/******************************************************************************
 * The MIT License (MIT)
 *
 * Copyright (c) 2019-2022 Baldur Karlsson
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 ******************************************************************************/

#include "gl_test.h"

RD_TEST(GL_Depth_Bounds, OpenGLGraphicsTest)
{
  static constexpr const char *Description = "Tests of depth bounds and interactions.";

  int main()
  {
    // initialise, create window, create context, etc
    if(!Init())
      return 3;

    GLuint vao = MakeVAO();
    glBindVertexArray(vao);

    const DefaultA2V tri[3] = {
        {Vec3f(-0.5f, -0.5f, -0.9f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 0.0f)},
        {Vec3f(0.0f, 0.5f, 0.0f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(0.0f, 1.0f)},
        {Vec3f(0.5f, -0.5f, 0.9f), Vec4f(0.0f, 1.0f, 0.0f, 1.0f), Vec2f(1.0f, 0.0f)},
    };

    GLuint vb = MakeBuffer();
    glBindBuffer(GL_ARRAY_BUFFER, vb);
    glBufferData(GL_ARRAY_BUFFER, sizeof(tri), tri, GL_STATIC_DRAW);

    ConfigureDefaultVAO();

    glDepthBoundsEXT(0.2f, 0.8f);
    glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glDepthMask(GL_TRUE);

    GLuint program = MakeProgram(GLDefaultVertex, GLDefaultPixel);

    while(Running())
    {
      glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
      float col[] = {1.0f, 0.0f, 1.0f, 1.0f};
      glClearBufferfv(GL_COLOR, 0, col);
      glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0);

      glBindVertexArray(vao);

      glUseProgram(program);

      glViewport(0, 0, GLsizei(screenWidth), GLsizei(screenHeight));

      glDisable(GL_DEPTH_BOUNDS_TEST_EXT);
      glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
      glDrawArrays(GL_TRIANGLES, 0, 3);

      setMarker("Test");

      glEnable(GL_DEPTH_BOUNDS_TEST_EXT);
      glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
      glDrawArrays(GL_TRIANGLES, 0, 3);

      Present();
    }

    return 0;
  }
};

REGISTER_TEST();
