0.05, 0.14],
  carWidthPercentage: [0.3, 0.5],
  carShiftX: [-0.8, 0.8],
  carFloorSeparation: [0, 5],
  colors: {
    roadColor: 0x080808,
    islandColor: 0x0a0a0a,
    background: 0x000000,
    shoulderLines: 0xffffff,
    brokenLines: 0xffffff,
    leftCars: [0xd856bf, 0x6750a2, 0xc247ac],
    rightCars: [0x03b3c3, 0x0e5ea5, 0x324555],
    sticks: 0x03b3c3,
  },
};

function nsin(val: number) {
  return Math.sin(val) * 0.5 + 0.5;
}

const mountainUniforms = {
  uFreq: { value: new THREE.Vector3(3, 6, 10) },
  uAmp: { value: new THREE.Vector3(30, 30, 20) },
};

const xyUniforms = {
  uFreq: { value: new THREE.Vector2(5, 2) },
  uAmp: { value: new THREE.Vector2(25, 15) },
};

const LongRaceUniforms = {
  uFreq: { value: new THREE.Vector2(2, 3) },
  uAmp: { value: new THREE.Vector2(35, 10) },
};

const turbulentUniforms = {
  uFreq: { value: new THREE.Vector4(4, 8, 8, 1) },
  uAmp: { value: new THREE.Vector4(25, 5, 10, 10) },
};

const deepUniforms = {
  uFreq: { value: new THREE.Vector2(4, 8) },
  uAmp: { value: new THREE.Vector2(10, 20) },
  uPowY: { value: new THREE.Vector2(20, 2) },
};

const distortions: Distortions = {
  mountainDistortion: {
    uniforms: mountainUniforms,
    getDistortion: `
      uniform vec3 uAmp;
      uniform vec3 uFreq;
      #define PI 3.14159265358979
      float nsin(float val){
        return sin(val) * 0.5 + 0.5;
      }
      vec3 getDistortion(float progress){
        float movementProgressFix = 0.02;
        return vec3( 
          cos(progress * PI * uFreq.x + uTime) * uAmp.x - cos(movementProgressFix * PI * uFreq.x + uTime) * uAmp.x,
          nsin(progress * PI * uFreq.y + uTime) * uAmp.y - nsin(movementProgressFix * PI * uFreq.y + uTime) * uAmp.y,
          nsin(progress * PI * uFreq.z + uTime) * uAmp.z - nsin(movementProgressFix * PI * uFreq.z + uTime) * uAmp.z
        );
      }
    `,
    getJS: (progress: number, time: number) => {
      const movementProgressFix = 0.02;
      const uFreq = mountainUniforms.uFreq.value;
      const uAmp = mountainUniforms.uAmp.value;
      const distortion = new THREE.Vector3(
        Math.cos(progress * Math.PI * uFreq.x + time) * uAmp.x -
          Math.cos(movementProgressFix * Math.PI * uFreq.x + time) * uAmp.x,
        nsin(progress * Math.PI * uFreq.y + time) * uAmp.y -
          nsin(movementProgressFix * Math.PI * uFreq.y + time) * uAmp.y,
        nsin(progress * Math.PI * uFreq.z + time) * uAmp.z -
          nsin(movementProgressFix * Math.PI * uFreq.z + time) * uAmp.z
      );
      const lookAtAmp = new THREE.Vector3(2, 2, 2);
      const lookAtOffset = new THREE.Vector3(0, 0, -5);
      return distortion.multiply(lookAtAmp).add(lookAtOffset);
    },
  },
  xyDistortion: {
    uniforms: xyUniforms,
    getDistortion: `
      uniform vec2 uFreq;
      uniform vec2 uAmp;
      #define PI 3.14159265358979
      vec3 getDistortion(float progress){
        float movementProgressFix = 0.02;
        return vec3( 
          cos(progress * PI * uFreq.x + uTime) * uAmp.x - cos(movementProgressFix * PI * uFreq.x + uTime) * uAmp.x,
          sin(progress * PI * uFreq.y + PI/2. + uTime) * uAmp.y - sin(movementProgressFix * PI * uFreq.y + PI/2. + uTime) * uAmp.y,
          0.
        );
      }
    `,
    getJS: (progress: number, time: number) => {
      const movementProgressFix = 0.02;
      const uFreq = xyUniforms.uFreq.value;
      const uAmp = xyUniforms.uAmp.value;
      const distortion = new THREE.Vector3(
        Math.cos(progress * Math.PI * uFreq.x + time) * uAmp.x -
          Math.cos(movementProgressFix * Math.PI * uFreq.x + time) * uAmp.x,
        Math.sin(progress * Math.PI * uFreq.y + time + Math.PI / 2) * uAmp.y -
          Math.sin(
            movementProgressFix * Math.PI * uFreq.y + time + Math.PI / 2
          ) *
            uAmp.y,
        0
      );
      const lookAtAmp = new THREE.Vector3(2, 0.4, 1);
      const lookAtOffset = new THREE.Vector3(0, 0, -3);
      return distortion.multiply(lookAtAmp).add(lookAtOffset);
    },
  },
  LongRaceDistortion: {
    uniforms: LongRaceUniforms,
    getDistortion: `
      uniform vec2 uFreq;
      uniform vec2 uAmp;
      #define PI 3.14159265358979
      vec3 getDistortion(float progress){
        float camProgress = 0.0125;
        return vec3( 
          sin(progress * PI * uFreq.x + uTime) * uAmp.x - sin(camProgress * PI * uFreq.x + uTime) * uAmp.x,
          sin(progress * PI * uFreq.y + uTime) * uAmp.y - sin(camProgress * PI * uFreq.y + uTime) * uAmp.y,
          0.
        );
      }
    `,
    getJS: (progress: number, time: number) => {
      const camProgress = 0.0125;
      const uFreq = LongRaceUniforms.uFreq.value;
      const uAmp = LongRaceUniforms.uAmp.value;
      const distortion = new THREE.Vector3(
        Math.sin(progress * Math.PI * uFreq.x + time) * uAmp.x -
          Math.sin(camProgress * Math.PI * uFreq.x + time) * uAmp.x,
        Math.sin(progress * Math.PI * uFreq.y + time) * uAmp.y -
          Math.sin(camProgress * Math.PI * uFreq.y + time) * uAmp.y,
        0
      );
      const lookAtAmp = new THREE.Vector3(1, 1, 0);
      const lookAtOffset = new THREE.Vector3(0, 0, -5);
      return distortion.multiply(lookAtAmp).add(lookAtOffset);
    },
  },
  turbulentDistortion: {
    uniforms: turbulentUniforms,
    getDistortion: `
      uniform vec4 uFreq;
      uniform vec4 uAmp;
      float nsin(float val){
        return sin(val) * 0.5 + 0.5;
      }
      #define PI 3.14159265358979
      float getDistortionX(float progress){
        return (
          cos(PI * progress * uFreq.r + uTime) * uAmp.r +
          pow(cos(PI * progress * uFreq.g + uTime * (uFreq.g / uFreq.r)), 2. ) * uAmp.g
        );
      }
      float getDistortionY(float progress){
        return (
          -nsin(PI * progress * uFreq.b + uTime) * uAmp.b +
          -pow(nsin(PI * progress * uFreq.a + uTime / (uFreq.b / uFreq.a)), 5.) * uAmp.a
        );
      }
      vec3 getDistortion(float progress){
        return vec3(
          getDistortionX(progress) - getDistortionX(0.0125),
          getDistortionY(progress) - getDistortionY(0.0125),
          0.
        );
      }
    `,
    getJS: (progress: number, time: number) => {
      const uFreq = turbulentUniforms.uFreq.value;
      const uAmp = turbulentUniforms.uAmp.value;

