;
; ------------------------------------------------------------
;
;   PureBasic - MeshManual
;
;    (c) Fantaisie Software
;
; ------------------------------------------------------------
;

#CameraSpeed = 1
#scale = 3

IncludeFile #PB_Compiler_Home + "examples/3d/Screen3DRequester.pb"

Define.f KeyX, KeyY, MouseX, MouseY

If InitEngine3D()
  
  Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures", #PB_3DArchive_FileSystem)
  Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/fonts", #PB_3DArchive_FileSystem)
  Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Scripts", #PB_3DArchive_FileSystem)
  Parse3DScripts()
  
  InitSprite()
  InitKeyboard()
  InitMouse()
  
  If Screen3DRequester()
    
    ;- Material
    CreateMaterial(0, LoadTexture(0, "White.jpg"))
    DisableMaterialLighting(0, #True)
    
    ;- Mesh Plane
    CreateMesh(0, #PB_Mesh_LineStrip, #PB_Mesh_Static)
    MeshVertexPosition(-10, 0, -10)
    MeshVertexColor(RGB(255,0,0))
    MeshVertexPosition(-10, 0,  10)
    MeshVertexColor(RGB(255,255,0))
    MeshVertexPosition( 10, 0,  10)
    MeshVertexColor(RGB(255,0,255))
    MeshVertexPosition( 10, 0, -10)
    MeshVertexColor(RGB(0,255,0))
    MeshVertexPosition(-10, 0, -10)
    MeshVertexColor(RGB(255,0,0))
    FinishMesh(#False)
    
    SetMeshMaterial(0, MaterialID(0))
    Plane = CreateNode(#PB_Any, -40, 0, 0)
    AttachNodeObject(Plane, MeshID(0))
    
    ;- Mesh Stars
    CreateMesh(1, #PB_Mesh_PointList, #PB_Mesh_Static)
    For i = 0 To 10000
      MeshVertexPosition(Random(200)-100, Random(200)-100, Random(200)-100)
      MeshVertexColor(RGB(255,255,0))
    Next i
    FinishMesh(#False)
    
    SetMeshMaterial(1, MaterialID(0))
    
    Stars = CreateNode(#PB_Any)
    AttachNodeObject(Stars, MeshID(1))
    
    ;- Mesh Box
    CreateMesh(2, #PB_Mesh_LineStrip, #PB_Mesh_Static)
    MeshVertexPosition(-10, -10, -10)
    MeshVertexPosition(-10, -10,  10)
    MeshVertexPosition( 10, -10,  10)
    MeshVertexPosition( 10, -10, -10)
    MeshVertexPosition(-10, -10, -10)
    AddSubMesh(#PB_Mesh_LineStrip)
    MeshVertexPosition(-10,  10, -10)
    MeshVertexPosition(-10,  10,  10)
    MeshVertexPosition( 10,  10,  10)
    MeshVertexPosition( 10,  10, -10)
    MeshVertexPosition(-10,  10, -10)
    AddSubMesh(#PB_Mesh_LineList)
    MeshVertexPosition(-10, -10, -10)
    MeshVertexPosition(-10,  10, -10)
    MeshVertexPosition(-10, -10,  10)
    MeshVertexPosition(-10,  10,  10)
    MeshVertexPosition( 10, -10,  10)
    MeshVertexPosition( 10,  10,  10)
    MeshVertexPosition( 10, -10, -10)
    MeshVertexPosition( 10,  10, -10)
    FinishMesh(#False)
    
    SetMeshMaterial(2, MaterialID(0))
    Box = CreateNode(#PB_Any, 40, 0, 0)
    AttachNodeObject(Box, MeshID(2))
    
    ;- Mesh Grid
    CreateMesh(3, #PB_Mesh_LineList, #PB_Mesh_Static)
    For i=0 To 20
      MeshVertexPosition(-20, 0, (i-10)*-2)
      MeshVertexColor(RGB(55,155,255))
      MeshVertexPosition(20, 0, (i-10)*-2)
      MeshVertexColor(RGB(55,155,255))
    Next
    For i=0 To 20
      MeshVertexPosition((i-10)*-2, 0, -20)
      MeshVertexColor(RGB(255,155,55))
      MeshVertexPosition((i-10)*-2, 0,  20)
      MeshVertexColor(RGB(255,155,55))
    Next
    FinishMesh(#False)
    
