#![allow(non_upper_case_globals)]
#![allow(non_snake_case)]

use std::ptr;
use std::mem;
use std::os::raw::c_void;

extern crate glfw;
use self::glfw::Context;

extern crate gl;
use self::gl::types::*;

use cgmath::{Point3};

use common::{process_events, processInput};
use shader::Shader;
use camera::Camera;

// settings
const SCR_WIDTH: u32 = 1280;
const SCR_HEIGHT: u32 = 720;

pub fn 
() {
    let mut camera = Camera {
        Position: Point3::new(0.0, 0.0, 3.0),
        ..Camera::default()
    };

    let mut firstMouse = true;
    let mut lastX: f32 = SCR_WIDTH as f32 / 2.0;
    let mut lastY: f32 = SCR_HEIGHT as f32 / 2.0;

    // timing
    let mut deltaTime: f32; // time between current frame and last frame
    let mut lastFrame: f32 = 0.0;

    // glfw: initialize and configure
    // ------------------------------
    let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
    glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
    glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
    #[cfg(target_os = "macos")]
    glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));

    // glfw window creation
    // --------------------
    let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", glfw::WindowMode::Windowed)
        .expect("Failed to create GLFW window");

    window.make_current();
    window.set_framebuffer_size_polling(true);
    window.set_cursor_pos_polling(true);
    window.set_scroll_polling(true);

    // tell GLFW to capture our mouse
    window.set_cursor_mode(glfw::CursorMode::Disabled);

    // gl: load all OpenGL function pointers
    // ---------------------------------------
    gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);

    let (shader, VBO, VAO) = unsafe {
        // configure global opengl state
        // -----------------------------
        gl::Enable(gl::DEPTH_TEST);

        // build and compile shaders
        // -------------------------
        let shader = Shader::with_geometry_shader(
            "src/_4_advanced_opengl/shaders/9.1.geometry_shader.vs",
            "src/_4_advanced_opengl/shaders/9.1.geometry_shader.fs",
            "src/_4_advanced_opengl/shaders/9.1.geometry_shader.gs"
        );

        // set up vertex data (and buffer(s)) and configure vertex attributes
        // ------------------------------------------------------------------
        let points: [f32; 20] = [
            -0.5,  0.5, 1.0, 0.0, 0.0, // top-left
             0.5,  0.5, 0.0, 1.0, 0.0, // top-right
             0.5, -0.5, 0.0, 0.0, 1.0, // bottom-right
            -0.5, -0.5, 1.0, 1.0, 0.0  // bottom-left
        ];
        // cube VAO
        let (mut VAO, mut VBO) = (0, 0);
        gl::GenVertexArrays(1, &mut VAO);
        gl::GenBuffers(1, &mut VBO);
        gl::BindVertexArray(VAO);
        gl::BindBuffer(gl::ARRAY_BUFFER, VBO);
        gl::BufferData(gl::ARRAY_BUFFER,
                       (points.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
                       &points[0] as *const f32 as *const c_void,
                       gl::STATIC_DRAW);
        let stride = 5 * mem::size_of::<GLfloat>() as GLsizei;
        gl::EnableVertexAttribArray(0);
        gl::VertexAttribPointer(0, 2, gl::FLOAT, gl::FALSE, stride, ptr::null());
        gl::EnableVertexAttribArray(1);
        gl::VertexAttribPointer(1, 3, gl::FLOAT, gl::FALSE, stride, (2 * mem::size_of::<GLfloat>()) as *const f32 as *const c_void);
        gl::BindVertexArray(0);

        (shader, VBO, VAO)
    };

    // render loop
    // -----------
    while !window.should_close() {
        // per-frame time logic
        // --------------------
        let currentFrame = glfw.get_time() as f32;
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // events
        // -----
        process_events(&events, &mut firstMouse, &mut lastX, &mut lastY, &mut camera);

        // input
        // -----
        processInput(&mut window, deltaTime, &mut camera);

        // render
        // ------
        unsafe {
            gl::ClearColor(0.1, 0.1, 0.1, 1.0);
            gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);

            shader.useProgram();
            gl::BindVertexArray(VAO);
            gl::DrawArrays(gl::POINTS, 0, 4);
        }

        // glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
        // -------------------------------------------------------------------------------
        window.swap_buffers();
        glfw.poll_events();
    }

    // optional: de-allocate all resources once they've outlived their purpose:
    // ------------------------------------------------------------------------
    unsafe {
        gl::DeleteVertexArrays(1, &VAO);
        gl::DeleteBuffers(1, &VBO);
    }
}

main_4_9_1