      const getX = (p: number) =>
        Math.cos(Math.PI * p * uFreq.x + time) * uAmp.x +
        Math.pow(
          Math.cos(Math.PI * p * uFreq.y + time * (uFreq.y / uFreq.x)),
          2
        ) *
          uAmp.y;

      const getY = (p: number) =>
        -nsin(Math.PI * p * uFreq.z + time) * uAmp.z -
        Math.pow(nsin(Math.PI * p * uFreq.w + time / (uFreq.z / uFreq.w)), 5) *
          uAmp.w;

      const distortion = new THREE.Vector3(
        getX(progress) - getX(progress + 0.007),
        getY(progress) - getY(progress + 0.007),
        0
      );
      const lookAtAmp = new THREE.Vector3(-2, -5, 0);
      const lookAtOffset = new THREE.Vector3(0, 0, -10);
      return distortion.multiply(lookAtAmp).add(lookAtOffset);
    },
  },
  turbulentDistortionStill: {
    uniforms: turbulentUniforms,
    getDistortion: `
      uniform vec4 uFreq;
      uniform vec4 uAmp;
      float nsin(float val){
        return sin(val) * 0.5 + 0.5;
      }
      #define PI 3.14159265358979
      float getDistortionX(float progress){
        return (
          cos(PI * progress * uFreq.r) * uAmp.r +
          pow(cos(PI * progress * uFreq.g * (uFreq.g / uFreq.r)), 2. ) * uAmp.g
        );
      }
      float getDistortionY(float progress){
        return (
          -nsin(PI * progress * uFreq.b) * uAmp.b +
          -pow(nsin(PI * progress * uFreq.a / (uFreq.b / uFreq.a)), 5.) * uAmp.a
        );
      }
      vec3 getDistortion(float progress){
        return vec3(
          getDistortionX(progress) - getDistortionX(0.02),
          getDistortionY(progress) - getDistortionY(0.02),
          0.
        );
      }
    `,
  },
  deepDistortionStill: {
    uniforms: deepUniforms,
    getDistortion: `
      uniform vec4 uFreq;
      uniform vec4 uAmp;
      uniform vec2 uPowY;
      float nsin(float val){
        return sin(val) * 0.5 + 0.5;
      }
      #define PI 3.14159265358979
      float getDistortionX(float progress){
        return (
          sin(progress * PI * uFreq.x) * uAmp.x * 2.
        );
      }
      float getDistortionY(float progress){
        return (
          pow(abs(progress * uPowY.x), uPowY.y) + sin(progress * PI * uFreq.y) * uAmp.y
        );
      }
      vec3 getDistortion(float progress){
        return vec3(
          getDistortionX(progress) - getDistortionX(0.02),
          getDistortionY(progress) - getDistortionY(0.05),
          0.
        );
      }
    `,
  },
  deepDistortion: {
    uniforms: deepUniforms,
    getDistortion: `
      uniform vec4 uFreq;
      uniform vec4 uAmp;
      uniform vec2 uPowY;
      float nsin(float val){
        return sin(val) * 0.5 + 0.5;
      }
      #define PI 3.14159265358979
      float getDistortionX(float progress){
        return (
          sin(progress * PI * uFreq.x + uTime) * uAmp.x
        );
      }
      float getDistortionY(float progress){
        return (
          pow(abs(progress * uPowY.x), uPowY.y) + sin(progress * PI * uFreq.y + uTime) * uAmp.y
        );
      }
      vec3 getDistortion(float progress){
        return vec3(
          getDistortionX(progress) - getDistortionX(0.02),
          getDistortionY(progress) - getDistortionY(0.02),
          0.
        );
      }
    `,
    getJS: (progress: number, time: number) => {
      const uFreq = deepUniforms.uFreq.value;
      const uAmp = deepUniforms.uAmp.value;
      const uPowY = deepUniforms.uPowY.value;

