#include "SceneOpenGL.h"

SceneOpenGL::SceneOpenGL(std::string titre, int largeur, int hauteur)
: m_titreFenetre(titre), m_largeurFenetre(largeur), m_hauteurFenetre(hauteur), m_fenetre(0), m_contexteOpenGL(0)
{

}

SceneOpenGL::~SceneOpenGL()
{
    SDL_GL_DeleteContext(m_contexteOpenGL);
    SDL_DestroyWindow(m_fenetre);
    SDL_Quit();
}

bool SceneOpenGL::initialiserFenetre()
{
    // Initialisation de la SDL
    if(SDL_Init(SDL_INIT_VIDEO) < 0)
    {
        std::cout << "Erreur lors de l'initialisation de la SDL : " << SDL_GetError() << std::endl;
        SDL_Quit();

        return false;
    }


    // Version d'OpenGL
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);


    // Double Buffer
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);


    // Création de la fenêtre
    m_fenetre = SDL_CreateWindow(m_titreFenetre.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
                                 m_largeurFenetre, m_hauteurFenetre, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
    if(m_fenetre == 0)
    {
        std::cout << "Erreur lors de la creation de la fenetre : " << SDL_GetError() << std::endl;
        SDL_Quit();

        return false;
    }


    // Création du contexte OpenGL
    m_contexteOpenGL = SDL_GL_CreateContext(m_fenetre);
    if(m_contexteOpenGL == 0)
    {
        std::cout << SDL_GetError() << std::endl;
        SDL_DestroyWindow(m_fenetre);
        SDL_Quit();

        return false;
    }

    return true;
}

bool SceneOpenGL::initGL()
{
    glEnable(GL_DEPTH_TEST);
    return true;
}

void SceneOpenGL::bouclePrincipale()
{
    /// Variables
    //Gestion du temps
    unsigned int frameRate (1000 / 50);//50fps
    Uint32 debutBoucle(0), finBoucle(0), tempsEcoule(0);
    //Objets
    Caisse monoCube(2.2,"Shaders/texture.vert","Shaders/texture.frag","Textures/planks.bmp");
    //Matrices
    glm::mat4 projection;
    glm::mat4 modelView(1.0);
    glm::mat4 originSave(1.0);
    glm::mat4 sauvegarde(1.0);//Pour sauvegarder modelView
    float rotation(0.0);
    float acceleration(0.0);
    //Vecteurs
    glm::vec3 posYeux(5.0,5.0,5.0);
    glm::vec3 focus(0.0,0.0,0.0);
    glm::vec3 axeY(0.0,1.0,0.0);
    glm::vec3 axeZ(0.0,0.0,1.0);


    ///Texture
    Surface3D sol(15.0, 15.0, "Shaders/texture.vert", "Shaders/texture.frag", "Textures/stonebrick.bmp",4.0);

    ///Initialisation
    projection = glm::perspective(70.0, (double) m_largeurFenetre / m_hauteurFenetre, 1.0, 100.0);

    /// Boucle principale
    bool terminer(false);
    while(!m_input.terminer() && !terminer)
    {
        // Amorce boucle
        debutBoucle = SDL_GetTicks();

        // Gestion des évènements
        m_input.updateEvenements();
        terminer = m_input.getTouche(SDL_SCANCODE_ESCAPE);
        if (m_input.getTouche(SDL_SCANCODE_RIGHT))
            acceleration+=0.05;
        if (m_input.getTouche(SDL_SCANCODE_LEFT))
            acceleration-=0.05;
        rotation+=acceleration;
        acceleration*=0.99;
        if (rotation>=360.0)
            rotation-=360.0;

        // Nettoyage
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        originSave = modelView = glm::lookAt(posYeux,focus,axeY);

        //Rotation générale
        modelView = glm::rotate(modelView, rotation, axeY);
        ///Cube 1
            //Save
            sauvegarde = modelView;
            //Transformations
            modelView = glm::translate(modelView, glm::vec3(-2.5,0.0,0.0));
            modelView = glm::rotate(modelView, rotation, axeZ);
            modelView = glm::rotate(modelView, 2*rotation, axeY);
            //Afficher
            monoCube.afficher(projection,modelView);
            //Restauration
            modelView = sauvegarde;
        ///Cube 2
            //Transformations
            modelView = glm::translate(modelView, glm::vec3(2.5,0.0,0.0));
            modelView = glm::rotate(modelView, 2*rotation, axeY);
            //Afficher
            monoCube.afficher(projection,modelView);
        ///Texture
            //Config initiale
            modelView = originSave;
            modelView = glm::translate(modelView, glm::vec3(0.0,-1.1,0.0));
            modelView = glm::rotate(modelView, -rotation, axeY);
            sol.afficher(projection,modelView);

        // Actualisation de la fenêtre
        SDL_GL_SwapWindow(m_fenetre);

        /// Temps
        // Calcul du temps écoulé
        finBoucle = SDL_GetTicks();
        tempsEcoule = finBoucle - debutBoucle;
        // Si nécessaire, on met en pause le programme
        if(tempsEcoule < frameRate)
            SDL_Delay(frameRate - tempsEcoule);
    }
}