// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600


// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")

// global declarations
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;  
LPDIRECT3DVERTEXBUFFER9 k_buffer = NULL; 
LPD3DXMATRIXSTACK MatrixStack = NULL; //stog matrica
LPDIRECT3DINDEXBUFFER9 i_buffer;

// function prototypes
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void resizeD3DScene(int width, int height);

void koordinatne_osi(float d, DWORD boja);
void kocka(float d);

float x = 0.0, y = 0.0, z = 0.0;
float kut = 0.0;

struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = L"WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
                          WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                          NULL, NULL, hInstance, NULL);

    ShowWindow(hWnd, nCmdShow);

    initD3D(hWnd);
	resizeD3DScene(SCREEN_WIDTH, SCREEN_HEIGHT);

    MSG msg;

    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        if(msg.message == WM_QUIT)
            break;

        render_frame();
    }

    cleanD3D();

    return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
	case WM_DESTROY:
		{
			PostQuitMessage(0);
			return 0;
		} break;
	case WM_SIZE:		// Resize The Direct3D Window
		{
			// LoWord=Width, HiWord=Height
			resizeD3DScene(LOWORD(lParam), HIWORD(lParam));
			return 0;			// Jump Back
		}
		break;
	case WM_KEYDOWN:
			switch(wParam){
				case VK_UP:
					y++;
					break;
				case VK_DOWN:
					y--;
					break;
				case VK_LEFT:
					x--;
					break;
				case VK_RIGHT:
					x++;
					break;
				case VK_PRIOR:
					z++;
					break;
				case VK_NEXT:
					z--;
					break;
				case VK_F1:
					d3ddev->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
					break;
				case VK_F2:
					d3ddev->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW|D3DCULL_CW);
					break;
				case VK_F3:
					d3ddev->SetRenderState(D3DRS_CULLMODE,D3DCULL_CW);
					break;
				case VK_F4:
					d3ddev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
					break;
				case VK_F5:
					d3ddev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
					break;
				case VK_F6:
					d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);
					break;
				case VK_F7:
					d3ddev->SetRenderState(D3DRS_ZENABLE, FALSE);
					break;
			}
		break;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;

    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    d3dpp.EnableAutoDepthStencil = TRUE;
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);


    d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
    //d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);    // turn off culling
    //d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer
	//d3ddev->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
	D3DXCreateMatrixStack( 0, &MatrixStack );

}


// this is the function used to render a single frame
void render_frame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene();

    d3ddev->SetFVF(CUSTOMFVF);

    // set the view transform
    D3DXMATRIX matView;    // the view transform matrix
    D3DXMatrixLookAtLH(&matView,
    &D3DXVECTOR3 (0.0f+x, 0.0f+y, -20.0f+z),    // the camera position
    &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),      // the look-at position
    &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up direction
    d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView 

	D3DXMATRIX matrica;
	D3DXMatrixIdentity(&matrica);
	d3ddev->SetTransform(D3DTS_WORLD, &matrica );

	D3DXMATRIX rotacija_x, rotacija_y, rotacija_z;
	D3DXMatrixRotationX(&rotacija_x, D3DXToRadian(kut));
	D3DXMatrixRotationY(&rotacija_y, D3DXToRadian(kut));
	D3DXMatrixRotationZ(&rotacija_z, D3DXToRadian(kut));


	koordinatne_osi(20, 0xFFFFFF);

	D3DXMatrixMultiply(&matrica, &matrica, &(rotacija_z*rotacija_y*rotacija_x));

	d3ddev->SetStreamSource(0, k_buffer, 0, sizeof(CUSTOMVERTEX));
	d3ddev->SetTransform(D3DTS_WORLD,&matrica);
	d3ddev->DrawPrimitive( D3DPT_LINELIST, 0, 3 );

	kocka(10);