      const getX = (p: number) =>
        Math.sin(p * Math.PI * uFreq.x + time) * uAmp.x;
      const getY = (p: number) =>
        Math.pow(p * uPowY.x, uPowY.y) +
        Math.sin(p * Math.PI * uFreq.y + time) * uAmp.y;

      const distortion = new THREE.Vector3(
        getX(progress) - getX(progress + 0.01),
        getY(progress) - getY(progress + 0.01),
        0
      );
      const lookAtAmp = new THREE.Vector3(-2, -4, 0);
      const lookAtOffset = new THREE.Vector3(0, 0, -10);
      return distortion.multiply(lookAtAmp).add(lookAtOffset);
    },
  },
};

const distortion_uniforms = {
  uDistortionX: { value: new THREE.Vector2(80, 3) },
  uDistortionY: { value: new THREE.Vector2(-40, 2.5) },
};

const distortion_vertex = `
  #define PI 3.14159265358979
  uniform vec2 uDistortionX;
  uniform vec2 uDistortionY;
  float nsin(float val){
    return sin(val) * 0.5 + 0.5;
  }
  vec3 getDistortion(float progress){
    progress = clamp(progress, 0., 1.);
    float xAmp = uDistortionX.r;
    float xFreq = uDistortionX.g;
    float yAmp = uDistortionY.r;
    float yFreq = uDistortionY.g;
    return vec3( 
      xAmp * nsin(progress * PI * xFreq - PI / 2.),
      yAmp * nsin(progress * PI * yFreq - PI / 2.),
      0.
    );
  }
`;

function random(base: number | [number, number]): number {
  if (Array.isArray(base)) {
    return Math.random() * (base[1] - base[0]) + base[0];
  }
  return Math.random() * base;
}

function pickRandom<T>(arr: T | T[]): T {
  if (Array.isArray(arr)) {
    return arr[Math.floor(Math.random() * arr.length)];
  }
  return arr;
}

function lerp(
  current: number,
  target: number,
  speed = 0.1,
  limit = 0.001
): number {
  let change = (target - current) * speed;
  if (Math.abs(change) < limit) {
    change = target - current;
  }
  return change;
}

class CarLights {
  webgl: App;
  options: HyperspeedOptions;
  colors: number[] | THREE.Color;
  speed: [number, number];
  fade: THREE.Vector2;
  mesh!: THREE.Mesh<THREE.InstancedBufferGeometry, THREE.ShaderMaterial>;

  constructor(
    webgl: App,
    options: HyperspeedOptions,
    colors: number[] | THREE.Color,
    speed: [number, number],
    fade: THREE.Vector2
  ) {
    this.webgl = webgl;
    this.options = options;
    this.colors = colors;
    this.speed = speed;
    this.fade = fade;
  }

  init() {
    const options = this.options;
    const curve = new THREE.LineCurve3(
      new THREE.Vector3(0, 0, 0),
      new THREE.Vector3(0, 0, -1)
    );
    const geometry = new THREE.TubeGeometry(curve, 40, 1, 8, false);

    const instanced = new THREE.InstancedBufferGeometry().copy(geometry as any) as THREE.InstancedBufferGeometry;
    instanced.instanceCount = options.lightPairsPerRoadWay * 2;

    const laneWidth = options.roadWidth / options.lanesPerRoad;

    const aOffset: number[] = [];
    const aMetrics: number[] = [];
    const aColor: number[] = [];

