/*---------------------------------------------------------------------------*
  Project:  TWL-System - demos - g3d - samples - RecordMtx
  File:     main.c

  Copyright 2004-2009 Nintendo.  All rights reserved.

  These coded instructions, statements, and computer programs contain
  proprietary information of Nintendo of America Inc. and/or Nintendo
  Company Ltd., and are protected by Federal copyright law.  They may
  not be disclosed to third parties or copied or duplicated in any form,
  in whole or in part, without the prior written consent of Nintendo.

  $Revision: 1155 $
 *---------------------------------------------------------------------------*/

//---------------------------------------------------------------------------
//
// This sample accomplishes the same behavior as the callback2 sample without using a callback.
//
// Using the -s option with g3dcvtr allows calculated matrices to always be stored on the matrix stack.
// Doing so allows you to get the necessary joint matrix by restoring the matrix stored on the stack after rendering to the current matrix.
// 
// 
//
// Sample Operation
// A person is running while holding a walking robot in their left hand. The operations for this sample are the same as the callback2 sample.
//
// HOWTO:
// 1: Convert the .imd file, using the -s option.
// 2: Render a running person with NNS_G3dDraw.
// 3: Specify the needed joint's jntID in the NNS_G3dGetResultMtx function to restore the matrix to the current matrix.
//    
// 4: When the robot is rendered with the NNS_G3dDraw function, the running person's left hand will be holding the robot (in other words, the robot will be stuck to the person's hand).
//    
//
//---------------------------------------------------------------------------

#include "g3d_demolib.h"

G3DDemoCamera gCamera;        // Camera structure.
G3DDemoGround gGround;        // Ground structure.

static void          InitG3DLib(void);
static NNSG3dResMdl* LoadG3DModel(const char* path);
static void          SetCamera(G3DDemoCamera* camera);


/* -------------------------------------------------------------------------
  Name:         NitroMain

  Description:  Sample main.

  Arguments:    None.

  Returns:      None.
   ------------------------------------------------------------------------- */
void
NitroMain(void)
{
    NNSG3dRenderObj object;
    NNSG3dRenderObj object2;
    NNSG3dResMdl*   pModel;
    void*           pAnmRes;
    NNSG3dResMdl*   pModel2;
    void*           pAnmRes2;
    NNSFndAllocator allocator;
    NNSG3dAnmObj*   pAnmObj;
    NNSG3dAnmObj*   pAnmObj2;

    G3DDemo_InitSystem();
    G3DDemo_InitMemory();
    G3DDemo_InitVRAM();

    InitG3DLib();
    G3DDemo_InitDisplay();

    //
    // Create allocator with 4-byte alignment
    //
    NNS_FndInitAllocatorForExpHeap(&allocator, G3DDemo_AppHeap, 4);

    // Make the manager able to manage 4 slots'-worth of texture image slots, and set it as the default manager.
    // 
    NNS_GfdInitFrmTexVramManager(4, TRUE);

    // Make the manager able to manage 32 KB of palettes, and set it as the default manager.
    // 
    NNS_GfdInitFrmPlttVramManager(0x8000, TRUE);

    pModel = LoadG3DModel("data/human_run_t.nsbmd");
    SDK_ASSERTMSG(pModel, "load failed");

    pModel2 = LoadG3DModel("data/robot_t.nsbmd");
    SDK_ASSERTMSG(pModel2, "load failed");

    //
    // G3D: NNSG3dRenderObj initialization
    //
    // NNSG3dRenderObj is a structure that holds a single model, and every type of information related to the animations applied to that model.
    // 
    // The area specified by the internal member pointer must be obtained and released by the user.
    // Here mdl can be NULL. (But it must be set, not NULL, during NNS_G3dDraw.)
    //
    NNS_G3dRenderObjInit(&object, pModel);
    NNS_G3dRenderObjInit(&object2, pModel2);
    
    //
    // Load the joint animation and try making associations.
    //
    {
        //
        // Running person
        //
        const u8* pFile = G3DDemo_LoadFile("data/human_run_t.nsbca");
        SDK_ASSERTMSG( pFile, "anm load failed" );
        {
            // Initialize animation, add it to rendering object
            // 
            // Allocate and initialize the animation object (NNSG3dAnmObj) that acts as an intermediary for the loaded animation file and the NNSG3dRenderObj structure.
            // 
            // All animations are set up with the same code.
            //

