// ================================================================
// Filename: Lighting.cpp
// Description: Demonstrating use of Lighting and materials
//
//				This source corresponds to 32Bits.co.uk DirectX
//				Basics Series 3 part 5, DirectX 9 Edition.
// ================================================================


#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <dxerr9.h>
#include <mmsystem.h>

#include "D3DFuncs.h"
#include "D3DCube.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 GameInit();
HRESULT GameLoop();
HRESULT GameShutDown();
HRESULT Render();


// Globals
static char strAppname[]="32Bits Tutorial - Lighting";
LPDIRECT3D9 g_pD3D;
LPDIRECT3DDEVICE9 g_pDevice;
LPDIRECT3DSURFACE9 g_pBackSurface;
HWND g_hWnd;

D3DCURRENTSETTINGS g_D3DSettings;

// Globals specifically for this source
CD3DCube	g_Cube;

//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's 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=strAppname;						// 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(strAppname, strAppname, 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(GameInit()))
	{
		UnregisterClass( strAppname, 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
		{
			GameLoop();
		}
	}

	GameShutDown();
	UnregisterClass( strAppname, wc.hInstance );
    return 0;
}


//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
	case WM_KEYDOWN:
		{
			switch(wParam)
			{
				
			case VK_SPACE:
			case VK_ESCAPE:
				{
					PostQuitMessage( 0 );
					return 0;			
				}
			}

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


// =====================================================================================
//  High level functions for initialization, loop and shutdown
// =====================================================================================

HRESULT GameInit()
{
	HRESULT rslt=0;

	g_pD3D=Direct3DCreate9(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, -6.0f),
								 &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, TRUE);


	// Set up the level of ambient light in the scene
	g_pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(100,100,100));

	// Uncomment this for specular highlights
	// g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);


	// Set up our light
	D3DLIGHT9 Light;
	ZeroMemory(&Light, sizeof(D3DLIGHT9));

	// Create a white, single direction light
	Light.Type=D3DLIGHT_DIRECTIONAL;
	Light.Diffuse.r=1.0f;
	Light.Diffuse.g=1.0f;
	Light.Diffuse.b=1.0f;
	Light.Position=D3DXVECTOR3(  3.0f, 2.0f, -3.0f);
	Light.Direction=D3DXVECTOR3(-0.5f,-1.0f,  1.0f);

/*
	// Uncomment this for specular highlights
	Light.Specular.r = 1.0f;
	Light.Specular.g = 1.0f;
	Light.Specular.b = 1.0f;
	Light.Specular.a = 1.0f;
*/


	// Tell D3D to copy our light properties into the T&L pipeline...
	rslt=g_pDevice->SetLight(0, &Light);
	if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Could not set light."); }

	// ...and enable the light
	rslt=g_pDevice->LightEnable(0, TRUE);
	if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Could not enable light."); }


	// Now set up our material

	D3DMATERIAL9 Material;
	ZeroMemory(&Material, sizeof(D3DMATERIAL9));

	// The ambient and diffuse colours for the material directly set the apparent colour of
	// any primitives rendered with this material. They specify what colours this material reflects
	// when light falls on them. For example, a blue light (0.0, 0.0, 1.0) shining on a material with
	// diffuse (0.0, 0.0, 1.0) will make the primitives appear blue, because a blue material will
	// reflect a blue light. However a red light (1.0, 0.0, 0.0) shining on the same material will
	// make the primitive appear black, because there are no blue components in a red light, therefore
	// nothing to reflect.
	// It is normal for your material diffuse and ambient colours to be the same

	// Set the RGBA for diffuse reflection. This colour affects the colour of any faces that DO have
	// light fall on them
	Material.Diffuse.r = 0.0f;
	Material.Diffuse.g = 0.5f;
	Material.Diffuse.b = 1.0f;
	Material.Diffuse.a = 1.0f;

	// Set the RGBA for Ambient reflection. This colour affects the colour of any faces that do NOT
	// have any light fall on them.
	Material.Ambient.r = 0.0f;
	Material.Ambient.g = 0.5f;
	Material.Ambient.b = 1.0f;
	Material.Ambient.a = 1.0f;


/*
	// Uncomment this for specular highlights
	Material.Specular.r = 1.0f;
	Material.Specular.g = 1.0f;
	Material.Specular.b = 1.0f;
	Material.Specular.a = 1.0f;

	Material.Power=100.0f;
*/


	// Tell D3D to use our material
	rslt=g_pDevice->SetMaterial(&Material);
	if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Could not set material."); }

	
	// Initialise our cube
	g_Cube.Initialise(2.0f, 2.0f, 2.0f, -1.0f, -1.0f, -1.0f, g_pDevice);
	g_Cube.SetTexture("roof.bmp", g_pDevice);

	return S_OK;
}

HRESULT GameLoop()
{
	return Render();
}

HRESULT GameShutDown()
{

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



// =====================================================================================
// Main render 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_pBackSurface, g_D3DSettings);
	if(FAILED(rslt)) { return rslt;	}

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

	// Get a pointer to the back buffer (remember, page flipping has taken place)
	rslt=g_pDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &g_pBackSurface);
	if(FAILED(rslt)) { return D3DError(rslt, __LINE__, __FILE__, "Failed to get the back buffer."); }



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

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

	// Create a matrix to rotate the cube nicely.
	D3DXMATRIX matWorld;
	// timeGetTime() requires #include <mmsystem.h>, and winmm.lib to be linked
	D3DXMatrixRotationYawPitchRoll(&matWorld, timeGetTime()/1700.0f, timeGetTime()/1500.0f,
								   timeGetTime()/1600.0f);

	g_pDevice->SetTransform(D3DTS_WORLD, &matWorld);
	
	g_Cube.Render(g_pDevice, g_pBackSurface);

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

	g_pDevice->EndScene();
	g_pBackSurface->Release();

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


	return S_OK;
}