    let colorArray: THREE.Color[];
    if (Array.isArray(this.colors)) {
      colorArray = this.colors.map((c) => new THREE.Color(c));
    } else {
      colorArray = [new THREE.Color(this.colors)];
    }

    for (let i = 0; i < options.lightPairsPerRoadWay; i++) {
      const radius = random(options.carLightsRadius);
      const length = random(options.carLightsLength);
      const spd = random(this.speed);

      const carLane = i % options.lanesPerRoad;
      let laneX = carLane * laneWidth - options.roadWidth / 2 + laneWidth / 2;

      const carWidth = random(options.carWidthPercentage) * laneWidth;
      const carShiftX = random(options.carShiftX) * laneWidth;
      laneX += carShiftX;

      const offsetY = random(options.carFloorSeparation) + radius * 1.3;
      const offsetZ = -random(options.length);

      aOffset.push(laneX - carWidth / 2);
      aOffset.push(offsetY);
      aOffset.push(offsetZ);

      aOffset.push(laneX + carWidth / 2);
      aOffset.push(offsetY);
      aOffset.push(offsetZ);

      aMetrics.push(radius);
      aMetrics.push(length);
      aMetrics.push(spd);

      aMetrics.push(radius);
      aMetrics.push(length);
      aMetrics.push(spd);

      const color = pickRandom<THREE.Color>(colorArray);
      aColor.push(color.r);
      aColor.push(color.g);
      aColor.push(color.b);

      aColor.push(color.r);
      aColor.push(color.g);
      aColor.push(color.b);
    }

    instanced.setAttribute(
      "aOffset",
      new THREE.InstancedBufferAttribute(new Float32Array(aOffset), 3, false)
    );
    instanced.setAttribute(
      "aMetrics",
      new THREE.InstancedBufferAttribute(new Float32Array(aMetrics), 3, false)
    );
    instanced.setAttribute(
      "aColor",
      new THREE.InstancedBufferAttribute(new Float32Array(aColor), 3, false)
    );

    const material = new THREE.ShaderMaterial({
      fragmentShader: carLightsFragment,
      vertexShader: carLightsVertex,
      transparent: true,
      uniforms: Object.assign(
        {
          uTime: { value: 0 },
          uTravelLength: { value: options.length },
          uFade: { value: this.fade },
        },
        this.webgl.fogUniforms,
        (typeof this.options.distortion === "object"
          ? this.options.distortion.uniforms
          : {}) || {}
      ),
    });

    material.onBeforeCompile = (shader) => {
      shader.vertexShader = shader.vertexShader.replace(
        "#include <getDistortion_vertex>",
        typeof this.options.distortion === "object"
          ? this.options.distortion.getDistortion
          : ""
      );
    };

    const mesh = new THREE.Mesh(instanced, material);
    mesh.frustumCulled = false;
    this.webgl.scene.add(mesh);
    this.mesh = mesh;
  }

  update(time: number) {
    if (this.mesh.material.uniforms.uTime) {
      this.mesh.material.uniforms.uTime.value = time;
    }
  }
}

const carLightsFragment = `
  #define USE_FOG;
  ${THREE.ShaderChunk["fog_pars_fragment"]}
  varying vec3 vColor;
  varying vec2 vUv; 
  uniform vec2 uFade;
  void main() {
    vec3 color = vec3(vColor);
    float alpha = smoothstep(uFade.x, uFade.y, vUv.x);
    gl_FragColor = vec4(color, alpha);
    if (gl_FragColor.a < 0.0001) discard;
    ${THREE.ShaderChunk["fog_fragment"]}
  }
`;

const carLightsVertex = `
  #define USE_FOG;
  ${THREE.ShaderChunk["fog_pars_vertex"]}
  attribute vec3 aOffset;
  attribute vec3 aMetrics;
  attribute vec3 aColor;
  uniform float uTravelLength;
  uniform float uTime;
  varying vec2 vUv; 
  varying vec3 vColor; 
  #include <getDistortion_vertex>
  void main() {
    vec3 transformed = position.xyz;
    float radius = aMetrics.r;
    float myLength = aMetrics.g;
    float speed = aMetrics.b;

    transformed.xy *= radius;
    transformed.z *= myLength;

    transformed.z += myLength - mod(uTime * speed + aOffset.z, uTravelLength);
    transformed.xy += aOffset.xy;

    float progress = abs(transformed.z / uTravelLength);
    transformed.xyz += getDistortion(progress);

    vec4 mvPosition = modelViewMatrix * vec4(transformed, 1.);
    gl_Position = projectionMatrix * mvPosition;
    vUv = uv;
    vColor = aColor;
    ${THREE.ShaderChunk["fog_vertex"]}
  }
`;

class LightsSticks {
  webgl: App;
  options: HyperspeedOptions;
  mesh!: THREE.Mesh<THREE.InstancedBufferGeometry, THREE.ShaderMaterial>;

  constructor(webgl: App, options: HyperspeedOptions) {
    this.webgl = webgl;
    this.options = options;
  }

