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#include <irrlicht.h>

/*
In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if
you want to use a class of the engine, you have to write irr:: before the name
of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice.
To get rid of the irr:: in front of the name of every class, we tell the
compiler that we use that namespace from now on, and we will not have to write
irr:: anymore.
*/
using namespace irr;

/*
There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can
read a detailed description of them in the documentation by clicking on the top
menu item 'Namespace List' or by using this link:
http://irrlicht.sourceforge.net/docu/namespaces.html
Like the irr namespace, we do not want these 5 sub namespaces now, to keep this
example simple. Hence, we tell the compiler again that we do not want always to
write their names.
*/
using namespace core;
using namespace scene;
using namespace video;

// This is here so that we can use the name spacing above, and not have to #ifdef lots of shit.
#include "extantz.h"


SExposedVideoData videoData;

IAnimatedMeshSceneNode* node;
// This is the movemen speed in units per second.
const f32 MOVEMENT_SPEED = 5.f;
// In order to do framerate independent movement, we have to know
// how long it was since the last frame
u32 then;

#ifdef  __cplusplus
extern "C" {
#endif

EAPI int startIrr(GLData *gld)
{
	SIrrlichtCreationParameters params;
	IrrlichtDevice	*device;
	IVideoDriver	*driver;
	ISceneManager	*smgr;

	if (!gld->useIrr)
	    return 0;

	void *display = NULL;
	unsigned long sfc = 0;
	void *ctx = NULL;

	evas_gl_make_current(gld->evasgl, gld->sfc, gld->ctx);

	display = glXGetCurrentDisplay();
	sfc     = ecore_evas_window_get(ecore_evas_ecore_evas_get(evas_object_evas_get(gld->win)));
	ctx     = glXGetCurrentContext();

	/* For using a pre existing X11 window (with optional OpenGL). */
	videoData = SExposedVideoData();
	videoData.OpenGLLinux.X11Display = display;	// void * - Connection to the X server.
	videoData.OpenGLLinux.X11Window  = sfc;		// unsigned long - Specifies a GLX drawable. Must be either an X window ID or a GLX pixmap ID.
	videoData.OpenGLLinux.X11Context = ctx;		// void * - Specifies a GLX rendering context that is to be attached to drawable.

	/*
	The most important function of the engine is the createDevice()
	function. The IrrlichtDevice is created by it, which is the root
	object for doing anything with the engine. createDevice() has 7
	parameters:

	- deviceType: Type of the device. This can currently be the Null-device,
	   one of the two software renderers, D3D8, D3D9, or OpenGL. In this
	   example we use EDT_SOFTWARE, but to try out, you might want to
	   change it to EDT_BURNINGSVIDEO, EDT_NULL, EDT_DIRECT3D8,
	   EDT_DIRECT3D9, or EDT_OPENGL.

	- windowSize: Size of the Window or screen in FullScreenMode to be
	   created. In this example we use 640x480.

	- bits: Amount of color bits per pixel. This should be 16 or 32. The
	   parameter is often ignored when running in windowed mode.

	- fullscreen: Specifies if we want the device to run in fullscreen mode
	   or not.

	- stencilbuffer: Specifies if we want to use the stencil buffer (for
	   drawing shadows).

	- vsync: Specifies if we want to have vsync enabled, this is only useful
	   in fullscreen mode.

	- eventReceiver: An object to receive events. We do not want to use this
	   parameter here, and set it to 0.

	Always check the return value to cope with unsupported drivers,
	dimensions, etc.
	*/

	params.DeviceType = EIDT_X11;	// EIDT_BEST might be preferable.
	if (ctx)
		params.DriverType = video::EDT_OPENGL;
	else
		params.DriverType = video::EDT_BURNINGSVIDEO;
	params.WindowSize = dimension2d<u32>(gld->sfc_w, gld->sfc_h);
	params.Bits = 32;		// Ignored in windowed mode?
	params.ZBufferBits = 16;	// Default 16.
	params.Fullscreen = false;	// The default anyway.
	params.Stencilbuffer = false;	// For shadows.
	params.Vsync = false;
	params.WithAlphaChannel = true;
	params.IgnoreInput = true;
	params.EventReceiver = 0;
	params.WindowId = (void *) videoData.OpenGLLinux.X11Window;
	params.VideoData = &videoData;

	device = createDeviceEx(params);

	if (!device)
		return 0;
	gld->device = device;

