#[macro_use]
extern crate glium;

extern crate glium_sdl2;
extern crate sdl2;

use glium::Surface;

mod support;

fn main() {
    use glium_sdl2::DisplayBuild;
    use sdl2::video::gl_attr;

    let mut sdl_context = sdl2::init().video().unwrap();

    gl_attr::set_depth_size(24);

    // building the display, ie. the main object
    let display = sdl_context.window("Teapot", 800, 600)
        .build_glium()
        .unwrap();

    // building the vertex and index buffers
    let vertex_buffer = support::load_wavefront(&display, include_bytes!("support/teapot.obj"));

    // the program
    let program = program!(&display,
        140 => {
            vertex: "
                #version 140

                uniform mat4 persp_matrix;
                uniform mat4 view_matrix;

                in vec3 position;
                in vec3 normal;
                out vec3 v_position;
                out vec3 v_normal;

                void main() {
                    v_position = position;
                    v_normal = normal;
                    gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
                }
            ",

            fragment: "
                #version 140

                in vec3 v_normal;
                out vec4 f_color;

                const vec3 LIGHT = vec3(-0.2, 0.8, 0.1);

                void main() {
                    float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
                    vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
                    f_color = vec4(color, 1.0);
                }
            ",
        },

        110 => {
            vertex: "
                #version 110

                uniform mat4 persp_matrix;
                uniform mat4 view_matrix;

                attribute vec3 position;
                attribute vec3 normal;
                varying vec3 v_position;
                varying vec3 v_normal;

                void main() {
                    v_position = position;
                    v_normal = normal;
                    gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
                }
            ",

            fragment: "
                #version 110

                varying vec3 v_normal;

                const vec3 LIGHT = vec3(-0.2, 0.8, 0.1);

                void main() {
                    float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
                    vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
                    gl_FragColor = vec4(color, 1.0);
                }
            ",
        },

        100 => {
            vertex: "
                #version 100

                uniform lowp mat4 persp_matrix;
                uniform lowp mat4 view_matrix;

                attribute lowp vec3 position;
                attribute lowp vec3 normal;
                varying lowp vec3 v_position;
                varying lowp vec3 v_normal;

                void main() {
                    v_position = position;
                    v_normal = normal;
                    gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
                }
            ",

            fragment: "
                #version 100

                varying lowp vec3 v_normal;

                const lowp vec3 LIGHT = vec3(-0.2, 0.8, 0.1);

                void main() {
                    lowp float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
                    lowp vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
                    gl_FragColor = vec4(color, 1.0);
                }
            ",
        },
    ).unwrap();

    //
    let mut camera = support::camera::CameraState::new();

    // the main loop
    support::start_loop(|| {

        camera.update();

        // building the uniforms
        let uniforms = uniform! {
            persp_matrix: camera.get_perspective(),
            view_matrix: camera.get_view(),
        };

        // draw parameters
        let params = glium::DrawParameters {
            depth_test: glium::DepthTest::IfLess,
            depth_write: true,
            .. Default::default()
        };

        // drawing a frame
        let mut target = display.draw();

        target.clear_color_and_depth((0.0, 0.0, 0.0, 0.0), 1.0);
        target.draw(&vertex_buffer,
                    &glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
                    &program, &uniforms, &params).unwrap();
        target.finish().unwrap();

        // polling and handling the events received by the window
        for event in sdl_context.event_pump().poll_iter() {
            use sdl2::event::Event;

            match event {
                Event::Quit { .. } => return support::Action::Stop,
                ev => camera.process_input(&ev),
            }
        }

        support::Action::Continue
    });
}
