// ============================================================================
// Filename: MESH.cpp
// Description: Mesh Tutorial, from the 32Bits DirectX Techniques Series 1
//				Tutorial 4.
//
// Found a bug in this code framework? Need some help? Come to www.32bits.co.uk
// for support, feedback and the best DirectX dev community on the net!
// ============================================================================

#define WIN32_LEAN_AND_MEAN

#include <windows.h>
#include <d3d8.h>
#include <d3dx8.h>
#include <dxerr8.h>

// Include helper functions.
#include "D3DFuncs.h"

// TODO: Include any other header files here.
#include "CD3DMesh.h"


// Function declarations
int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow);
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );

HRESULT AppInit();
HRESULT AppLoop();
HRESULT AppShutDown();
HRESULT Render();


// Globals required for all apps
static char szAppname[]="[32Bits.co.uk] Simple Mesh Tutorial";
LPDIRECT3D8 g_pD3D;
LPDIRECT3DDEVICE8 g_pDevice;
HWND g_hWnd;

D3DCURRENTSETTINGS g_D3DSettings;

// Globals specifically for this source
// TODO: Add your globals here.

CD3DMesh	g_Mesh;
float		g_XRotation, g_YRotation, g_ZRotation;

// =====================================================================================
//                      Application code begins here
// =====================================================================================


// =====================================================================================
// Function Name: WinMain
// Purpose: Application entry point
// =====================================================================================

int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
    WNDCLASSEX wc;
	
	ZeroMemory(&wc, sizeof(WNDCLASSEX));
	wc.cbSize=sizeof(WNDCLASSEX);						// size of the window struct in bytes
	wc.style=CS_HREDRAW | CS_VREDRAW | CS_OWNDC;		// window styles to use
	wc.lpfnWndProc=MsgProc;								// function name of event handler
	wc.hInstance=hInstance;								// handle to this apps instance
	wc.hbrBackground=(HBRUSH)GetStockObject(GRAY_BRUSH);// background colour of window
	wc.hIcon= LoadIcon(NULL, IDI_APPLICATION);			// icon for the app window
	wc.hIconSm=LoadIcon(NULL, IDI_APPLICATION);			// icon when minimized to taskbar
	wc.hCursor=LoadCursor(NULL, IDC_ARROW);				// cursor to use for this window
	wc.lpszClassName=szAppname;							// name for this class

    // Register the window class
    RegisterClassEx( &wc );

	g_D3DSettings.m_nDeviceWidth=800;
	g_D3DSettings.m_nDeviceHeight=600;
	g_D3DSettings.m_fScreenAspect=(float)g_D3DSettings.m_nDeviceWidth / (float)g_D3DSettings.m_nDeviceHeight;

    // Create the application's window
    g_hWnd = CreateWindow(szAppname, szAppname, WS_OVERLAPPEDWINDOW, 10, 10,
						  g_D3DSettings.m_nDeviceWidth, g_D3DSettings.m_nDeviceHeight,
						  NULL, NULL, wc.hInstance, NULL );

	// Show the window
	ShowWindow(g_hWnd, nCmdShow);
	UpdateWindow(g_hWnd);
	
	if(FAILED(AppInit()))
	{
		UnregisterClass(szAppname, wc.hInstance);
		return -1;
	}

	// Enter the message loop
	MSG msg;
	ZeroMemory(&msg, sizeof(msg));
	int count=0;
	while(msg.message != WM_QUIT)
	{
		if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			AppLoop();
		}
	}

	AppShutDown();
	UnregisterClass(szAppname, wc.hInstance);
    return 0;
}


// =====================================================================================
// Function Name: MsgProc
// Purpose: Message handler for main app window
// =====================================================================================

LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
	case WM_KEYDOWN:
		{
			switch(wParam)
			{
			
			// Exit app on space or escape keypress
			case VK_SPACE:
			case VK_ESCAPE:
				{
					PostQuitMessage(0);
					return 0;			
				}
				break;

			// Rotate the mesh on arrow key or home/end keypresses
			case VK_LEFT:
				g_XRotation += 0.1f;
				break;

			case VK_RIGHT:
				g_XRotation -= 0.1f;
				break;

			case VK_UP:
				g_YRotation += 0.1f;
				break;

			case VK_DOWN:
				g_YRotation -= 0.1f;
				break;

			case VK_HOME:
				g_ZRotation += 0.1f;
				break;

			case VK_END:
				g_ZRotation -= 0.1f;
				break;
			}

			return DefWindowProc(hWnd, msg, wParam, lParam);
		}
	
	case WM_DESTROY:
		{
			PostQuitMessage(0);
			return 0;
		}
		
	default:	
		return DefWindowProc(hWnd, msg, wParam, lParam);
    }
	
}


// =====================================================================================
// Function Name: AppInit
// Purpose: Initialisation for D3D and the app's global objects
// =====================================================================================

