//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

//            Based on Simple_TextureCubemap.c from
// Book:      OpenGL(R) ES 2.0 Programming Guide
// Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner
// ISBN-10:   0321502795
// ISBN-13:   9780321502797
// Publisher: Addison-Wesley Professional
// URLs:      http://safari.informit.com/9780321563835
//            http://www.opengles-book.com

#include "SampleApplication.h"
#include "shader_utils.h"
#include "texture_utils.h"
#include "geometry_utils.h"

class SimpleTextureCubemapSample : public SampleApplication
{
  public:
    SimpleTextureCubemapSample(EGLint displayType)
        : SampleApplication("SimpleTextureCubemap", 1280, 720, 2, 0, displayType)
    {
    }

    virtual bool initialize()
    {
        const std::string vs =
            R"(attribute vec4 a_position;
            attribute vec3 a_normal;
            varying vec3 v_normal;
            void main()
            {
                gl_Position = a_position;
                v_normal = a_normal;
            })";

        const std::string fs =
            R"(precision mediump float;
            varying vec3 v_normal;
            uniform samplerCube s_texture;
            void main()
            {
                gl_FragColor = textureCube(s_texture, v_normal);
            })";

        mProgram = CompileProgram(vs, fs);
        if (!mProgram)
        {
            return false;
        }

        // Get the attribute locations
        mPositionLoc = glGetAttribLocation(mProgram, "a_position");
        mNormalLoc = glGetAttribLocation(mProgram, "a_normal");

        // Get the sampler locations
        mSamplerLoc = glGetUniformLocation(mProgram, "s_texture");

        // Load the texture
        mTexture = CreateSimpleTextureCubemap();

        // Generate the geometry data
        CreateSphereGeometry(128, 0.75f, &mSphere);

        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glCullFace(GL_BACK);
        glEnable(GL_CULL_FACE);

        return true;
    }

    virtual void destroy()
    {
        glDeleteProgram(mProgram);
        glDeleteTextures(1, &mTexture);
    }

    virtual void draw()
    {
        // Set the viewport
        glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());

        // Clear the color buffer
        glClear(GL_COLOR_BUFFER_BIT);

        // Use the program object
        glUseProgram(mProgram);

        // Load the vertex position
        glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mSphere.positions.data());
        glEnableVertexAttribArray(mPositionLoc);

        // Load the normal
        glVertexAttribPointer(mNormalLoc, 3, GL_FLOAT, GL_FALSE, 0, mSphere.normals.data());
        glEnableVertexAttribArray(mNormalLoc);

        // Bind the texture
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_CUBE_MAP, mTexture);

        // Set the texture sampler to texture unit to 0
        glUniform1i(mSamplerLoc, 0);

        glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mSphere.indices.size()),
                       GL_UNSIGNED_SHORT, mSphere.indices.data());
    }

  private:
    // Handle to a program object
    GLuint mProgram;

    // Attribute locations
    GLint mPositionLoc;
    GLint mNormalLoc;

    // Sampler location
    GLint mSamplerLoc;

    // Texture handle
    GLuint mTexture;

    // Geometry data
    SphereGeometry mSphere;
};

int main(int argc, char **argv)
{
    EGLint displayType = EGL_PLATFORM_ANGLE_TYPE_DEFAULT_ANGLE;

    if (argc > 1)
    {
        displayType = GetDisplayTypeFromArg(argv[1]);
    }

    SimpleTextureCubemapSample app(displayType);
    return app.run();
}
