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/*
 * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
 * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
 */

#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"

namespace
{

class ExampleMesh : public entry::AppI
{
public:
	ExampleMesh(const char* _name, const char* _description)
		: entry::AppI(_name, _description)
	{
	}

	void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
	{
		Args args(_argc, _argv);

		m_width  = _width;
		m_height = _height;
		m_debug  = BGFX_DEBUG_NONE;
		m_reset  = BGFX_RESET_VSYNC;

		bgfx::Init init;
		init.type     = args.m_type;
		init.vendorId = args.m_pciId;
		init.resolution.width  = m_width;
		init.resolution.height = m_height;
		init.resolution.reset  = m_reset;
		bgfx::init(init);

		// Enable debug text.
		bgfx::setDebug(m_debug);

		// Set view 0 clear state.
		bgfx::setViewClear(0
				, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
				, 0x303030ff
				, 1.0f
				, 0
				);

		u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);

		// Create program from shaders.
		m_program = loadProgram("vs_mesh", "fs_mesh");

		m_mesh = meshLoad("meshes/bunny.bin");

		m_timeOffset = bx::getHPCounter();

		imguiCreate();
	}

	int shutdown() override
	{
		imguiDestroy();

		meshUnload(m_mesh);

		// Cleanup.
		bgfx::destroy(m_program);

		bgfx::destroy(u_time);

		// Shutdown bgfx.
		bgfx::shutdown();

		return 0;
	}

	bool update() override
	{
		if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
		{
			imguiBeginFrame(m_mouseState.m_mx
				,  m_mouseState.m_my
				, (m_mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT   : 0)
				| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT  : 0)
				| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
				,  m_mouseState.m_mz
				, uint16_t(m_width)
				, uint16_t(m_height)
				);

			showExampleDialog(this);

			imguiEndFrame();

			// Set view 0 default viewport.
			bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );

			// This dummy draw call is here to make sure that view 0 is cleared
			// if no other draw calls are submitted to view 0.
			bgfx::touch(0);

			float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) );
			bgfx::setUniform(u_time, &time);

			const bx::Vec3 at  = { 0.0f, 1.0f,  0.0f };
			const bx::Vec3 eye = { 0.0f, 1.0f, -2.5f };

			// Set view and projection matrix for view 0.
			{
				float view[16];
				bx::mtxLookAt(view, eye, at);

				float proj[16];
				bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
				bgfx::setViewTransform(0, view, proj);

				// Set view 0 default viewport.
				bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
			}

			float mtx[16];
			bx::mtxRotateXY(mtx
				, 0.0f
				, time*0.37f
				);

			meshSubmit(m_mesh, 0, m_program, mtx);

			// Advance to next frame. Rendering thread will be kicked to
			// process submitted rendering primitives.
			bgfx::frame();

			return true;
		}

		return false;
	}

	entry::MouseState m_mouseState;

	uint32_t m_width;
	uint32_t m_height;
	uint32_t m_debug;
	uint32_t m_reset;

	int64_t m_timeOffset;
	Mesh* m_mesh;
	bgfx::ProgramHandle m_program;
	bgfx::UniformHandle u_time;
};

} // namespace

ENTRY_IMPLEMENT_MAIN(ExampleMesh, "04-mesh", "Loading meshes.");