  init() {
    const options = this.options;
    const geometry = new THREE.PlaneGeometry(1, 1);
    const instanced = new THREE.InstancedBufferGeometry().copy(geometry as any) as THREE.InstancedBufferGeometry;
    const totalSticks = options.totalSideLightSticks;
    instanced.instanceCount = totalSticks;

    const stickoffset = options.length / (totalSticks - 1);
    const aOffset: number[] = [];
    const aColor: number[] = [];
    const aMetrics: number[] = [];

    let colorArray: THREE.Color[];
    if (Array.isArray(options.colors.sticks)) {
      colorArray = options.colors.sticks.map((c) => new THREE.Color(c));
    } else {
      colorArray = [new THREE.Color(options.colors.sticks)];
    }

    for (let i = 0; i < totalSticks; i++) {
      const width = random(options.lightStickWidth);
      const height = random(options.lightStickHeight);
      aOffset.push((i - 1) * stickoffset * 2 + stickoffset * Math.random());

      const color = pickRandom<THREE.Color>(colorArray);
      aColor.push(color.r);
      aColor.push(color.g);
      aColor.push(color.b);

      aMetrics.push(width);
      aMetrics.push(height);
    }

    instanced.setAttribute(
      "aOffset",
      new THREE.InstancedBufferAttribute(new Float32Array(aOffset), 1, false)
    );
    instanced.setAttribute(
      "aColor",
      new THREE.InstancedBufferAttribute(new Float32Array(aColor), 3, false)
    );
    instanced.setAttribute(
      "aMetrics",
      new THREE.InstancedBufferAttribute(new Float32Array(aMetrics), 2, false)
    );

    const material = new THREE.ShaderMaterial({
      fragmentShader: sideSticksFragment,
      vertexShader: sideSticksVertex,
      side: THREE.DoubleSide,
      uniforms: Object.assign(
        {
          uTravelLength: { value: options.length },
          uTime: { value: 0 },
        },
        this.webgl.fogUniforms,
        (typeof options.distortion === "object"
          ? options.distortion.uniforms
          : {}) || {}
      ),
    });

    material.onBeforeCompile = (shader) => {
      shader.vertexShader = shader.vertexShader.replace(
        "#include <getDistortion_vertex>",
        typeof this.options.distortion === "object"
          ? this.options.distortion.getDistortion
          : ""
      );
    };

    const mesh = new THREE.Mesh(instanced, material);
    mesh.frustumCulled = false;
    this.webgl.scene.add(mesh);
    this.mesh = mesh;
  }

  update(time: number) {
    if (this.mesh.material.uniforms.uTime) {
      this.mesh.material.uniforms.uTime.value = time;
    }
  }
}

const sideSticksVertex = `
  #define USE_FOG;
  ${THREE.ShaderChunk["fog_pars_vertex"]}
  attribute float aOffset;
  attribute vec3 aColor;
  attribute vec2 aMetrics;
  uniform float uTravelLength;
  uniform float uTime;
  varying vec3 vColor;
  mat4 rotationY( in float angle ) {
    return mat4(
      cos(angle),		0,		sin(angle),	0,
      0,		        1.0,	0,			0,
      -sin(angle),	    0,		cos(angle),	0,
      0, 		        0,		0,			1
    );
  }
  #include <getDistortion_vertex>
  void main(){
    vec3 transformed = position.xyz;
    float width = aMetrics.x;
    float height = aMetrics.y;

    transformed.xy *= vec2(width, height);
    float time = mod(uTime * 60. * 2. + aOffset, uTravelLength);

    transformed = (rotationY(3.14/2.) * vec4(transformed,1.)).xyz;
    transformed.z += - uTravelLength + time;

    float progress = abs(transformed.z / uTravelLength);
    transformed.xyz += getDistortion(progress);

    transformed.y += height / 2.;
    transformed.x += -width / 2.;
    vec4 mvPosition = modelViewMatrix * vec4(transformed, 1.);
    gl_Position = projectionMatrix * mvPosition;
    vColor = aColor;
    ${THREE.ShaderChunk["fog_vertex"]}
  }
`;

const sideSticksFragment = `
  #define USE_FOG;
  ${THREE.ShaderChunk["fog_pars_fragment"]}
  varying vec3 vColor;
  void main(){
    vec3 color = vec3(vColor);
    gl_FragColor = vec4(color,1.);
    ${THREE.ShaderChunk["fog_fragment"]}
  }
`;

class Road {
  webgl: App;
  options: HyperspeedOptions;
  uTime: { value: number };
  leftRoadWay!: THREE.Mesh;
  rightRoadWay!: THREE.Mesh;
  island!: THREE.Mesh;

  constructor(webgl: App, options: HyperspeedOptions) {
    this.webgl = webgl;
    this.options = options;
    this.uTime = { value: 0 };
  }

  createPlane(side: number, width: number, isRoad: boolean) {
    const options = this.options;
    const segments = 100;
    const geometry = new THREE.PlaneGeometry(
      isRoad ? options.roadWidth : options.islandWidth,
      options.length,
      20,
      segments
    );

