/*******************************************************************************************
*
*   raylib [shaders] example - mesh instancing
*
*   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 @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
*
*   Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/


#include "raylib.h"
#include "raymath.h"

#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"

#include <stdlib.h>
#include <math.h>

#if defined(PLATFORM_DESKTOP)
    #define GLSL_VERSION            330
#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
    #define GLSL_VERSION            100
#endif

#define MAX_INSTANCES  10000

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;
    const int fps = 60;

    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");

    int speed = 30;                 // Speed of jump animation
    int groups = 2;                 // Count of separate groups jumping around
    float amp = 10;                 // Maximum amplitude of jump
    float variance = 0.8f;          // Global variance in jump height
    float loop = 0.0f;              // Individual cube's computed loop timer
    float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops

    // Define the camera to look into our 3d world
    Camera camera = { 0 };
    camera.position = (Vector3){ -125.0f, 125.0f, -125.0f };
    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
    camera.fovy = 45.0f;
    camera.projection = CAMERA_PERSPECTIVE;

    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);

    Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix));    // Rotation state of instances
    Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances
    Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances

    // Scatter random cubes around
    for (int i = 0; i < MAX_INSTANCES; i++)
    {
        x = GetRandomValue(-50, 50);
        y = GetRandomValue(-50, 50);
        z = GetRandomValue(-50, 50);
        translations[i] = MatrixTranslate(x, y, z);

        x = GetRandomValue(0, 360);
        y = GetRandomValue(0, 360);
        z = GetRandomValue(0, 360);
        Vector3 axis = Vector3Normalize((Vector3){ x, y, z });
        float angle = (float)GetRandomValue(0, 10)*DEG2RAD;

        rotationsInc[i] = MatrixRotate(axis, angle);
        rotations[i] = MatrixIdentity();
    }

    Matrix *transforms = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix));   // Pre-multiplied transformations passed to rlgl

    Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
                               TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));

    // Get some shader loactions
    shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
    shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
    shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");

    // Ambient light level
    int ambientLoc = GetShaderLocation(shader, "ambient");
    SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);

    CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader);

    // NOTE: We are assigning the intancing shader to material.shader
    // to be used on mesh drawing with DrawMeshInstanced()
    Material material = LoadMaterialDefault();
    material.shader = shader;
    material.maps[MATERIAL_MAP_DIFFUSE].color = RED;

    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode

    int textPositionY = 300;
    int framesCounter = 0;                  // Simple frames counter to manage animation

    SetTargetFPS(fps);                      // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())            // Detect window close button or ESC key
    {

        // Update
        //----------------------------------------------------------------------------------
        textPositionY = 300;
        framesCounter++;

        if (IsKeyDown(KEY_UP)) amp += 0.5f;
        if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f);
        if (IsKeyDown(KEY_LEFT))  variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f);
        if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f);
        if (IsKeyDown(KEY_ONE)) groups = 1;
        if (IsKeyDown(KEY_TWO)) groups = 2;
        if (IsKeyDown(KEY_THREE)) groups = 3;
        if (IsKeyDown(KEY_FOUR)) groups = 4;
        if (IsKeyDown(KEY_FIVE)) groups = 5;
        if (IsKeyDown(KEY_SIX)) groups = 6;
        if (IsKeyDown(KEY_SEVEN)) groups = 7;
        if (IsKeyDown(KEY_EIGHT)) groups = 8;
        if (IsKeyDown(KEY_NINE)) groups = 9;
        if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; }

        if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);
        if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);

        if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1);
        if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1);

        // Update the light shader with the camera view position
        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
        SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);

        // Apply per-instance transformations
        for (int i = 0; i < MAX_INSTANCES; i++)
        {
            rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
            transforms[i] = MatrixMultiply(rotations[i], translations[i]);

            // Get the animation cycle's framesCounter for this instance
            loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed;

            // Calculate the y according to loop cycle
            y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10)));

            // Clamp to floor
            y = (y < 0)? 0.0f : y;

            transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f));
        }

        UpdateCamera(&camera);
        //----------------------------------------------------------------------------------

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

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);
                //DrawMesh(cube, material, MatrixIdentity());
                DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES);
            EndMode3D();

            DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
            DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK);

            DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK);
            DrawText(": Number of groups", 50, textPositionY , 10, BLACK);
            DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK);

            DrawText("UP", 10, textPositionY += 15, 10, BLACK);
            DrawText(": increase amplitude", 50, textPositionY, 10, BLACK);
            DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK);

            DrawText("DOWN", 10, textPositionY += 15, 10, BLACK);
            DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK);

            DrawText("LEFT", 10, textPositionY += 15, 10, BLACK);
            DrawText(": decrease variance", 50, textPositionY, 10, BLACK);
            DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK);

            DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK);
            DrawText(": increase variance", 50, textPositionY, 10, BLACK);

            DrawText("+/=", 10, textPositionY += 15, 10, BLACK);
            DrawText(": increase speed", 50, textPositionY, 10, BLACK);
            DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK);

            DrawText("-", 10, textPositionY += 15, 10, BLACK);
            DrawText(": decrease speed", 50, textPositionY, 10, BLACK);

            DrawText("W", 10, textPositionY += 15, 10, BLACK);
            DrawText(": Wild setup!", 50, textPositionY, 10, BLACK);

            DrawFPS(10, 10);

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

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}