/*******************************************************************************************
*
*   raylib [rlgl] example - Using rlgl module as standalone module
*
*   NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
*         OpenGL 1.1 does not support shaders but it can also be used.
*
*   DEPENDENCIES:
*       rlgl.h    - OpenGL 1.1 immediate-mode style coding translation layer
*       glad.h    - OpenGL extensions initialization library (required by rlgl)
*       raymath.h - 3D math library (required by rlgl)
*       glfw3     - Windows and context initialization library 
*
*   rlgl library is provided as a single-file header-only library, this library
*   allows coding in a pseudo-OpenGL 1.1 style while translating calls to multiple
*   OpenGL versions backends (1.1, 2.1, 3.3, ES 2.0).
*
*   COMPILATION:
*       gcc -o rlgl_standalone.exe rlgl_standalone.c -s -Iexternal\include -I..\..\src  \
*           -L. -Lexternal\lib -lglfw3 -lopengl32 -lgdi32 -Wall -std=c99  \
*           -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
*
*   LICENSE: zlib/libpng
*
*   This example is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
*   BSD-like license that allows static linking with closed source software:
*
*   Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
*   This software is provided "as-is", without any express or implied warranty. In no event
*   will the authors be held liable for any damages arising from the use of this software.
*
*   Permission is granted to anyone to use this software for any purpose, including commercial
*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
*     1. The origin of this software must not be misrepresented; you must not claim that you
*     wrote the original software. If you use this software in a product, an acknowledgment
*     in the product documentation would be appreciated but is not required.
*
*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
*     as being the original software.
*
*     3. This notice may not be removed or altered from any source distribution.
*
********************************************************************************************/

#define RLGL_IMPLEMENTATION
#define RLGL_STANDALONE
#include "rlgl.h"               // OpenGL 1.1 immediate-mode style coding

#ifdef __EMSCRIPTEN__
#define GLFW_INCLUDE_ES2
#endif

#include <GLFW/glfw3.h>         // Windows/Context and inputs management

#define RED        (Color){ 230, 41, 55, 255 }     // Red
#define RAYWHITE   (Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
#define DARKGRAY   (Color){ 80, 80, 80, 255 }      // Dark Gray

//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void ErrorCallback(int error, const char* description);
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);

// Drawing functions (uses rlgl functionality)
static void DrawGrid(int slices, float spacing);
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);

//----------------------------------------------------------------------------------
// Main Entry point
//----------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;
    
    // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
    //--------------------------------------------------------
    glfwSetErrorCallback(ErrorCallback);
    
    if (!glfwInit())
    {
        TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
        return 1;
    }
    else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
    
    glfwWindowHint(GLFW_SAMPLES, 4);
    glfwWindowHint(GLFW_DEPTH_BITS, 16);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
   
    GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
    
    if (!window)
    {
        glfwTerminate();
        return 2;
    }
    else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
    
    glfwSetWindowPos(window, 200, 200);
    
    glfwSetKeyCallback(window, KeyCallback);
    
    glfwMakeContextCurrent(window);
    glfwSwapInterval(1);
    
    // Load OpenGL 3.3 supported extensions
    rlLoadExtensions(glfwGetProcAddress);
    //--------------------------------------------------------
    
    // Initialize OpenGL context (states and resources)
    rlglInit(screenWidth, screenHeight);

    // Initialize viewport and internal projection/modelview matrices
    rlViewport(0, 0, screenWidth, screenHeight);
    rlMatrixMode(RL_PROJECTION);                        // Switch to PROJECTION matrix
    rlLoadIdentity();                                   // Reset current matrix (PROJECTION)
    rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection with top-left corner at (0,0)
    rlMatrixMode(RL_MODELVIEW);                         // Switch back to MODELVIEW matrix
    rlLoadIdentity();                                   // Reset current matrix (MODELVIEW)

    rlClearColor(245, 245, 245, 255);                   // Define clear color
    rlEnableDepthTest();                                // Enable DEPTH_TEST for 3D
    
    Camera camera;
    camera.position = (Vector3){ 5.0f, 5.0f, 5.0f };    // Camera position
    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
    camera.fovy = 45.0f;                                // Camera field-of-view Y
    
    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };        // Cube default position (center)
    //--------------------------------------------------------------------------------------    

    // Main game loop    
    while (!glfwWindowShouldClose(window)) 
    {
        // Update
        //----------------------------------------------------------------------------------
        // ...
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        rlClearScreenBuffers();             // Clear current framebuffer

            // Draw '3D' elements in the scene
            //-----------------------------------------------
            // Calculate projection matrix (from perspective) and view matrix from camera look at
            Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
            Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);

            SetMatrixModelview(matView);    // Set internal modelview matrix (default shader)
            SetMatrixProjection(matProj);   // Set internal projection matrix (default shader)

            DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
            DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
            DrawGrid(10, 1.0f);

            // NOTE: Internal buffers drawing (3D data)
            rlglDraw();
            //-----------------------------------------------
            
