#include <raylib.h>
#include <raymath.h>

int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
    InitWindow(screenWidth, screenHeight, "raylib shader");

    // Define the camera to look into our 3d world
    Camera camera = { 0 };
    camera.position = (Vector3){ 2.0f, 4.0f, 6.0f };    // Camera position
    camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
    camera.fovy = 45.0f;                                // Camera field-of-view Y
    camera.projection = CAMERA_PERSPECTIVE;             // Camera mode type

    // Load plane model from a generated mesh
    Model model = LoadModelFromMesh(GenMeshCube(10.0f, 10.0f, 3.3));
    
    Shader shader = LoadShader("vertices_shader.vs","fragment_shader.fs");

    // Assign out lighting shader to model
    model.materials[0].shader = shader;

    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
    SetTraceLogLevel(LOG_WARNING);
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())            // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        UpdateCamera(&camera, CAMERA_ORBITAL);              // Update camera
        
        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                DrawModel(model, Vector3Zero(), 1.0f, WHITE);

                DrawGrid(10, 1.0f);

            EndMode3D();

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    UnloadModel(model);     // Unload the model
    UnloadShader(shader);   // Unload shader

    CloseWindow();          // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}