package dangerzone.blocks;

import org.lwjgl.opengl.GL11;

import dangerzone.DangerZone;
import dangerzone.StitchedTexture;
import dangerzone.VBOBuffer;
import dangerzone.World;
import dangerzone.WorldRenderer;
import dangerzone.threads.VBODataBuilderThread;

/*
 * This code is copyright Richard H. Clark, TheyCallMeDanger, OreSpawn, 2015-2020.
 * You may use this code for reference for modding the DangerZone game program,
 * and are perfectly welcome to cut'n'paste portions for your mod as well.
 * DO NOT USE THIS CODE FOR ANY PURPOSE OTHER THAN MODDING FOR THE DANGERZONE GAME.
 * DO NOT REDISTRIBUTE THIS CODE. 
 * 
 * This copyright remains in effect until January 1st, 2021. 
 * At that time, this code becomes public domain.
 * 
 * WARNING: There are bugs. Big bugs. Little bugs. Every size in-between bugs.
 * This code is NOT suitable for use in anything other than this particular game. 
 * NO GUARANTEES of any sort are given, either express or implied, and Richard H. Clark, 
 * TheyCallMeDanger, OreSpawn are not responsible for any damages, direct, indirect, or otherwise. 
 * You should have made backups. It's your own fault for not making them.
 * 
 * NO ATTEMPT AT SECURITY IS MADE. This code is USE AT YOUR OWN RISK.
 * Regardless of what you may think, the reality is, that the moment you 
 * connected your computer to the Internet, Uncle Sam, among many others, hacked it.
 * DO NOT KEEP VALUABLE INFORMATION ON INTERNET-CONNECTED COMPUTERS.
 * Or your phone...
 * 
 */
public class StickyBlock extends Block {
	
	private boolean compiled = false; //graphics outputs compiled. Or not.
	private int myrenderid = 0;
	private float blockrenderwidth = 16;

	public StickyBlock(String n, String txt) {
		super(n, txt);
		isSolidForRendering = false;
		isSolid = false;
		isLiquid = false;
		isSquishy = true;
		friction = 0.85f;
		maxstack = 32;
		hasOwnRenderer = true;
	}
	
	public String getStepSound(){
		int i = DangerZone.rand.nextInt(3);
		if(i == 0)return "DangerZone:sand1";
		if(i == 1)return "DangerZone:sand2";
		return "DangerZone:sand3";
	}
	
	public void renderMeToVBO(long chunkvbos[], WorldRenderer wr, World w, int d, int x, int y, int z, int bid, int meta, int sides, boolean focus, int xo, int yo, int zo){

		VBOBuffer v = null;
		StitchedTexture st = null;
		float brw = blockrenderwidth/2;
		
		st = VBODataBuilderThread.findVBOtextureforblockside(0, bid); //loads us into the stitching if we are not already!
		v = VBODataBuilderThread.findOrMakeVBOForTexture(chunkvbos, st, isTranslucent);
		
		if(v != null){
			v.addVertexInfoToVBO(brw + xo, brw + yo, brw + zo, st.xoffsetmax, st.yoffsetmin, VBODataBuilderThread.cbr, VBODataBuilderThread.cbg, VBODataBuilderThread.cbb); 	
			v.addVertexInfoToVBO(-brw + xo, brw + yo, -brw + zo, st.xoffsetmin, st.yoffsetmin, VBODataBuilderThread.cbr, VBODataBuilderThread.cbg, VBODataBuilderThread.cbb); 		
			v.addVertexInfoToVBO(-brw + xo, -brw + yo, -brw + zo, st.xoffsetmin, st.yoffsetmax, VBODataBuilderThread.cbr, VBODataBuilderThread.cbg, VBODataBuilderThread.cbb); 		
			v.addVertexInfoToVBO(brw + xo, -brw + yo, brw + zo, st.xoffsetmax, st.yoffsetmax, VBODataBuilderThread.cbr, VBODataBuilderThread.cbg, VBODataBuilderThread.cbb);
			
			v.addVertexInfoToVBO(brw + xo, brw + yo, -brw + zo, st.xoffsetmax, st.yoffsetmin, VBODataBuilderThread.cbr, VBODataBuilderThread.cbg, VBODataBuilderThread.cbb); 	
			v.addVertexInfoToVBO(-brw + xo, brw + yo, brw + zo, st.xoffsetmin, st.yoffsetmin, VBODataBuilderThread.cbr, VBODataBuilderThread.cbg, VBODataBuilderThread.cbb); 		
			v.addVertexInfoToVBO(-brw + xo, -brw + yo, brw + zo, st.xoffsetmin, st.yoffsetmax, VBODataBuilderThread.cbr, VBODataBuilderThread.cbg, VBODataBuilderThread.cbb); 		
			v.addVertexInfoToVBO(brw + xo, -brw + yo, -brw + zo, st.xoffsetmax, st.yoffsetmax, VBODataBuilderThread.cbr, VBODataBuilderThread.cbg, VBODataBuilderThread.cbb);
		}

	}
	
	public void renderMe(WorldRenderer wr, World w, int d, int x, int y, int z, int bid, int meta, int sides, boolean focus){

		if(!compiled){
			myrenderid = DangerZone.wr.getNextRenderID();
			GL11.glNewList(myrenderid, GL11.GL_COMPILE);
			GL11.glBegin(GL11.GL_QUADS);
			
			GL11.glTexCoord2f(1,0);
			GL11.glVertex3f(blockrenderwidth/2, blockrenderwidth/2, blockrenderwidth/2);
			GL11.glTexCoord2f(0,0);
			GL11.glVertex3f(-blockrenderwidth/2, blockrenderwidth/2, -blockrenderwidth/2);
			GL11.glTexCoord2f(0,1);
			GL11.glVertex3f(-blockrenderwidth/2, -blockrenderwidth/2, -blockrenderwidth/2); 
			GL11.glTexCoord2f(1,1);
			GL11.glVertex3f(blockrenderwidth/2, -blockrenderwidth/2, blockrenderwidth/2); 
			
			GL11.glTexCoord2f(1,0);
			GL11.glVertex3f(blockrenderwidth/2, blockrenderwidth/2, -blockrenderwidth/2); 
			GL11.glTexCoord2f(0,0);
			GL11.glVertex3f(-blockrenderwidth/2, blockrenderwidth/2, blockrenderwidth/2); 
			GL11.glTexCoord2f(0,1);
			GL11.glVertex3f(-blockrenderwidth/2, -blockrenderwidth/2, blockrenderwidth/2);
			GL11.glTexCoord2f(1,1);
			GL11.glVertex3f(blockrenderwidth/2, -blockrenderwidth/2, -blockrenderwidth/2); 
			
			GL11.glEnd(); // Done Drawing The Quad
			GL11.glEndList();			
			compiled = true;
		}

		wr.loadtextureforblockside(0, bid, false); //We only have one side. Tell world renderer to load our texture.
		
		//We are NOT solid
		//GL11.glEnable(GL11.GL_BLEND);
		//GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
		
		GL11.glCallList(myrenderid); //draw
		
		//GL11.glDisable(GL11.GL_BLEND);

	}

}