            //
            // Allocate from the allocator the memory necessary for the animation object.
            // You must specify and allocate model resources and animation resources.
            //

            // Specify the index #0 animation
            pAnmRes = NNS_G3dGetAnmByIdx(pFile, 0);
            SDK_NULL_ASSERT(pAnmRes);

            // Allocate the necessary amount of memory. Initialization must be done separately.
            pAnmObj = NNS_G3dAllocAnmObj(&allocator, // Specify the allocator to use
                                         pAnmRes,    // Specify the animation resource
                                         pModel);    // Specify the model resource
            SDK_NULL_ASSERT(pAnmObj);

            //
            // Initialize AnmObj. Same for others that are not joint animation
            //
            NNS_G3dAnmObjInit(pAnmObj, // Pointer to animation object
                              pAnmRes, // Pointer to animation resource
                              pModel,  // Pointer to NNSG3dResMdl
                              NULL );  // Pointer to NNSG3dResTex (NULL is OK except for texture pattern animations)

            //
            // Add AnmObj to RenderObj. Same for others that are not joint animation
            //
            NNS_G3dRenderObjAddAnmObj( &object, pAnmObj );
        }
    }

    {
        //
        // Walking robot
        //
        const u8* pFile = G3DDemo_LoadFile("data/robot_t.nsbca");
        SDK_ASSERTMSG( pFile, "anm load failed" );

        pAnmRes2 = NNS_G3dGetAnmByIdx(pFile, 0);
        SDK_NULL_ASSERT(pAnmRes2);

        pAnmObj2 = NNS_G3dAllocAnmObj(&allocator,
                                      pAnmRes2,
                                      pModel2);
        SDK_NULL_ASSERT(pAnmObj2);

        NNS_G3dAnmObjInit(pAnmObj2,
                          pAnmRes2,
                          pModel2,
                          NULL);

        NNS_G3dRenderObjAddAnmObj(&object2, pAnmObj2);
    }
    
    //
    // Demo Common Initialization
    //
    G3DDemo_InitCamera(&gCamera, 10*FX32_ONE, 16*FX32_ONE);
    G3DDemo_InitGround(&gGround, (fx32)(1.5*FX32_ONE));

    G3DDemo_InitConsole();
    G3DDemo_Print(0,0, G3DDEMO_COLOR_YELLOW, "RecordMtx");

    for(;;)
    {
        OSTick time;

        SVC_WaitVBlankIntr();

        G3DDemo_PrintApplyToHW();
        G3DDemo_ReadGamePad();

        G3DDemo_MoveCamera(&gCamera);
        G3DDemo_CalcCamera(&gCamera);

        G3X_Reset();
        G3X_ResetMtxStack();

        SetCamera(&gCamera);

        //
        // Update the animation frame.
        //

        // Slow down the animation of the person in order to make the robot easy to see.
        pAnmObj->frame += (FX32_ONE >> 1);
        if( pAnmObj->frame >= NNS_G3dAnmObjGetNumFrame(pAnmObj))
        {
            pAnmObj->frame = 0;
        }

        // Speed up robot animation so you can see that the robot is moving.
        pAnmObj2->frame += FX32_ONE * 2;
        if ( pAnmObj2->frame >= NNS_G3dAnmObjGetNumFrame(pAnmObj2))
        {
            pAnmObj2->frame = 0;
        }

        //  Start measuring the time
        time = OS_GetTick();

        {
            //
            // Render the running person
            //

            VecFx32 scale = { FX32_ONE>>2, FX32_ONE>>2, FX32_ONE>>2 };
            NNS_G3dGlbSetBaseScale(&scale);
            //
            // G3D:
            // Collects and transfers the states set with G3dGlbXXXX.
            // Camera and projection matrix, and the like, are set.
            //
            NNS_G3dGlbFlushP();

            {
                //
                // G3D: NNS_G3dDraw
                // Passing the configured NNSG3dRenderObj structure can perform rendering in any situation.
                // 
                //
                NNS_G3dDraw(&object);
            }
        }
 
        {
            //
            // Render the walking robot held in person's left hand
            //

            // In this case, no need to call NNS_G3dGlbFlushP

            //
            // Since the -s option is used when converting the person's IMD file, all of the matrices calculated at rendering are stored on the matrix stack.
            // 
            // (Therefore, you can only convert a file with 30 nodes or fewer.)
            // Compared to the callback2 sample, there's no need to get a matrix during rendering, so there's no need to use callbacks.
            // 
            //
            int jntID;
            BOOL result;