	// select the vertex and index buffers to use
	D3DXMATRIX translacija;
	D3DXMatrixTranslation(&translacija, 8.0, 8.0, 8.0 );

	d3ddev->SetTransform(D3DTS_WORLD, &(translacija*matrica));
	d3ddev->SetStreamSource(0, k_buffer, 0, sizeof(CUSTOMVERTEX));
	d3ddev->SetIndices(i_buffer);

	// draw the cube
	d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12);


    d3ddev->EndScene(); 

    d3ddev->Present(NULL, NULL, NULL, NULL);

	kut++;
	if(kut == 360.0)
		kut = 0.0;
}

// this is the function that puts the 3D models into video RAM
void kocka(float a)
{
	float d = a/2;

    // create the vertices using the CUSTOMVERTEX struct
    CUSTOMVERTEX vertices[] =
    {
        { -d, d, -d, D3DCOLOR_XRGB(255, 0, 0), },
        { d, d, -d, D3DCOLOR_XRGB(255, 255, 0), },
        { -d, -d, -d, D3DCOLOR_XRGB(255, 255, 0), },
        { d, -d, -d, D3DCOLOR_XRGB(0,255, 255), },
        { -d, d, d, D3DCOLOR_XRGB(255, 0, 255), },
        { d, d, d, D3DCOLOR_XRGB(0, 255, 0), },
        { -d, -d, d, D3DCOLOR_XRGB(0, 255, 0), },
        { d, -d, d, D3DCOLOR_XRGB(0, 0, 255), },
    };

    // create a vertex buffer interface called v_buffer
    d3ddev->CreateVertexBuffer(8*sizeof(CUSTOMVERTEX),
                               0,
                               CUSTOMFVF,
                               D3DPOOL_MANAGED,
                               &k_buffer,
                               NULL);

    VOID* pVoid;    // a void pointer

    // lock v_buffer and load the vertices into it
    k_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, vertices, sizeof(vertices));
    k_buffer->Unlock();

    // create the indices using an int array
    short indices[] =
    {
        0, 1, 2,    // side 1
        2, 1, 3,
        4, 0, 6,    // side 2
        6, 0, 2,
        7, 5, 6,    // side 3
        6, 5, 4,
        3, 1, 7,    // side 4
        7, 1, 5,
        4, 5, 0,    // side 5
        0, 5, 1,
        3, 7, 2,    // side 6
        2, 7, 6,
    };

    // create an index buffer interface called i_buffer
    d3ddev->CreateIndexBuffer(36*sizeof(short),
                              0,
                              D3DFMT_INDEX16,
                              D3DPOOL_MANAGED,
                              &i_buffer,
                              NULL);

    // lock i_buffer and load the indices into it
    i_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, indices, sizeof(indices));
    i_buffer->Unlock();
}

void koordinatne_osi(float d, DWORD boja){
	CUSTOMVERTEX vertices[]={
		{0.0,0.0,0.0,boja},
		{d,0.0,0.0,boja},
		{0.0,0.0,0.0,boja},
		{0.0,d,0.0,boja},
		{0.0,0.0,0.0,boja},
		{0.0,0.0,d,boja}
	};

	d3ddev->CreateVertexBuffer(6*sizeof(CUSTOMVERTEX),
		0,
		CUSTOMFVF,
		D3DPOOL_MANAGED,
		&k_buffer,
		NULL);

	VOID* pVoid;

	k_buffer->Lock(0,0,(void**)&pVoid, 0 );
	memcpy(pVoid, vertices, sizeof(vertices));
	k_buffer->Unlock();
}

// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    d3ddev->Release();
    d3d->Release();
}

void resizeD3DScene(int width, int height)
{
 // set the projection transform
    D3DXMATRIX matProjection;    // the projection transform matrix
    D3DXMatrixPerspectiveFovLH(&matProjection,
                               D3DXToRadian(45),    // the horizontal field of view
                               (FLOAT)width / (FLOAT)height, // aspect ratio
                               0.0f,   // the near view-plane
                               5.0f);    // the far view-plane
    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
}
