/*******************************************************************************************
*
*   raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
*
*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
*         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
*         raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
*   This example has been created using raylib 1.3 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

using System.Numerics;
using static Raylib_cs.Raylib;

namespace Examples.Shaders;

public class CustomUniform
{
    public static int Main()
    {
        // Initialization
        //--------------------------------------------------------------------------------------
        const int screenWidth = 800;
        const int screenHeight = 450;

        // Enable Multi Sampling Anti Aliasing 4x (if available)
        SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);

        InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");

        // Define the camera to look into our 3d world
        Camera3D camera = new();
        camera.Position = new Vector3(8.0f, 8.0f, 8.0f);
        camera.Target = new Vector3(0.0f, 1.5f, 0.0f);
        camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
        camera.FovY = 45.0f;
        camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;

        Model model = LoadModel("resources/models/obj/barracks.obj");
        Texture2D texture = LoadTexture("resources/models/obj/barracks_diffuse.png");

        // Set model diffuse texture
        Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);

        Vector3 position = new(0.0f, 0.0f, 0.0f);

        // Load postpro shader
        Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
                                   "resources/shaders/glsl330/swirl.fs");

        // Get variable (uniform) location on the shader to connect with the program
        // NOTE: If uniform variable could not be found in the shader, function returns -1
        int swirlCenterLoc = GetShaderLocation(shader, "center");

        float[] swirlCenter = new float[2] { (float)screenWidth / 2, (float)screenHeight / 2 };

        // Create a RenderTexture2D to be used for render to texture
        RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);

        SetTargetFPS(60);
        //--------------------------------------------------------------------------------------

        // Main game loop
        while (!WindowShouldClose())
        {
            // Update
            //----------------------------------------------------------------------------------
            Vector2 mousePosition = GetMousePosition();

            swirlCenter[0] = mousePosition.X;
            swirlCenter[1] = screenHeight - mousePosition.Y;

            // Send new value to the shader to be used on drawing
            Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.SHADER_UNIFORM_VEC2);

            UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
            //----------------------------------------------------------------------------------

            // Draw
            //----------------------------------------------------------------------------------
            BeginDrawing();
            ClearBackground(Color.RAYWHITE);

            // Enable drawing to texture
            BeginTextureMode(target);
            ClearBackground(Color.RAYWHITE);

            BeginMode3D(camera);

            DrawModel(model, position, 0.5f, Color.WHITE);
            DrawGrid(10, 1.0f);

            EndMode3D();

            DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.RED);

            // End drawing to texture (now we have a texture available for next passes)
            EndTextureMode();

            BeginShaderMode(shader);

            // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
            DrawTextureRec(
                target.Texture,
                new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
                new Vector2(0, 0),
                Color.WHITE
            );

            EndShaderMode();

            DrawText(
                "(c) Barracks 3D model by Alberto Cano",
                screenWidth - 220,
                screenHeight - 20,
                10,
                Color.GRAY
            );

            DrawFPS(10, 10);

            EndDrawing();
            //----------------------------------------------------------------------------------
        }

        // De-Initialization
        //--------------------------------------------------------------------------------------
        UnloadShader(shader);
        UnloadTexture(texture);
        UnloadModel(model);
        UnloadRenderTexture(target);

        CloseWindow();
        //--------------------------------------------------------------------------------------

        return 0;
    }
}