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#include <stdint.h>
#include <stdio.h>

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <math.h>
#include <stdlib.h>

#include "game.h"

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

extern void character_callback(GLFWwindow* window, unsigned int codepoint);
extern void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
extern void draw_image(decoded_image img);

struct decoded_image canvas = {
  .width = 256,
  .height = 240,
  .buf_size = 256 * 240,
};

const char *vertex_shader_source =
  "#version 330 core\n"
  "layout (location = 0) in vec3 aPos;\n"
  "layout (location = 1) in vec3 aColor;\n"
  "layout (location = 2) in vec2 aTexCoord;\n"
  "\n"
  "out vec3 ourColor;\n"
  "out vec2 TexCoord;\n"
  "\n"
  "uniform mat4 transform;"
  "\n"
  "void main() {\n"
  "  gl_Position = transform * vec4(aPos, 1.0);\n"
  "  ourColor = aColor;\n"
  "  TexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);\n"
  "}\n";

const char *fragment_shader_source =
  "#version 330 core\n"
  "out vec4 FragColor;\n"
  "\n"
  "in vec3 ourColor;\n"
  "in vec2 TexCoord;\n"
  "\n"
  "uniform sampler2D texture1;\n"
  "\n"
  "void main() {\n"
  "  FragColor = texture(texture1, TexCoord);\n"
  "}\n";


void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
  glViewport(0, 0, width, height);
  SCR_WIDTH = width;
  SCR_HEIGHT = height;
}

const uint32_t COLOR_RGBA = 0xFF21FF00;

int main(int argc, const char *argv[]) {

  canvas.buf = malloc(canvas.buf_size * sizeof(int));

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

#ifdef __APPLE__
  glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif

  GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "202-anything", NULL, NULL);
  if (window == NULL) {
    printf("Failed to create GLFW window\n");
    glfwTerminate();
    return -1;
  }
  glfwMakeContextCurrent(window);
  glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
  glfwSetCharCallback(window, character_callback);
  glfwSetKeyCallback(window, key_callback);

  if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
    printf("Failed to initialize GLAD\n");
    return -1;
  }

  GLint success;
  GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
  glShaderSource(vertex_shader, 1, (const char **)&vertex_shader_source, NULL);
  glCompileShader(vertex_shader);
  glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &success);

  if(success == GL_FALSE) {
    char infoLog[512];
    glGetShaderInfoLog(vertex_shader, 512, NULL, infoLog);
    fprintf(stderr, "Shader compilation error: %s\n", infoLog);
    glDeleteShader(vertex_shader);
    return 1;
  }

  GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
  glShaderSource(fragment_shader, 1, (const char **)&fragment_shader_source, NULL);
  glCompileShader(fragment_shader);
  glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &success);

  if(success == GL_FALSE) {
    char infoLog[512];
    glGetShaderInfoLog(fragment_shader, 512, NULL, infoLog);
    fprintf(stderr, "Shader compilation error: %s\n", infoLog);
    glDeleteShader(fragment_shader);
    return 1;
  }

  GLuint shader_program = glCreateProgram();
  glAttachShader(shader_program, vertex_shader);
  glAttachShader(shader_program, fragment_shader);
  glLinkProgram(shader_program);

  float vertices[] = {
    // positions          // colors           // texture coords
    0.5f,  0.5f, 0.0f,   1.0f, 0.0f, 0.0f,   1.0f, 1.0f, // top right
    0.5f, -0.5f, 0.0f,   0.0f, 1.0f, 0.0f,   1.0f, 0.0f, // bottom right
    -0.5f, -0.5f, 0.0f,   0.0f, 0.0f, 1.0f,   0.0f, 0.0f, // bottom left
    -0.5f,  0.5f, 0.0f,   1.0f, 1.0f, 0.0f,   0.0f, 1.0f  // top left
  };
  unsigned int indices[] = {
    0, 1, 3, // first triangle
    1, 2, 3  // second triangle
  };
  unsigned int VBO, VAO, EBO;
  glGenVertexArrays(1, &VAO);
  glGenBuffers(1, &VBO);
  glGenBuffers(1, &EBO);

  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), indices, GL_STATIC_DRAW);

  // position attribute
  glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
  glEnableVertexAttribArray(0);
  // color attribute
  glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
  glEnableVertexAttribArray(1);
  // texture coord attribute
  glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
  glEnableVertexAttribArray(2);

  unsigned int texture;
  // texture 1
  // ---------
  glGenTextures(1, &texture);
  glBindTexture(GL_TEXTURE_2D, texture);
  // set the texture wrapping parameters
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  // set texture filtering parameters
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, canvas.width, canvas.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, canvas.buf);

  glUseProgram(shader_program);
  glUniform1i(glGetUniformLocation(shader_program, "texture1"), 0);

  while (!glfwWindowShouldClose(window)) {
    if(glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
      glfwSetWindowShouldClose(window, 1);

    glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    draw_image(canvas);

    // bind textures on corresponding texture units
    glActiveTexture(GL_TEXTURE);
    glBindTexture(GL_TEXTURE_2D, texture);

    float scale_x = fmin(
        (float) SCR_HEIGHT / SCR_WIDTH * (float) canvas.height / canvas.width,
        1.0
        );
    float scale_y = fmin((float) SCR_WIDTH / SCR_HEIGHT * (float) canvas.width / canvas.height,
        1.0
        );

    float m[] = {
      2.0 * scale_x, 0.0, 0.0, 0.0,
      0.0, 2.0 * scale_y, 0.0, 0.0,
      0.0, 0.0, 1.0, 0.0,
      0.0, 0.0, 0.0, 1.0,
    };

    // render container
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, canvas.width, canvas.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, canvas.buf);
    glUseProgram(shader_program);
    glUniform1i(glGetUniformLocation(shader_program, "texture1"), 0);
    glUniformMatrix4fv(glGetUniformLocation(shader_program, "transform"), 1, GL_FALSE, m);

    glBindVertexArray(VAO);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

    glfwSwapBuffers(window);
    glfwPollEvents();
  }

  glfwTerminate();

  return 0;
}