    let uniforms: Record<string, { value: any }> = {
      uTravelLength: { value: options.length },
      uColor: {
        value: new THREE.Color(
          isRoad ? options.colors.roadColor : options.colors.islandColor
        ),
      },
      uTime: this.uTime,
    };

    if (isRoad) {
      uniforms = Object.assign(uniforms, {
        uLanes: { value: options.lanesPerRoad },
        uBrokenLinesColor: {
          value: new THREE.Color(options.colors.brokenLines),
        },
        uShoulderLinesColor: {
          value: new THREE.Color(options.colors.shoulderLines),
        },
        uShoulderLinesWidthPercentage: {
          value: options.shoulderLinesWidthPercentage,
        },
        uBrokenLinesLengthPercentage: {
          value: options.brokenLinesLengthPercentage,
        },
        uBrokenLinesWidthPercentage: {
          value: options.brokenLinesWidthPercentage,
        },
      });
    }

    const material = new THREE.ShaderMaterial({
      fragmentShader: isRoad ? roadFragment : islandFragment,
      vertexShader: roadVertex,
      side: THREE.DoubleSide,
      uniforms: Object.assign(
        uniforms,
        this.webgl.fogUniforms,
        (typeof options.distortion === "object"
          ? options.distortion.uniforms
          : {}) || {}
      ),
    });

    material.onBeforeCompile = (shader) => {
      shader.vertexShader = shader.vertexShader.replace(
        "#include <getDistortion_vertex>",
        typeof this.options.distortion === "object"
          ? this.options.distortion.getDistortion
          : ""
      );
    };

    const mesh = new THREE.Mesh(geometry, material);
    mesh.rotation.x = -Math.PI / 2;
    mesh.position.z = -options.length / 2;
    mesh.position.x +=
      (this.options.islandWidth / 2 + options.roadWidth / 2) * side;

    this.webgl.scene.add(mesh);
    return mesh;
  }

  init() {
    this.leftRoadWay = this.createPlane(-1, this.options.roadWidth, true);
    this.rightRoadWay = this.createPlane(1, this.options.roadWidth, true);
    this.island = this.createPlane(0, this.options.islandWidth, false);
  }

  update(time: number) {
    this.uTime.value = time;
  }
}

const roadBaseFragment = `
  #define USE_FOG;
  varying vec2 vUv; 
  uniform vec3 uColor;
  uniform float uTime;
  #include <roadMarkings_vars>
  ${THREE.ShaderChunk["fog_pars_fragment"]}
  void main() {
    vec2 uv = vUv;
    vec3 color = vec3(uColor);
    #include <roadMarkings_fragment>
    gl_FragColor = vec4(color, 1.);
    ${THREE.ShaderChunk["fog_fragment"]}
  }
`;

const islandFragment = roadBaseFragment
  .replace("#include <roadMarkings_fragment>", "")
  .replace("#include <roadMarkings_vars>", "");

const roadMarkings_vars = `
  uniform float uLanes;
  uniform vec3 uBrokenLinesColor;
  uniform vec3 uShoulderLinesColor;
  uniform float uShoulderLinesWidthPercentage;
  uniform float uBrokenLinesWidthPercentage;
  uniform float uBrokenLinesLengthPercentage;
  highp float random(vec2 co) {
    highp float a = 12.9898;
    highp float b = 78.233;
    highp float c = 43758.5453;
    highp float dt = dot(co.xy, vec2(a, b));
    highp float sn = mod(dt, 3.14);
    return fract(sin(sn) * c);
  }
`;

const roadMarkings_fragment = `
  uv.y = mod(uv.y + uTime * 0.05, 1.);
  float laneWidth = 1.0 / uLanes;
  float brokenLineWidth = laneWidth * uBrokenLinesWidthPercentage;
  float laneEmptySpace = 1. - uBrokenLinesLengthPercentage;

  float brokenLines = step(1.0 - brokenLineWidth, fract(uv.x * 2.0)) * step(laneEmptySpace, fract(uv.y * 10.0));
  float sideLines = step(1.0 - brokenLineWidth, fract((uv.x - laneWidth * (uLanes - 1.0)) * 2.0)) + step(brokenLineWidth, uv.x);

  brokenLines = mix(brokenLines, sideLines, uv.x);
`;

const roadFragment = roadBaseFragment
  .replace("#include <roadMarkings_fragment>", roadMarkings_fragment)
  .replace("#include <roadMarkings_vars>", roadMarkings_vars);

const roadVertex = `
  #define USE_FOG;
  uniform float uTime;
  ${THREE.ShaderChunk["fog_pars_vertex"]}
  uniform float uTravelLength;
  varying vec2 vUv; 
  #include <getDistortion_vertex>
  void main() {
    vec3 transformed = position.xyz;
    vec3 distortion = getDistortion((transformed.y + uTravelLength / 2.) / uTravelLength);
    transformed.x += distortion.x;
    transformed.z += distortion.y;
    transformed.y += -1. * distortion.z;  
    
