using Raylib;
using static Raylib.Raylib;
using static Raylib.CameraMode;
using static Raylib.TexmapIndex;

public partial class models_cubicmap
{
    /*******************************************************************************************
    *
    *   raylib [models] example - Cubicmap loading and drawing
    *
    *   This example has been created using raylib 1.8 (www.raylib.com)
    *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
    *
    *   Copyright (c) 2015 Ramon Santamaria (@raysan5)
    *
    ********************************************************************************************/


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

        InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");

        // Define the camera to look into our 3d world
        Camera3D camera = new Camera3D(new Vector3( 16.0f, 14.0f, 16.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 );

        Image image = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
        Texture2D cubicmap = LoadTextureFromImage(image);       // Convert image to texture to display (VRAM)

        Mesh mesh = GenMeshCubicmap(image, new Vector3( 1.0f, 1.0f, 1.0f ));
        Model model = LoadModelFromMesh(mesh);

        // NOTE: By default each cube is mapped to one part of texture atlas
        Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
        model.material.maps[(int)MAP_ALBEDO].texture = texture;                 // Set map diffuse texture

        Vector3 mapPosition = new Vector3( -16.0f, 0.0f, -8.0f );          // Set model position

        UnloadImage(image);     // Unload cubesmap image from RAM, already uploaded to VRAM

        SetCameraMode(camera, (int)CAMERA_ORBITAL);  // Set an orbital camera mode

        SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
        //--------------------------------------------------------------------------------------

        // Main game loop
        while (!WindowShouldClose())            // Detect window close button or ESC key
        {
            // Update
            //----------------------------------------------------------------------------------
            UpdateCamera(ref camera);              // Update camera
            //----------------------------------------------------------------------------------

            // Draw
            //----------------------------------------------------------------------------------
            BeginDrawing();

                ClearBackground(RAYWHITE);

                BeginMode3D(camera);

                    DrawModel(model, mapPosition, 1.0f, WHITE);

                EndMode3D();

                DrawTextureEx(cubicmap, new Vector2( screenWidth - cubicmap.width*4 - 20, 20 ), 0.0f, 4.0f, WHITE);
                DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);

                DrawText("cubicmap image used to", 658, 90, 10, GRAY);
                DrawText("generate map 3d model", 658, 104, 10, GRAY);

                DrawFPS(10, 10);

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

        // De-Initialization
        //--------------------------------------------------------------------------------------
        UnloadTexture(cubicmap);    // Unload cubicmap texture
        UnloadTexture(texture);     // Unload map texture
        UnloadModel(model);         // Unload map model

        CloseWindow();              // Close window and OpenGL context
        //--------------------------------------------------------------------------------------

        return 0;
    }
}