using MoonWorks;
using MoonWorks.Graphics;
using MoonWorks.Math.Float;

namespace MoonWorks.Test
{
    class VertexSamplerGame : Game
    {
        private GraphicsPipeline pipeline;
        private Buffer vertexBuffer;
        private Texture texture;
        private Sampler sampler;

        public VertexSamplerGame() : base(TestUtils.GetStandardWindowCreateInfo(), TestUtils.GetStandardFrameLimiterSettings(), 60, true)
        {
            // Load the shaders
            ShaderModule vertShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("PositionSamplerVert"));
            ShaderModule fragShaderModule = new ShaderModule(GraphicsDevice, TestUtils.GetShaderPath("SolidColor"));

            // Create the graphics pipeline
            GraphicsPipelineCreateInfo pipelineCreateInfo = TestUtils.GetStandardGraphicsPipelineCreateInfo(
                MainWindow.SwapchainFormat,
                vertShaderModule,
                fragShaderModule
            );
            pipelineCreateInfo.VertexInputState = VertexInputState.CreateSingleBinding<PositionTextureVertex>();
            pipelineCreateInfo.VertexShaderInfo.SamplerBindingCount = 1;
            pipeline = new GraphicsPipeline(GraphicsDevice, pipelineCreateInfo);

            // Create and populate the GPU resources
            vertexBuffer = Buffer.Create<PositionTextureVertex>(GraphicsDevice, BufferUsageFlags.Vertex, 3);
            texture = new Texture(GraphicsDevice, new TextureCreateInfo
            {
                Width = 3,
                Height = 1,
                Depth = 1,
                Format = TextureFormat.R8G8B8A8,
                IsCube = false,
                LevelCount = 1,
                UsageFlags = TextureUsageFlags.Sampler
            });
            sampler = new Sampler(GraphicsDevice, SamplerCreateInfo.PointClamp);

            CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
            cmdbuf.SetBufferData(
                vertexBuffer,
                new PositionTextureVertex[]
                {
                    new PositionTextureVertex(new Vector3(-1, 1, 0), new Vector2(0, 0)),
                    new PositionTextureVertex(new Vector3(1, 1, 0), new Vector2(0.334f, 0)),
                    new PositionTextureVertex(new Vector3(0, -1, 0), new Vector2(0.667f, 0)),
                }
            );
            cmdbuf.SetTextureData(texture, new Color[] { Color.Yellow, Color.Indigo, Color.HotPink });
            GraphicsDevice.Submit(cmdbuf);
        }

        protected override void Update(System.TimeSpan delta) { }

        protected override void Draw(double alpha)
        {
            CommandBuffer cmdbuf = GraphicsDevice.AcquireCommandBuffer();
            Texture? backbuffer = cmdbuf.AcquireSwapchainTexture(MainWindow);
            if (backbuffer != null)
            {
                cmdbuf.BeginRenderPass(new ColorAttachmentInfo(backbuffer, Color.Black));
                cmdbuf.BindGraphicsPipeline(pipeline);
                cmdbuf.BindVertexBuffers(vertexBuffer);
                cmdbuf.BindVertexSamplers(new TextureSamplerBinding(texture, sampler));
                cmdbuf.DrawPrimitives(0, 1, 0, 0);
                cmdbuf.EndRenderPass();
            }
            GraphicsDevice.Submit(cmdbuf);
        }

        public static void Main(string[] args)
        {
            VertexSamplerGame p = new VertexSamplerGame();
            p.Run();
        }
    }
}
