/*******************************************************************************************
*
*   raylib [core] example - split screen
*
*   This example has been created using raylib 3.7 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
*
*   Copyright (c) 2021 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/

#include "raylib.h"

Texture2D textureGrid = { 0 };
Camera cameraPlayer1 = { 0 };
Camera cameraPlayer2 = { 0 };

// Scene drawing
void DrawScene(void)
{
    int count = 5;
    float spacing = 4;
    
    // Grid of cube trees on a plane to make a "world"
    DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane

    for (float x = -count*spacing; x <= count*spacing; x += spacing)
    {
        for (float z = -count*spacing; z <= count*spacing; z += spacing)
        {
            DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
            DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
        }
    }

    // Draw a cube at each player's position
    DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
    DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
}

int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");

    // Generate a simple texture to use for trees
    Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
    textureGrid = LoadTextureFromImage(img);
    UnloadImage(img);
    SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X);
    SetTextureWrap(textureGrid, TEXTURE_WRAP_CLAMP);

    // Setup player 1 camera and screen
    cameraPlayer1.fovy = 45.0f;
    cameraPlayer1.up.y = 1.0f;
    cameraPlayer1.target.y = 1.0f;
    cameraPlayer1.position.z = -3.0f;
    cameraPlayer1.position.y = 1.0f;

    RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight);

    // Setup player two camera and screen
    cameraPlayer2.fovy = 45.0f;
    cameraPlayer2.up.y = 1.0f;
    cameraPlayer2.target.y = 3.0f;
    cameraPlayer2.position.x = -3.0f;
    cameraPlayer2.position.y = 3.0f;

    RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
   
    // Build a flipped rectangle the size of the split view to use for drawing later
    Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
    
    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
        //----------------------------------------------------------------------------------
        // If anyone moves this frame, how far will they move based on the time since the last frame
        // this moves thigns at 10 world units per second, regardless of the actual FPS
        float offsetThisFrame = 10.0f*GetFrameTime();

        // Move player 1 forward and backwards (no turning)
        if (IsKeyDown(KEY_W))
        {
            cameraPlayer1.position.z += offsetThisFrame;
            cameraPlayer1.target.z += offsetThisFrame;
        }
        else if (IsKeyDown(KEY_S))
        {
            cameraPlayer1.position.z -= offsetThisFrame;
            cameraPlayer1.target.z -= offsetThisFrame;
        }

        // Move player 2 forward and backwards (no turning)
        if (IsKeyDown(KEY_UP))
        {
            cameraPlayer2.position.x += offsetThisFrame;
            cameraPlayer2.target.x += offsetThisFrame;
        }
        else if (IsKeyDown(KEY_DOWN))
        {
            cameraPlayer2.position.x -= offsetThisFrame;
            cameraPlayer2.target.x -= offsetThisFrame;
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        // Draw player 1's view to the render texture
        BeginTextureMode(screenPlayer1);
            ClearBackground(SKYBLUE);
            BeginMode3D(cameraPlayer1);
                DrawScene();
            EndMode3D();
            DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
        EndTextureMode();

        // Draw player 2's view to the render texture
        BeginTextureMode(screenPlayer2);
            ClearBackground(SKYBLUE);
            BeginMode3D(cameraPlayer2);
                DrawScene();
            EndMode3D();
            DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
        EndTextureMode();

        // Draw both view render textures to the screen side by side
        BeginDrawing();
            ClearBackground(BLACK);
            DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
            DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
        EndDrawing();
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadRenderTexture(screenPlayer1);
    UnloadRenderTexture(screenPlayer2);
    UnloadTexture(textureGrid);
    
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}