            // Get joint ID of left hand.
            NNS_G3D_GET_JNTID(object.resMdl, &jntID, "wrist_l_end");

            //
            // Bring the matrix corresponding to the jntID node of the rendering object to the current matrix.
            // You can get the location coordinate matrix by specifying the pointer to MtxFx43 in the second argument, but you can get the direction vector matrix by specifying the pointer to MtxFx33 in the third argument.
            // 
            //
            result = NNS_G3dGetResultMtx(&object, NULL, NULL, (u32)jntID);

            // FALSE is returned when there is no matrix corresponding to the jntID node, so check just to be sure.
            SDK_ASSERT(result);

            //
            // Since posScale scaling only occurs right before rendering, you must perform explicit scaling.
            // 
            //
            NNS_G3dGeScale(object.resMdl->info.posScale, object.resMdl->info.posScale, object.resMdl->info.posScale);

            NNS_G3dDraw(&object2);
        }
        
        
        // Time measurement result
        time = OS_GetTick() - time;

        {
            VecFx32 scale = {FX32_ONE, FX32_ONE, FX32_ONE};
            NNS_G3dGlbSetBaseScale(&scale);
            //
            // G3D: Normally, when any of the G3_XXX functions are called, you have to call the NNS_G3dGeComFlushBuffer function before that and synchronize.
            //      
            //
            NNS_G3dGlbFlushP();
            NNS_G3dGeFlushBuffer();
            G3DDemo_DrawGround(&gGround);
        }

        /* Swap memory relating to geometry and rendering engine */
        G3_SwapBuffers(GX_SORTMODE_AUTO, GX_BUFFERMODE_W);

        G3DDemo_Printf(16,0, G3DDEMO_COLOR_YELLOW, "TIME:%06ld usec", OS_TicksToMicroSeconds(time));
    }
}


/* -------------------------------------------------------------------------
  Name:         InitG3DLib

  Description:  Initializes G3D library.

  Arguments:    None.

  Returns:      None.
   ------------------------------------------------------------------------- */
static void
InitG3DLib(void)
{
    //
    // G3D:
    // Performs default initialization.
    // ------------------------------------------------------------------------
    NNS_G3dInit();
}


/* -------------------------------------------------------------------------
  Name:         LoadG3DModel

  Description:  Loads model data from file.

  Arguments:    path : Model data path name.

  Returns:      Pointer to model.
   ------------------------------------------------------------------------- */
static NNSG3dResMdl*
LoadG3DModel(const char* path)
{
    NNSG3dResMdl*        model   = NULL;
    NNSG3dResTex*        texture = NULL;
    NNSG3dResFileHeader* resFile = G3DDemo_LoadFile(path);
    BOOL status;

    SDK_NULL_ASSERT(resFile);

    // To use DMA transfers within functions like NNS_G3dResDefaultSetup and NNS_G3dDraw, all model resources have to be stored in memory before calling those functions.
    // 
    // After a certain size, for large resources it is faster to call DC_StoreAll.
    // For information on DC_StoreRange and DC_StoreAll, refer to the NITRO-SDK Function Reference Manual.
    DC_StoreRange(resFile, resFile->fileSize);

    status = NNS_G3dResDefaultSetup(resFile);
    NNS_G3D_ASSERTMSG(status, "NNS_G3dResDefaultSetup failed");

    //
    // G3D: Gets model
    // Since nsbmd can include multiple models, gets the pointer to a single model by specifying its index. When there is only one model, use 0.
    // 
    // --------------------------------------------------------------------
    model = NNS_G3dGetMdlByIdx(NNS_G3dGetMdlSet(resFile), 0);

    return model;
}


/* -------------------------------------------------------------------------
  Name:         SetCamera

  Description:  Sets camera matrix and projection matrix in G3D global state.

  Arguments:    camera:     Pointer to the G3DDemoCamera structure.

  Returns:      None.
   ------------------------------------------------------------------------- */
static void
SetCamera(G3DDemoCamera* camera)
{
    G3DDemoLookAt* lookat = &camera->lookat;
    G3DDemoPersp*  persp  = &camera->persp;

    NNS_G3dGlbPerspective(persp->fovySin, persp->fovyCos, persp->aspect, persp->nearClip, persp->farClip);
    NNS_G3dGlbLookAt(&lookat->camPos, &lookat->camUp, &lookat->target);
}