    SetMeshMaterial(3, MaterialID(0))
    Grid = CreateNode(#PB_Any, 0, 0, 0)
    AttachNodeObject(Grid, MeshID(3))
    
    
    ;- Mesh Plane (using MeshIndex)
    CreateMesh(4, #PB_Mesh_LineStrip, #PB_Mesh_Static)
    
    ; Define vertex position of index 0..3
    MeshVertexPosition(-10, 0, -10)
    MeshVertexPosition(-10, 0,  10)
    MeshVertexPosition( 10, 0,  10)
    MeshVertexPosition( 10, 0, -10)
    
    ; Define usage of vertices by referring To the indexes
    MeshIndex(0)
    MeshIndex(1)
    MeshIndex(2)
    MeshIndex(3)
    MeshIndex(0)
    FinishMesh(#False)
    
    SetMeshMaterial(4, MaterialID(0))
    Plane2 = CreateNode(#PB_Any, 0, 30, 0)
    AttachNodeObject(Plane2, MeshID(4))
    
    ;- Mesh Box (using MeshIndex)
    CreateMesh(5, #PB_Mesh_LineList, #PB_Mesh_Static)
    
    ; Define vertex position of index 0..7
    MeshVertexPosition(-10, -10, -10)
    MeshVertexPosition(-10, -10,  10)
    MeshVertexPosition( 10, -10,  10)
    MeshVertexPosition( 10, -10, -10)
    MeshVertexPosition(-10,  10, -10)
    MeshVertexPosition(-10,  10,  10)
    MeshVertexPosition( 10,  10,  10)
    MeshVertexPosition( 10,  10, -10)
    
    ; Define usage of vertices by referring To the indexes
    MeshIndex(0)
    MeshIndex(1)
    MeshIndex(1)
    MeshIndex(2)
    MeshIndex(2)
    MeshIndex(3)
    MeshIndex(0)
    MeshIndex(3)
    
    MeshIndex(4)
    MeshIndex(5)
    MeshIndex(5)
    MeshIndex(6)
    MeshIndex(6)
    MeshIndex(7)
    MeshIndex(4)
    MeshIndex(7)
    
    MeshIndex(0)
    MeshIndex(4)
    MeshIndex(1)
    MeshIndex(5)
    MeshIndex(2)
    MeshIndex(6)
    MeshIndex(3)
    MeshIndex(7)
    
    FinishMesh(#False)
    
    SetMeshMaterial(5, MaterialID(0))
    Box2 = CreateNode(#PB_Any, 0, -30, 0)
    AttachNodeObject(Box2, MeshID(5))
    
    ;-Camera
    CreateCamera(0, 0, 0, 100, 100)
    MoveCamera(0, 0, 40, 150, #PB_Absolute)
    CameraFOV(0, 40)
    CameraLookAt(0, NodeX(Grid),  NodeY(Grid),  NodeZ(Grid))
    CameraBackColor(0, RGB(0, 0, 40))
    
    ;-Light
    CreateLight(0, RGB(255,255,255), -10, 60, 10)
    AmbientColor(RGB(90, 90, 90))
    
    Repeat
      Screen3DEvents()
      
      ExamineKeyboard()
      
      RotateNode(Plane, 0.3, -0.3, -0.3, #PB_Relative)
      RotateNode(Stars, 0.1, 0.1, 0.1, #PB_Relative)
      RotateNode(Box, 0.3, 0.3, 0.3, #PB_Relative)
      RotateNode(Grid, 0.3, 0.3, 0.3, #PB_Relative)
      RotateNode(Plane2, 0.3, -0.3, -0.3, #PB_Relative)
      RotateNode(Box2, 0.3, 0.3, 0.3, #PB_Relative)
      RenderWorld()
      
      FlipBuffers()
    Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
  EndIf
  
Else
  MessageRequester("Error", "The 3D Engine can't be initialized", 0)
EndIf

End