/*******************************************************************************************
*
*   raylib [shaders] example - Sieve of Eratosthenes
*
*   Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
*
*   "Sift the twos and sift the threes,
*    The Sieve of Eratosthenes.
*    When the multiples sublime,
*    the numbers that are left are prime."
*
*   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).
*
*   This example has been created using raylib 2.5 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5)
*
*   Copyright (c) 2019 ProfJski and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

using System.Numerics;
using static Raylib_cs.Raylib;

namespace Examples.Shaders;

public class Eratosthenes
{
    const int GlslVersion = 330;

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

        InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");

        RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);

        // Load Eratosthenes shader
        // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
        Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/eratosthenes.fs");

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

        // Main game loop
        while (!WindowShouldClose())
        {
            // Update
            //----------------------------------------------------------------------------------
            // Nothing to do here, everything is happening in the shader
            //----------------------------------------------------------------------------------

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

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

            // Draw a rectangle in shader mode to be used as shader canvas
            // NOTE: Rectangle uses font white character texture coordinates,
            // so shader can not be applied here directly because input vertexTexCoord
            // do not represent full screen coordinates (space where want to apply shader)
            DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);

            // End drawing to texture (now we have a blank texture available for the shader)
            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(0.0f, 0.0f),
                Color.White
            );
            EndShaderMode();

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

        // De-Initialization
        //--------------------------------------------------------------------------------------
        UnloadShader(shader);
        UnloadRenderTexture(target);

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

        return 0;
    }
}