            // Draw '2D' elements in the scene (GUI)
            //-----------------------------------------------
#define RLGL_CREATE_MATRIX_MANUALLY
#if defined(RLGL_CREATE_MATRIX_MANUALLY)
            matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
            matView = MatrixIdentity();
            
            SetMatrixModelview(matView);    // Set internal modelview matrix (default shader)
            SetMatrixProjection(matProj);   // Set internal projection matrix (default shader)

#else   // Let rlgl generate and multiply matrix internally

            rlMatrixMode(RL_PROJECTION);                            // Enable internal projection matrix
            rlLoadIdentity();                                       // Reset internal projection matrix
            rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
            rlMatrixMode(RL_MODELVIEW);                             // Enable internal modelview matrix
            rlLoadIdentity();                                       // Reset internal modelview matrix
#endif
            DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);

            // NOTE: Internal buffers drawing (2D data)
            rlglDraw();
            //-----------------------------------------------
            
        glfwSwapBuffers(window);
        glfwPollEvents();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    rlglClose();                    // Unload rlgl internal buffers and default shader/texture
    
    glfwDestroyWindow(window);      // Close window
    glfwTerminate();                // Free GLFW3 resources
    //--------------------------------------------------------------------------------------
    
    return 0;
}

//----------------------------------------------------------------------------------
// Module specific Functions Definitions
//----------------------------------------------------------------------------------

// GLFW3: Error callback
static void ErrorCallback(int error, const char* description)
{
    TraceLog(LOG_ERROR, description);
}

// GLFW3: Keyboard callback
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
    {
        glfwSetWindowShouldClose(window, GL_TRUE);
    }
}

// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
    rlBegin(RL_TRIANGLES);
        rlColor4ub(color.r, color.g, color.b, color.a);

        rlVertex2i(position.x, position.y);
        rlVertex2i(position.x, position.y + size.y);
        rlVertex2i(position.x + size.x, position.y + size.y);

        rlVertex2i(position.x, position.y);
        rlVertex2i(position.x + size.x, position.y + size.y);
        rlVertex2i(position.x + size.x, position.y);
    rlEnd();
}

// Draw a grid centered at (0, 0, 0)
static void DrawGrid(int slices, float spacing)
{
    int halfSlices = slices / 2;

    rlBegin(RL_LINES);
        for(int i = -halfSlices; i <= halfSlices; i++)
        {
            if (i == 0)
            {
                rlColor3f(0.5f, 0.5f, 0.5f);
                rlColor3f(0.5f, 0.5f, 0.5f);
                rlColor3f(0.5f, 0.5f, 0.5f);
                rlColor3f(0.5f, 0.5f, 0.5f);
            }
            else
            {
                rlColor3f(0.75f, 0.75f, 0.75f);
                rlColor3f(0.75f, 0.75f, 0.75f);
                rlColor3f(0.75f, 0.75f, 0.75f);
                rlColor3f(0.75f, 0.75f, 0.75f);
            }

            rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
            rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);

            rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
            rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
        }
    rlEnd();
}

// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float length, Color color)
{
    float x = 0.0f;
    float y = 0.0f;
    float z = 0.0f;

    rlPushMatrix();

        // NOTE: Be careful! Function order matters (rotate -> scale -> translate)
        rlTranslatef(position.x, position.y, position.z);
        //rlScalef(2.0f, 2.0f, 2.0f);
        //rlRotatef(45, 0, 1, 0);

        rlBegin(RL_TRIANGLES);
            rlColor4ub(color.r, color.g, color.b, color.a);

            // Front Face -----------------------------------------------------
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left

            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right

            // Back Face ------------------------------------------------------
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right

            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left

            // Top Face -------------------------------------------------------
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Bottom Left
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Bottom Right

            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Bottom Right

            // Bottom Face ----------------------------------------------------
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left

            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Top Right
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left

            // Right face -----------------------------------------------------
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Left

            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Left
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Left

            // Left Face ------------------------------------------------------
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Right
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Right

            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Right
        rlEnd();
    rlPopMatrix();
}

// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
{
    float x = 0.0f;
    float y = 0.0f;
    float z = 0.0f;

    rlPushMatrix();

        rlTranslatef(position.x, position.y, position.z);
        //rlRotatef(45, 0, 1, 0);

        rlBegin(RL_LINES);
            rlColor4ub(color.r, color.g, color.b, color.a);

            // Front Face -----------------------------------------------------
            // Bottom Line
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right

            // Left Line
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right

            // Top Line
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left

            // Right Line
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left

            // Back Face ------------------------------------------------------
            // Bottom Line
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right

            // Left Line
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right

            // Top Line
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left

            // Right Line
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left

            // Top Face -------------------------------------------------------
            // Left Line
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left Front
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left Back

            // Right Line
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right Front
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right Back

            // Bottom Face  ---------------------------------------------------
            // Left Line
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Top Left Front
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left Back

            // Right Line
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Top Right Front
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Top Right Back
        rlEnd();
    rlPopMatrix();
}
