using Raylib;
using static Raylib.rl;

public partial class Examples
{
    /*******************************************************************************************
    *
    *   raylib [models] example - PBR material
    *
    *   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) 2017 Ramon Santamaria (@raysan5)
    *
    ********************************************************************************************/
    
    
    #include "raymath.h"
    
    #define RLIGHTS_IMPLEMENTATION
    #include "rlights.h"
    
    #define CUBEMAP_SIZE         512        // Cubemap texture size
    #define IRRADIANCE_SIZE       32        // Irradiance texture size
    #define PREFILTERED_SIZE     256        // Prefiltered HDR environment texture size
    #define BRDF_SIZE            512        // BRDF LUT texture size
    
    // PBR material loading
    static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
    
    public static int models_material_pbr()
    {
        // Initialization
        //--------------------------------------------------------------------------------------
        int screenWidth = 800;
        int screenHeight = 450;
    
        SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
        InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
    
        // Define the camera to look into our 3d world
        Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
    
        // Load model and PBR material
        Model model = LoadModel("resources/pbr/trooper.obj");
        MeshTangents(&model.mesh);
        model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
    
        // Define lights attributes
        // NOTE: Shader is passed to every light on creation to define shader bindings internally
        Light lights[MAX_LIGHTS] = { 
            CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
            CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
            CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader),
            CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader) 
        };
        
        SetCameraMode(camera, 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(&camera);              // Update camera
            
            // Send to material PBR shader camera view position
            float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
            SetShaderValue(model.material.shader, model.material.shader.locs[LOC_VECTOR_VIEW], cameraPos, 3);
            //----------------------------------------------------------------------------------
    
            // Draw
            //----------------------------------------------------------------------------------
            BeginDrawing();
    
                ClearBackground(RAYWHITE);
    
                BeginMode3D(camera);
    
                    DrawModel(model, Vector3Zero(), 1.0f, WHITE);
                    
                    DrawGrid(10, 1.0f);
    
                EndMode3D();
    
                DrawFPS(10, 10);
    
            EndDrawing();
            //----------------------------------------------------------------------------------
        }
    
        // De-Initialization
        //--------------------------------------------------------------------------------------
        UnloadModel(model);         // Unload skybox model
    
        CloseWindow();              // Close window and OpenGL context
        //--------------------------------------------------------------------------------------
    
        return 0;
    }
    
    // Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
    // NOTE: PBR shader is loaded inside this function
    static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
    {
        Material mat = { 0 };       // NOTE: All maps textures are set to { 0 }
        
        #define     PATH_PBR_VS     "resources/shaders/pbr.vs"      // Path to physically based rendering vertex shader
        #define     PATH_PBR_FS     "resources/shaders/pbr.fs"      // Path to physically based rendering fragment shader
       
        mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
        
        // Get required locations points for PBR material
        // NOTE: Those location names must be available and used in the shader code
        mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
        mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
        mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
        mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
        mat.shader.locs[LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
        //mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
        //mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
        mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
        mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
        mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
    
        // Set view matrix location
        mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
        mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
        mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
        
        // Set PBR standard maps
        mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
        mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
        mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
        mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
        mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
        
        // Set environment maps
        #define     PATH_CUBEMAP_VS         "resources/shaders/cubemap.vs"          // Path to equirectangular to cubemap vertex shader
        #define     PATH_CUBEMAP_FS         "resources/shaders/cubemap.fs"          // Path to equirectangular to cubemap fragment shader
        #define     PATH_SKYBOX_VS          "resources/shaders/skybox.vs"           // Path to skybox vertex shader
        #define     PATH_IRRADIANCE_FS      "resources/shaders/irradiance.fs"       // Path to irradiance (GI) calculation fragment shader
        #define     PATH_PREFILTER_FS       "resources/shaders/prefilter.fs"        // Path to reflection prefilter calculation fragment shader
        #define     PATH_BRDF_VS            "resources/shaders/brdf.vs"     // Path to bidirectional reflectance distribution function vertex shader 
        #define     PATH_BRDF_FS            "resources/shaders/brdf.fs"     // Path to bidirectional reflectance distribution function fragment shader
        
        Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
        Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
        Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
        Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
        
        // Setup required shader locations
        SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, 1);
        SetShaderValuei(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, 1);
        SetShaderValuei(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, 1);
    
        Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
        Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
        mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
        mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
        mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, cubemap, BRDF_SIZE);
        UnloadTexture(cubemap);
        UnloadTexture(texHDR);
        
        // Unload already used shaders (to create specific textures)
        UnloadShader(shdrCubemap);
        UnloadShader(shdrIrradiance);
        UnloadShader(shdrPrefilter);
        UnloadShader(shdrBRDF);
        
        // Set textures filtering for better quality
        SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
        SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
        SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
        SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
        SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
        
        // Enable sample usage in shader for assigned textures
        SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, 1);
        SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, 1);
        SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, 1);
        SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, 1);
        SetShaderValuei(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, 1);
        
        int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
        SetShaderValuei(mat.shader, renderModeLoc, (int[1]){ 0 }, 1);
    
        // Set up material properties color
        mat.maps[MAP_ALBEDO].color = albedo;
        mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
        mat.maps[MAP_METALNESS].value = metalness;
        mat.maps[MAP_ROUGHNESS].value = roughness;
        mat.maps[MAP_OCCLUSION].value = 1.0f;
        mat.maps[MAP_EMISSION].value = 0.5f;
        mat.maps[MAP_HEIGHT].value = 0.5f;
    
        return mat;
    }
    
}