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

public partial class shaders_model_shader
{
    /*******************************************************************************************
    *
    *   raylib [shaders] example - Apply a shader to a 3d model
    *
    *   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) 2014 Ramon Santamaria (@raysan5)
    *
    ********************************************************************************************/


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

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

        InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");

        // Define the camera to look into our 3d world
        Camera3D camera = new Camera3D();
        camera.position = new Vector3( 4.0f, 4.0f, 4.0f );
        camera.target = new Vector3( 0.0f, 1.0f, -1.0f );
        camera.up = new Vector3( 0.0f, 1.0f, 0.0f );
        camera.fovy = 45.0f;
        camera.type = CAMERA_PERSPECTIVE;

        Model model = LoadModel("resources/models/watermill.obj");                   // Load OBJ model
        Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png");   // Load model texture
        Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
                                   "resources/shaders/glsl330/grayscale.fs");   // Load model shader

        model.material.shader = shader;                     // Set shader effect to 3d model
        model.material.maps[(int)MAP_ALBEDO].texture = texture; // Bind texture to model

        Vector3 position = new Vector3( 0.0f, 0.0f, 0.0f );    // Set model position

        SetCameraMode(camera, (int)CAMERA_FREE);         // 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, position, 0.2f, WHITE);   // Draw 3d model with texture

                    DrawGrid(10, 1.0f);     // Draw a grid

                EndMode3D();

                DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);

                DrawText(string.Format("Camera3D position: ({0:0.00}, {0:0.00}, {0:0.00})", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
                DrawText(string.Format("Camera3D target: ({0:0.00}, {0:0.00}, {0:0.00})", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);

                DrawFPS(10, 10);

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

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

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

        return 0;
    }
}