/*******************************************************************************************
*
*   raylib example - procedural mesh generation
*
*   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 (Ray San)
*
********************************************************************************************/

#include "raylib.h"

#define NUM_MODELS  7      // We generate 7 parametric 3d shapes

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

    InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
    
    // We generate a checked image for texturing
    Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
    Texture2D texture = LoadTextureFromImage(checked);
    UnloadImage(checked);
    
    Model models[NUM_MODELS];
    
    models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
    models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
    models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
    models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
    models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
    models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
    models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
    
    // Set checked texture as default diffuse component for all models material
    for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;

    // Define the camera to look into our 3d world
    Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };

    // Model drawing position
    Vector3 position = { 0.0f, 0.0f, 0.0f };
    
    int currentModel = 0;
    
    SetCameraMode(camera, CAMERA_ORBITAL);  // Set a 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 internal camera and our camera
        
        if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
        {
            currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                DrawModel(models[currentModel], position, 1.0f, WHITE);

                DrawGrid(10, 1.0);

            EndMode3D();
            
            DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
            DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
            DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
            
            switch(currentModel)
            {
                case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
                case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
                case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
                case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
                case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
                case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
                case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
                default: break;
            }

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

    // De-Initialization
    //--------------------------------------------------------------------------------------
    
    // Unload models data (GPU VRAM)
    for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
    
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}