#include <GLES3/gl3.h>
#include <EGL/egl.h>
#include <GLFW/glfw3.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

#include "shader.h"
#include <iostream>

float vertices[] = { //cube
    -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
     0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
     0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
     0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
    -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,

    -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
     0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
    -0.5f,  0.5f,  0.5f,  0.0f, 1.0f,
    -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,

    -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
    -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    -0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

     0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
     0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
     0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
     0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
     0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 0.0f,

    -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,
     0.5f, -0.5f, -0.5f,  1.0f, 1.0f,
     0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
     0.5f, -0.5f,  0.5f,  1.0f, 0.0f,
    -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
    -0.5f, -0.5f, -0.5f,  0.0f, 1.0f,

    -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,
     0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
     0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
    -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
    -0.5f,  0.5f, -0.5f,  0.0f, 1.0f
};


void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void processInput(GLFWwindow *window);

const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;


int main() {

    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);


    GLFWwindow * window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "3B", NULL, NULL);

    if (window == NULL) {
        std::cout << "error window" << std::endl;
        glfwTerminate();
        return -1;
    } 

    glfwMakeContextCurrent(window);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);

    glEnable(GL_DEPTH_TEST);

    

    //VAO, VBO, EBO
    unsigned int VAO, VBO;

    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

    //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices))

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*) (3 * sizeof(float)));
    glEnableVertexAttribArray(1);


    //texture
    unsigned int texture;
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    int width, height, nrChannels;

    unsigned char * data = stbi_load("awesomeface.png", &width, &height, &nrChannels, 0);
    if (data) {

        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    } else {
        std::cout << "error picture load" << std::endl;
    }

    stbi_image_free(data);

    //

    //shader read
    Shader myShader("shaders/shader.vs","shaders/shader.fs");
    
    //matrix - donme ve 3 boyut

    

    while( !glfwWindowShouldClose(window)) {

        processInput(window);
        glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glm::mat4 model = glm::mat4(1.0f);
        model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
    
        glm::mat4 view = glm::mat4(1.0f);
        view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));

        glm::mat4 projection;
        projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);

        myShader.use();
        glBindVertexArray(VAO);
        int modelLoc = glGetUniformLocation(myShader.ID, "model");
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
        int viewLoc = glGetUniformLocation(myShader.ID, "view");
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
        int projectionLoc = glGetUniformLocation(myShader.ID, "projection");
        glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));

        glDrawArrays(GL_TRIANGLES, 0, 36);

        glfwSwapBuffers(window);
        glfwPollEvents();

    }

    glfwTerminate();
    return 0;

}


void processInput(GLFWwindow *window)
{
    if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
        glfwSetWindowShouldClose(window, true);
}

// glfw: whenever the window size changed (by OS or user resize) this callback function executes
// ---------------------------------------------------------------------------------------------
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    // make sure the viewport matches the new window dimensions; note that width and 
    // height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height);
}