HRESULT AppInit()
{
	HRESULT rslt=0;

	g_pD3D=Direct3DCreate8(D3D_SDK_VERSION);
	if(g_pD3D==NULL)
	{
		return D3DError(E_FAIL, __LINE__, __FILE__, "Failed to create a D3D9 object.");
	}


	// Populate our struct with how we want to set up D3D...
	g_D3DSettings.m_bWindowed=TRUE;
	g_D3DSettings.m_bMultiSampling=FALSE;
	g_D3DSettings.m_D3DFormat=D3DFMT_X8R8G8B8;

	// ...and pass it to our function to create the device!
	rslt=InitDirect3DDevice(g_hWnd, g_D3DSettings, g_pD3D, &g_pDevice);
	if(FAILED(rslt))
	{
		return E_FAIL;
	}
	
	
	
	// ===================================================================================
	// Set up our Projection, View and World transformations
	// ===================================================================================
	
	// Create a matrix to store our Projection transform. Null all the fields.
	D3DXMATRIX matProjection;
	ZeroMemory(&matProjection, sizeof(matProjection));

	// Use D3DX to create a left handed cartesian Field Of View transform
	D3DXMatrixPerspectiveFovLH(&matProjection, D3DX_PI/4, g_D3DSettings.m_fScreenAspect,
							   1.0f, 100.0f);
	
	// Tell D3D to use our Projection matrix for the projection transformation stage
	rslt=g_pDevice->SetTransform(D3DTS_PROJECTION, &matProjection);
	if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to set Projection Transform."); }

	

	// Create a matrix to store our View transform. Null all the fields.
	D3DXMATRIX matView;
	ZeroMemory(&matView, sizeof(matView));

	// Use D3DX to create a Look At matrix from eye, lookat and up vectors.
	D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f, -5.0f),
								 &D3DXVECTOR3(0.0f, 0.0f, 0.0f),
								 &D3DXVECTOR3(0.0f, 1.0f,  0.0f));

	// Tell D3D to use our View matrix for the view transformation stage
	rslt=g_pDevice->SetTransform(D3DTS_VIEW, &matView);
	if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to set View Transform."); }



	// Create a matrix to store our World transform
	D3DXMATRIX matWorld;
	// Set the matrix to an identity matrix (one that makes no change)
	D3DXMatrixIdentity(&matWorld);

	// Tell D3D to use our World matrix for the world transformation stage
	rslt=g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
	if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to set World Transform."); }

	
	
	// ===================================================================================
	// Set up our scene states
	// ===================================================================================

	// Set our culling & lighting renderstates
	g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
	g_pDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
		

	// Load the sample mesh into the mesh class object
	g_Mesh.Initialise("tiger.x", g_pDevice);
	
	g_XRotation = 0.0f;
	g_YRotation = 0.0f;
	g_ZRotation = 0.0f;

	return S_OK;
}

// =====================================================================================
// Function Name: AppLoop
// Purpose: Controls the flow of the app, called by the messageloop.
// =====================================================================================

HRESULT AppLoop()
{
	// TODO: Add any non-rendering code to be completed every frame here.
	
	// NOTE: If you change the return call, make sure you add a call to
	//       Render() elsewhere in this function.
	return Render();
}

// =====================================================================================
// Function Name: AppShutDown
// Purpose: Called when the app exits. Releases all global COM interfaces.
// =====================================================================================

HRESULT AppShutDown()
{
	// Release the mesh object
	g_Mesh.Shutdown();

	if(g_pDevice)
		g_pDevice->Release();
	if(g_pD3D)
		g_pD3D->Release();
		
	return S_OK;
}


// =====================================================================================
// Function Name: Render()
// Purpose: Main rendering function to perform D3D drawing
// =====================================================================================

HRESULT Render()
{
	HRESULT rslt=NULL;
	
	// ====================================================================================
	// - Do all the usual checks to make sure we have the right pointers, etc...
	// ====================================================================================

	// Make sure we have a valid D3D Device
	if(!g_pDevice) { return E_FAIL;	}

	// Return if the device is not ready
	rslt=ValidateDevice(g_pDevice, g_D3DSettings);

	// Clear the back buffer
	g_pDevice->Clear(0,0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,55), 1.0f, 0);

	rslt=g_pDevice->BeginScene();
	if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "BeginScene() failed."); }

	// ====================================================================================
	// - Do our drawing operations
	// ====================================================================================

	D3DXMATRIX matWorld;
	D3DXMatrixRotationYawPitchRoll(&matWorld, g_XRotation, g_YRotation, g_ZRotation);
	g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);

	// Render the mesh
	g_Mesh.Render(g_pDevice);


	// ====================================================================================
	// - Clean up and present the back buffer to be page flipped
	// ====================================================================================

	g_pDevice->EndScene();

	// Present the back buffer to the display adapter to be drawn
	g_pDevice->Present(NULL, NULL, NULL, NULL);


	return S_OK;
}
