/*******************************************************************************************
*
*   raylib [shaders] example - Multiple sample2D with default batch system
*
*   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 3.5 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Copyright (c) 2020 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

using static Raylib_cs.Raylib;

namespace Examples.Shaders;

public class MultiSample2d
{
    public static int Main()
    {
        // Initialization
        //--------------------------------------------------------------------------------------
        const int screenWidth = 800;
        const int screenHeight = 450;

        InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");

        Image imRed = GenImageColor(800, 450, new Color(255, 0, 0, 255));
        Texture2D texRed = LoadTextureFromImage(imRed);
        UnloadImage(imRed);

        Image imBlue = GenImageColor(800, 450, new Color(0, 0, 255, 255));
        Texture2D texBlue = LoadTextureFromImage(imBlue);
        UnloadImage(imBlue);

        Shader shader = LoadShader(null, "resources/shaders/glsl330/color_mix.fs");

        // Get an additional sampler2D location to be enabled on drawing
        int texBlueLoc = GetShaderLocation(shader, "texture1");

        // Get shader uniform for divider
        int dividerLoc = GetShaderLocation(shader, "divider");
        float dividerValue = 0.5f;

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

        // Main game loop
        while (!WindowShouldClose())
        {
            // Update
            //----------------------------------------------------------------------------------
            if (IsKeyDown(KeyboardKey.KEY_RIGHT))
            {
                dividerValue += 0.01f;
            }
            else if (IsKeyDown(KeyboardKey.KEY_LEFT))
            {
                dividerValue -= 0.01f;
            }

            if (dividerValue < 0.0f)
            {
                dividerValue = 0.0f;
            }
            else if (dividerValue > 1.0f)
            {
                dividerValue = 1.0f;
            }

            Raylib.SetShaderValue(shader, dividerLoc, dividerValue, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
            //----------------------------------------------------------------------------------

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

            BeginShaderMode(shader);

            // WARNING: Additional samplers are enabled for all draw calls in the batch,
            // EndShaderMode() forces batch drawing and consequently resets active textures
            // to let other sampler2D to be activated on consequent drawings (if required)
            SetShaderValueTexture(shader, texBlueLoc, texBlue);

            // We are drawing texRed using default sampler2D texture0 but
            // an additional texture units is enabled for texBlue (sampler2D texture1)
            DrawTexture(texRed, 0, 0, Color.WHITE);

            EndShaderMode();

            int y = GetScreenHeight() - 40;
            DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, y, 20, Color.RAYWHITE);

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

        // De-Initialization
        //--------------------------------------------------------------------------------------
        UnloadShader(shader);
        UnloadTexture(texRed);
        UnloadTexture(texBlue);

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

        return 0;
    }
}