    vec4 mvPosition = modelViewMatrix * vec4(transformed, 1.);
    gl_Position = projectionMatrix * mvPosition;
    vUv = uv;
    ${THREE.ShaderChunk["fog_vertex"]}
  }
`;

function resizeRendererToDisplaySize(
  renderer: THREE.WebGLRenderer,
  setSize: (width: number, height: number, updateStyle: boolean) => void
) {
  const canvas = renderer.domElement;
  const width = canvas.clientWidth;
  const height = canvas.clientHeight;
  const needResize = canvas.width !== width || canvas.height !== height;
  if (needResize) {
    setSize(width, height, false);
  }
  return needResize;
}

class App {
  container: HTMLElement;
  options: HyperspeedOptions;
  renderer: THREE.WebGLRenderer;
  composer: EffectComposer;
  camera: THREE.PerspectiveCamera;
  scene: THREE.Scene;
  renderPass!: RenderPass;
  bloomPass!: EffectPass;
  clock: THREE.Clock;
  assets: Record<string, any>;
  disposed: boolean;
  road: Road;
  leftCarLights: CarLights;
  rightCarLights: CarLights;
  leftSticks: LightsSticks;
  fogUniforms: Record<string, { value: any }>;
  fovTarget: number;
  speedUpTarget: number;
  speedUp: number;
  timeOffset: number;

  constructor(container: HTMLElement, options: HyperspeedOptions) {
    this.options = options;
    if (!this.options.distortion) {
      this.options.distortion = {
        uniforms: distortion_uniforms,
        getDistortion: distortion_vertex,
      };
    }
    this.container = container;

    this.renderer = new THREE.WebGLRenderer({
      antialias: false,
      alpha: true,
    });
    this.renderer.setSize(container.offsetWidth, container.offsetHeight, false);
    this.renderer.setPixelRatio(window.devicePixelRatio);

    this.composer = new EffectComposer(this.renderer);
    container.appendChild(this.renderer.domElement);

    this.camera = new THREE.PerspectiveCamera(
      options.fov,
      container.offsetWidth / container.offsetHeight,
      0.1,
      10000
    );
    this.camera.position.z = -5;
    this.camera.position.y = 8;
    this.camera.position.x = 0;

    this.scene = new THREE.Scene();
    this.scene.background = null;

    const fog = new THREE.Fog(
      options.colors.background,
      options.length * 0.2,
      options.length * 500
    );
    this.scene.fog = fog;

    this.fogUniforms = {
      fogColor: { value: fog.color },
      fogNear: { value: fog.near },
      fogFar: { value: fog.far },
    };

    this.clock = new THREE.Clock();
    this.assets = {};
    this.disposed = false;

    this.road = new Road(this, options);
    this.leftCarLights = new CarLights(
      this,
      options,
      options.colors.leftCars,
      options.movingAwaySpeed,
      new THREE.Vector2(0, 1 - options.carLightsFade)
    );
    this.rightCarLights = new CarLights(
      this,
      options,
      options.colors.rightCars,
      options.movingCloserSpeed,
      new THREE.Vector2(1, 0 + options.carLightsFade)
    );
    this.leftSticks = new LightsSticks(this, options);

    this.fovTarget = options.fov;
    this.speedUpTarget = 0;
    this.speedUp = 0;
    this.timeOffset = 0;

    this.tick = this.tick.bind(this);
    this.init = this.init.bind(this);
    this.setSize = this.setSize.bind(this);
    this.onMouseDown = this.onMouseDown.bind(this);
    this.onMouseUp = this.onMouseUp.bind(this);

    window.addEventListener("resize", this.onWindowResize.bind(this));
  }

  onWindowResize() {
    const width = this.container.offsetWidth;
    const height = this.container.offsetHeight;

    this.renderer.setSize(width, height);
    this.camera.aspect = width / height;
    this.camera.updateProjectionMatrix();
    this.composer.setSize(width, height);
  }

  initPasses() {
    this.renderPass = new RenderPass(this.scene, this.camera);
    this.bloomPass = new EffectPass(
      this.camera,
      new BloomEffect({
        luminanceThreshold: 0.2,
        luminanceSmoothing: 0,
        resolutionScale: 1,
      })
    );

    const smaaPass = new EffectPass(
      this.camera,
      new SMAAEffect({
        preset: SMAAPreset.MEDIUM
      })
    );
    this.renderPass.renderToScreen = false;
    this.bloomPass.renderToScreen = false;
    smaaPass.renderToScreen = true;

    this.composer.addPass(this.renderPass);
    this.composer.addPass(this.bloomPass);
    this.composer.addPass(smaaPass);
  }

  loadAssets(): Promise<void> {
    const assets = this.assets;
    return new Promise((resolve) => {
      const manager = new THREE.LoadingManager(resolve);

      const searchImage = new Image();
      const areaImage = new Image();
      assets.smaa = {};

      searchImage.addEventListener("load", function () {
        assets.smaa.search = this;
        manager.itemEnd("smaa-search");
      });

