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

*****************************************************************/
#include <stdlib.h>
#include <math.h>
#include <unistd.h>
#include <stdio.h>
#include <GLUT/glut.h>
#include <OpenGL/gl.h>
#include <dms/dms.h>

using namespace dms;

void createScene(Object& root);
void drawEverything(void);

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


PerspCamera camera;
Light light;
Object root;
Texture2D *texture;

int main(int argc, char *argv[])
    {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
    glutInitWindowSize(512,512);
    glutCreateWindow(argv[0]);
	texture = new Texture2D("aerial.tif", GL_CLAMP);
    
    glutDisplayFunc(drawEverything);
    glutKeyboardFunc(key);
    glutSpecialFunc(specialkey);
    glutIdleFunc(idle);
    
    camera.setPosition(0, 0, 18);
    light.setInfinitePosition(1, 1, 2);
    createScene(root);
    
    glutMainLoop();
    return 0;
    }


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(-1, -5, -2);
    quadric->setTransform(*transform);
    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_Z);
    material = new Material(Color::White);
    square->setMaterial(*material);
    transform = new SimpleTransform;
    transform->setTranslation(0, 0, -10);
    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);
    }


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);
    
    camera.apply();
    
    light.apply();
        
    GLfloat SplaneCoefficients[4] = { 1, 0, 0, 0 };
    GLfloat TplaneCoefficients[4] = { 0, 1, 0, 0 };
    GLfloat RplaneCoefficients[4] = { 0, 0, 1, 0 };
    GLfloat QplaneCoefficients[4] = { 0, 0, 0, 1 };
    glEnable(GL_TEXTURE_GEN_S);
    glEnable(GL_TEXTURE_GEN_T);
    glEnable(GL_TEXTURE_GEN_R);
    glEnable(GL_TEXTURE_GEN_Q);
    glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
    glTexGenfv(GL_S, GL_EYE_PLANE, SplaneCoefficients);
    glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
    glTexGenfv(GL_T, GL_EYE_PLANE, TplaneCoefficients);
    glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
    glTexGenfv(GL_R, GL_EYE_PLANE, RplaneCoefficients);
    glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
    glTexGenfv(GL_Q, GL_EYE_PLANE, QplaneCoefficients);
    
    glMatrixMode(GL_TEXTURE);
    glLoadIdentity();
    glTranslatef(0.5, 0.5, 0);
    glScalef(0.5, 0.5, 1);
    gluPerspective(30.0, 1.0, 0.1, 100.0);
    glTranslatef(0, 0, -15);
    glRotatef(20*sin(currentTime()/4), 1, 0, 0);
    glRotatef(60*sin(currentTime()), 0, 1, 0);
    glTranslatef(0, 0, 0);
    glMatrixMode(GL_MODELVIEW);

    texture->apply();

    root.drawAll();

    glutSwapBuffers();

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


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(3);
    else if (k == GLUT_KEY_RIGHT)
        camera.turn(-3);
    else if (k == GLUT_KEY_UP)
        camera.pitch(2);
    else if (k == GLUT_KEY_DOWN)
        camera.pitch(-2);
    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();
    }