	/*
	Get a pointer to the VideoDriver and the SceneManager so that we do not always have to write
	device->getVideoDriver() or device->getSceneManager().
	*/
	driver = device->getVideoDriver();	gld->driver = driver;
	smgr = device->getSceneManager();	gld->smgr   = smgr;

	/*
	To show something interesting, we load a Quake 2 model and display it.
	We only have to get the Mesh from the Scene Manager with getMesh() and add
	a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We
	check the return value of getMesh() to become aware of loading problems
	and other errors.

	Instead of writing the filename sydney.md2, it would also be possible
	to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any
	other supported file format. By the way, that cool Quake 2 model
	called sydney was modelled by Brian Collins.
	*/
	IAnimatedMesh* mesh = smgr->getMesh("media/sydney.md2");
	if (!mesh)
	{
		device->drop();
		return 0;
	}
	node = smgr->addAnimatedMeshSceneNode(mesh);

	/*
	To let the mesh look a little bit nicer, we change its material. We
	disable lighting because we do not have a dynamic light in here, and
	the mesh would be totally black otherwise. Then we set the frame loop,
	such that the predefined STAND animation is used. And last, we apply a
	texture to the mesh. Without it the mesh would be drawn using only a
	color.
	*/
	if (node)
	{
		node->setMaterialFlag(EMF_LIGHTING, false);
		node->setMD2Animation(scene::EMAT_STAND);
		node->setMaterialTexture(0, driver->getTexture("media/sydney.bmp"));
	}

	/*
	To look at the mesh, we place a camera into 3d space at the position
	(0, 30, -40). The camera looks from there to (0,5,0), which is
	approximately the place where our md2 model is.
	*/
	smgr->addCameraSceneNode(0, vector3df(0, 30, -40), vector3df(0, 5, 0));

	then = device->getTimer()->getTime();
    return 1;
}

EAPI void drawIrr_start(GLData *gld)
{
    if (gld->useIrr)
    {
	IrrlichtDevice	*device = gld->device;
	IVideoDriver	*driver = gld->driver;
	ISceneManager	*smgr   = gld->smgr;

	// Increase virtual timer time, instead of device->run() if doing our own input processing.
	device->getTimer()->tick();

	// Work out a frame delta time.
	const u32 now = device->getTimer()->getTime();
	const f32 frameDeltaTime = (f32)(now - then) / 1000.f; // Time in seconds
	then = now;

	core::vector3df nodePosition = node->getPosition();
//	nodePosition.Y -= MOVEMENT_SPEED * frameDeltaTime;
	node->setPosition(nodePosition);

	/*
	Anything can be drawn between a beginScene() and an endScene()
	call. The beginScene() call clears the screen with a color and
	the depth buffer, if desired. Then we let the Scene Manager and
	the GUI Environment draw their content. With the endScene()
	call everything is presented on the screen.
	*/
	driver->beginScene(true, true, SColor(255, 100, 101, 140), videoData, NULL);	// This does the context change, then clearBuffers()
	smgr->drawAll();
    }
}

EAPI void drawIrr_end(GLData *gld)
{
    IVideoDriver	*driver = gld->driver;

    if (gld->useIrr)
	driver->endScene();
}

EAPI void finishIrr(GLData *gld)
{
    IrrlichtDevice	*device = gld->device;

    /*
    After we are done with the render loop, we have to delete the Irrlicht
    Device created before with createDevice(). In the Irrlicht Engine, you
    have to delete all objects you created with a method or function which
    starts with 'create'. The object is simply deleted by calling ->drop().
    See the documentation at irr::IReferenceCounted::drop() for more
    information.
    */
    if (gld->useIrr)
	device->drop();
}


#ifdef  __cplusplus
}
#endif