      areaImage.addEventListener("load", function () {
        assets.smaa.area = this;
        manager.itemEnd("smaa-area");
      });

      manager.itemStart("smaa-search");
      manager.itemStart("smaa-area");

      searchImage.src = SMAAEffect.searchImageDataURL;
      areaImage.src = SMAAEffect.areaImageDataURL;
    });
  }

  init() {
    this.initPasses();
    const options = this.options;
    this.road.init();
    this.leftCarLights.init();
    this.leftCarLights.mesh.position.setX(
      -options.roadWidth / 2 - options.islandWidth / 2
    );

    this.rightCarLights.init();
    this.rightCarLights.mesh.position.setX(
      options.roadWidth / 2 + options.islandWidth / 2
    );

    this.leftSticks.init();
    this.leftSticks.mesh.position.setX(
      -(options.roadWidth + options.islandWidth / 2)
    );

    this.container.addEventListener("mousedown", this.onMouseDown);
    this.container.addEventListener("mouseup", this.onMouseUp);
    this.container.addEventListener("mouseout", this.onMouseUp);

    this.tick();
  }

  onMouseDown(ev: MouseEvent) {
    if (this.options.onSpeedUp) this.options.onSpeedUp(ev);
    this.fovTarget = this.options.fovSpeedUp;
    this.speedUpTarget = this.options.speedUp;
  }

  onMouseUp(ev: MouseEvent) {
    if (this.options.onSlowDown) this.options.onSlowDown(ev);
    this.fovTarget = this.options.fov;
    this.speedUpTarget = 0;
  }

  update(delta: number) {
    const lerpPercentage = Math.exp(-(-60 * Math.log2(1 - 0.1)) * delta);
    this.speedUp += lerp(
      this.speedUp,
      this.speedUpTarget,
      lerpPercentage,
      0.00001
    );
    this.timeOffset += this.speedUp * delta;
    const time = this.clock.elapsedTime + this.timeOffset;

    this.rightCarLights.update(time);
    this.leftCarLights.update(time);
    this.leftSticks.update(time);
    this.road.update(time);

    let updateCamera = false;
    const fovChange = lerp(this.camera.fov, this.fovTarget, lerpPercentage);
    if (fovChange !== 0) {
      this.camera.fov += fovChange * delta * 6;
      updateCamera = true;
    }

    if (
      typeof this.options.distortion === "object" &&
      this.options.distortion.getJS
    ) {
      const distortion = this.options.distortion.getJS(0.025, time);
      this.camera.lookAt(
        new THREE.Vector3(
          this.camera.position.x + distortion.x,
          this.camera.position.y + distortion.y,
          this.camera.position.z + distortion.z
        )
      );
      updateCamera = true;
    }

    if (updateCamera) {
      this.camera.updateProjectionMatrix();
    }
  }

  render(delta: number) {
    this.composer.render(delta);
  }

  dispose() {
    this.disposed = true;
    
    if (this.renderer) {
      this.renderer.dispose();
    }
    if (this.composer) {
      this.composer.dispose();
    }
    if (this.scene) {
      this.scene.clear();
    }
    
    window.removeEventListener("resize", this.onWindowResize.bind(this));
    if (this.container) {
      this.container.removeEventListener("mousedown", this.onMouseDown);
      this.container.removeEventListener("mouseup", this.onMouseUp);
      this.container.removeEventListener("mouseout", this.onMouseUp);
    }
  }

  setSize(width: number, height: number, updateStyles: boolean) {
    this.composer.setSize(width, height, updateStyles);
  }

  tick() {
    if (this.disposed || !this) return;
    if (resizeRendererToDisplaySize(this.renderer, this.setSize)) {
      const canvas = this.renderer.domElement;
      this.camera.aspect = canvas.clientWidth / canvas.clientHeight;
      this.camera.updateProjectionMatrix();
    }
    const delta = this.clock.getDelta();
    this.render(delta);
    this.update(delta);
    requestAnimationFrame(this.tick);
  }
}

const Hyperspeed: FC<HyperspeedProps> = ({ effectOptions = {} }) => {
  const mergedOptions: HyperspeedOptions = {
    ...defaultOptions,
    ...effectOptions,
  };
  const hyperspeed = useRef<HTMLDivElement>(null);
  const appRef = useRef<App | null>(null);

  useEffect(() => {
    if (appRef.current) {
      appRef.current.dispose();
      const container = document.getElementById('lights');
      if (container) {
        while (container.firstChild) {
          container.removeChild(container.firstChild);
        }
      }
    }

    const container = hyperspeed.current;
    if (!container) return;

    const options = { ...mergedOptions };
    if (typeof options.distortion === "string") {
      options.distortion = distortions[options.distortion];
    }

    const myApp = new App(container, options);
    appRef.current = myApp;
    myApp.loadAssets().then(myApp.init);

    return () => {
      if (appRef.current) {
        appRef.current.dispose();
      }
    };
  }, [mergedOptions]);

  return <div id="lights" ref={hyperspeed}></div>;
};

export default Hyperspeed;
