/*****************************************************************
  mirror.cpp
  by Dave Pape
  15 April 2003

*****************************************************************/
#include <stdlib.h>
#include <math.h>
#include <unistd.h>
#include <stdio.h>
#include <string.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <dms/dms.h>

using namespace dms;

void createScene(Object& root);
void drawEverything(void);
void bounceBall(dms::Object&,void *);

void key(unsigned char k, int x, int y);
void specialkey(int k, int x, int y);
void idle(void);


PerspCamera camera;
PerspCamera texcamera;
Light light;
Object root;

GLuint textureID;


int main(int argc, char *argv[])
    {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(512,512);
    glutCreateWindow(argv[0]);
    
    glutDisplayFunc(drawEverything);
    glutKeyboardFunc(key);
    glutSpecialFunc(specialkey);
    glutIdleFunc(idle);
    
    camera.setPosition(0, 0, 18);
    texcamera.setPosition(0, 0, -30);
    texcamera.setYRotation(180);
    light.setInfinitePosition(1, 1, 2);
    createScene(root);
    
    glutMainLoop();
    return 0;
    }


#define TEX_HEIGHT 512
#define TEX_WIDTH 512
struct _color { GLubyte r,g,b; };

struct _color textureImage[TEX_HEIGHT][TEX_WIDTH];


void createScene(Object& root)
    {
    QuadricObject * quadric;
    Square * square;
    Material * material;
    SimpleTransform * transform;
    
    quadric = new QuadricObject;
    quadric->makeSphere(2.5, 24, 12);
    material = new Material(Color::Yellow);
    quadric->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(-4, -5, -3);
    quadric->setTransform(*transform);
    quadric->setUpdateCallback(bounceBall);
    root.attach(*quadric);
    
    quadric = new QuadricObject;
    quadric->makeCone(4.0, 14.0, 24, 1, DMS_Y);
    material = new Material(Color::White);
    quadric->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(2, -10, 0);
    quadric->setTransform(*transform);
    root.attach(*quadric);
    
    square = new Square(-10, -10, 10, 10, DMS_Y);
    material = new Material(Color::Green);
    square->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(0, -10, 0);
    square->setTransform(*transform);
    root.attach(*square);
    
    square = new Square(-10, -10, 10, 10, DMS_X);
    material = new Material(Color::Cyan);
    square->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(-10, 0, 0);
    square->setTransform(*transform);
    root.attach(*square);
    
    square = new Square(-10, -10, 10, 10, DMS_X);
    material = new Material(Color::Cyan);
    square->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(10, 0, 0);
    square->setTransform(*transform);
    root.attach(*square);

    memset(textureImage, 0, sizeof(textureImage));
    glGenTextures(1, &textureID);
    glBindTexture(GL_TEXTURE_2D, textureID);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, TEX_WIDTH, TEX_HEIGHT,
                0, GL_RGB, GL_UNSIGNED_BYTE, textureImage);
    glBindTexture(GL_TEXTURE_2D, 0);
    }

Texture2D tex("metal_bluecloudycarpaint.sgi");

void drawEverything(void)
    {
    glClearColor(0.5, 0.7, 1.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glEnable(GL_DEPTH_TEST);
    
#if 1
    texcamera.apply();
    light.apply();
    root.drawAll();

    glBindTexture(GL_TEXTURE_2D, textureID);
    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, TEX_WIDTH, TEX_HEIGHT, 0);
    glBindTexture(GL_TEXTURE_2D, 0);
#endif

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    camera.apply();
    light.apply();
    root.drawAll();

#if 1
    glColor4f(1, 1, 1, 1);
    tex.apply();
    glBegin(GL_QUADS);
     glTexCoord2f(1, 0);
     glVertex3f(-10, -10, -10);
     glTexCoord2f(0, 0);
     glVertex3f(10, -10, -10);
     glTexCoord2f(0, 1);
     glVertex3f(10, 10, -10);
     glTexCoord2f(1, 1);
     glVertex3f(-10, 10, -10);
    glEnd();

    glDepthFunc(GL_EQUAL);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glColor4f(1, 1, 1, 0.2);
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, textureID);
    glBegin(GL_QUADS);
     glTexCoord2f(1, 0);
     glVertex3f(-10, -10, -10);
     glTexCoord2f(0, 0);
     glVertex3f(10, -10, -10);
     glTexCoord2f(0, 1);
     glVertex3f(10, 10, -10);
     glTexCoord2f(1, 1);
     glVertex3f(-10, 10, -10);
    glEnd();
    glDisable(GL_TEXTURE_2D);
    glDepthFunc(GL_LESS);
    glDisable(GL_BLEND);
#endif

    glutSwapBuffers();

    checkGLError("end-of-frame");
    }


void bounceBall(dms::Object& object,void *)
    {
    dms::SimpleTransform& xform = (dms::SimpleTransform&)object.transform();
    float y = fabs(sin(dms::currentTime()) * 10) - 10;
    xform.setTranslation(-4, y, -3);
    }


void key(unsigned char k, int x, int y)
    {
    if (k == 27)
        exit(0);
    }


void specialkey(int k, int x, int y)
    {
    if (k == GLUT_KEY_LEFT)
        camera.turn(1);
    else if (k == GLUT_KEY_RIGHT)
        camera.turn(-1);
    else if (k == GLUT_KEY_UP)
        camera.pitch(1);
    else if (k == GLUT_KEY_DOWN)
        camera.pitch(-1);
    else if (k == GLUT_KEY_HOME)
        camera.moveForward(0.25);
    else if (k == GLUT_KEY_END)
        camera.moveForward(-0.25);
    else if (k == GLUT_KEY_PAGE_UP)
        camera.zoom(-1);
    else if (k == GLUT_KEY_PAGE_DOWN)
        camera.zoom(1);
    }


void idle(void)
    {
    root.updateAll();
    glutPostRedisplay();
    }
