/****************************************
 * 		NDS NeHe Lesson 06    			*
 * 		Author: Dovoto					*
 ****************************************/

// include your ndslib
#include <nds.h>
#include <malloc.h>
//needed to load pcx files
#include <nds/arm9/image.h>


#include "drunkenlogo_pcx.h"

int DrawGLScene();

float	xrot;				// X Rotation ( NEW )
float	yrot;				// Y Rotation ( NEW )
float	zrot;				// Z Rotation ( NEW )

int	texture[1];			// Storage For One Texture ( NEW )

int LoadGLTextures()									// Load PCX files And Convert To Textures
{
	sImage pcx;                //////////////(NEW) and different from nehe.

	//load our texture
	loadPCX((u8*)drunkenlogo_pcx, &pcx);
	
	image8to16(&pcx);

	glGenTextures(1, &texture[0]);
	glBindTexture(0, texture[0]);
	glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcx.image.data8);

	imageDestroy(&pcx);

	return TRUE;
}

int main() {	
	
	// Setup the Main screen for 3D 
	videoSetMode(MODE_0_3D);
	vramSetBankA(VRAM_A_TEXTURE);                        //NEW  must set up some memory for textures
	
	// initialize the geometry engine
	glInit();
	
	// enable textures
	glEnable(GL_TEXTURE_2D);
	
	// enable antialiasing
	glEnable(GL_ANTIALIAS);
	
	// setup the rear plane
	glClearColor(0,0,0,31); // BG must be opaque for AA to work
	glClearPolyID(63); // BG must have a unique polygon ID for AA to work
	glClearDepth(0x7FFF);
	
	// Set our viewport to be the same size as the screen
	glViewport(0,0,255,191);
	
	LoadGLTextures();
	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(70, 256.0 / 192.0, 0.1, 100);
	
	// Set the current matrix to be the model matrix
	glMatrixMode(GL_MODELVIEW);
	
	//need to set up some material properties since DS does not have them set by default
	glMaterialf(GL_AMBIENT, RGB15(16,16,16));
	glMaterialf(GL_DIFFUSE, RGB15(16,16,16));
	glMaterialf(GL_SPECULAR, BIT(15) | RGB15(8,8,8));
	glMaterialf(GL_EMISSION, RGB15(16,16,16));
	
	//ds uses a table for shinyness..this generates a half-ass one
	glMaterialShinyness();
	
	//ds specific, several attributes can be set here	
	glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE  | POLY_FORMAT_LIGHT0| POLY_FORMAT_LIGHT1| POLY_FORMAT_LIGHT2);
	
	glLight(0, RGB15(31,31,31) , 0,				  floattov10(-1.0),		 0);
	glLight(1, RGB15(31,31,31) , 0,				  0,	floattov10(-1.0));
	glLight(2, RGB15(31,31,31) , 0,				  0,	floattov10(1.0));
	
	while (1) 
	{
		// set the color of the vertices to be drawn
		glColor3f(1,1,1);
		
		DrawGLScene();

		// flush to screen	
		glFlush(0);
		
		// wait for the screen to refresh
		swiWaitForVBlank();
		scanKeys();

		int pressed = keysDown();

		if(pressed & KEY_START) break;	
	}
	
	return 0;
}

int DrawGLScene()											// Here's Where We Do All The Drawing
{
	glLoadIdentity();									// Reset The View
	glTranslatef(0.0f,0.0f,-5.0f);

	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);
	glRotatef(zrot,0.0f,0.0f,1.0f);

	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glBegin(GL_QUADS);
		// Front Face
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		// Back Face
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		// Top Face
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		// Bottom Face
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		// Right face
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		// Left Face
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
	glEnd();

	xrot+=0.3f;
	yrot+=0.2f;
	zrot+=0.4f;
	return TRUE;			
}
