//--------------------------------------------------------------------------------------
// File: Tutorial07.cpp
//
// This application demonstrates texturing
//
// http://msdn.microsoft.com/en-us/library/windows/apps/ff729724.aspx
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <directxcolors.h>
#include "DDSTextureLoader.h"
#include "resource.h"

#include <shlwapi.h>

using namespace DirectX;

//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
	XMFLOAT3 Pos;
	XMFLOAT2 Tex;
};

struct CBNeverChanges
{
	XMMATRIX mView;
};

struct CBChangeOnResize
{
	XMMATRIX mProjection;
};

struct CBChangesEveryFrame
{
	XMMATRIX mWorld;
	XMFLOAT4 vMeshColor;
};


//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE                           g_hInst = nullptr;
HWND                                g_hWnd = nullptr;
D3D_DRIVER_TYPE                     g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL                   g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device*                       g_pd3dDevice = nullptr;
ID3D11Device1*                      g_pd3dDevice1 = nullptr;
ID3D11DeviceContext*                g_pImmediateContext = nullptr;
ID3D11DeviceContext1*               g_pImmediateContext1 = nullptr;
IDXGISwapChain*                     g_pSwapChain = nullptr;
IDXGISwapChain1*                    g_pSwapChain1 = nullptr;
ID3D11RenderTargetView*             g_pRenderTargetView = nullptr;
ID3D11Texture2D*                    g_pDepthStencil = nullptr;
ID3D11DepthStencilView*             g_pDepthStencilView = nullptr;
ID3D11VertexShader*                 g_pVertexShader = nullptr;
ID3D11PixelShader*                  g_pPixelShader = nullptr;
ID3D11InputLayout*                  g_pVertexLayout = nullptr;
ID3D11Buffer*                       g_pVertexBuffer = nullptr;
ID3D11Buffer*                       g_pIndexBuffer = nullptr;
ID3D11Buffer*                       g_pCBNeverChanges = nullptr;
ID3D11Buffer*                       g_pCBChangeOnResize = nullptr;
ID3D11Buffer*                       g_pCBChangesEveryFrame = nullptr;
ID3D11ShaderResourceView*           g_pTextureRV = nullptr;
ID3D11SamplerState*                 g_pSamplerLinear = nullptr;
XMMATRIX                            g_World;
XMMATRIX                            g_View;
XMMATRIX                            g_Projection;
XMFLOAT4                            g_vMeshColor( 0.7f, 0.7f, 0.7f, 1.0f );



//--------------------------------------------------------------------------------------
// TextureShare
//--------------------------------------------------------------------------------------
#include "TextureShareD3D11Client.h"

enum ESharedTextureName
{
	// Read textures
	SceneColor = 0,
	BackBuffer,
	COUNT
};

std::wstring ShareName1 = L"vp_1";
std::wstring ReceiveTextureNames[] = { L"SceneColor" , L"BackBuffer" };
std::wstring SendBackbufferTextureName = L"InBackbuffer";

/** Container for share textures */
struct FTextureShareReceiverData
{
	ID3D11Texture2D*          Texture = nullptr;
	ID3D11ShaderResourceView* TextureSRV = nullptr;
};
FTextureShareReceiverData ShareData1[] = { FTextureShareReceiverData(), FTextureShareReceiverData() };

FTextureShareD3D11Client* TextureShareClient = nullptr;

// Initialize shares:
void InitializeTextureShareClient()
{
	/** Create textureshare helper */
	TextureShareClient = new FTextureShareD3D11Client(g_pd3dDevice);

	// Create & initialize share1
	{
		TextureShareClient->CreateShare(ShareName1);

		// Register receive textures:
		TextureShareClient->RegisterTexture(ShareName1, ReceiveTextureNames[ESharedTextureName::SceneColor], ETextureShareSurfaceOp::Read);
		TextureShareClient->RegisterTexture(ShareName1, ReceiveTextureNames[ESharedTextureName::BackBuffer], ETextureShareSurfaceOp::Read);

		/** Register backbuffer texture size&format for send */
		ID3D11Texture2D* pBackBuffer = nullptr;
		HRESULT hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
		if (SUCCEEDED(hr))
		{
			D3D11_TEXTURE2D_DESC desc;
			pBackBuffer->GetDesc(&desc);

			TextureShareClient->RegisterTexture(ShareName1, SendBackbufferTextureName, ETextureShareSurfaceOp::Write, desc.Width, desc.Height, desc.Format);

			pBackBuffer->Release();
		}

		// Begin share session
		TextureShareClient->BeginSession(ShareName1);
	}
}

void ReleaseTextureShareClient()
{
	if (TextureShareClient)
	{
		TextureShareClient->EndSession(ShareName1);
		TextureShareClient->DeleteShare(ShareName1);
		delete TextureShareClient;
		TextureShareClient = nullptr;
	}
}

// Update Frame Receive&send textures
bool UpdateTextureShareClient_RenderThread()
{
	bool bResult = false;
	if (TextureShareClient && TextureShareClient->BeginFrame_RenderThread(ShareName1))
	{
		// Receive all textures
		for (int i = 0; i < ESharedTextureName::COUNT; i++)
		{
			if (TextureShareClient->ReadTextureFrame_RenderThread(ShareName1, ReceiveTextureNames[i], &ShareData1[i].Texture, &ShareData1[i].TextureSRV))
			{
				bResult = true;
			}
		}

		//Send backbuffer:
		if (TextureShareClient->IsRemoteTextureUsed(ShareName1, SendBackbufferTextureName))
		{
			// Create a render target view
			ID3D11Texture2D* pBackBuffer = nullptr;
			HRESULT hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
			if (SUCCEEDED(hr))
			{
				TextureShareClient->WriteTextureFrame_RenderThread(ShareName1, SendBackbufferTextureName, pBackBuffer);
				pBackBuffer->Release();
			}
		}

		// Get frame data
		FTextureShareSDKAdditionalData FrameData;
		TextureShareClient->ReadAdditionalData(ShareName1, &FrameData);

		TextureShareClient->EndFrame_RenderThread(ShareName1);
	}

	return bResult;
}

//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK    WndProc( HWND, UINT, WPARAM, LPARAM );
void Render();


//--------------------------------------------------------------------------------------
// Helper for resource files paths
//--------------------------------------------------------------------------------------
static const WCHAR* GetFullPathToResources()
{
	static WCHAR ResourcePath[MAX_PATH] = { 0 };
	if (!ResourcePath[0])
	{
		WCHAR BinPath[MAX_PATH] = { 0 };

		GetModuleFileNameW(NULL, BinPath, MAX_PATH);
		PathRemoveFileSpecW(BinPath);
		PathCombineW(ResourcePath, BinPath, L"Resources");
	}
	return ResourcePath;
};

static WCHAR FullPathToResourceFile[MAX_PATH] = { 0 };
static const WCHAR* GetFullPathToResourceFile(const WCHAR* szFileName)
{
	PathCombineW(FullPathToResourceFile, GetFullPathToResources(), szFileName);
	return &FullPathToResourceFile[0];
}

//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing 
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain( _In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow )
{
	UNREFERENCED_PARAMETER( hPrevInstance );
	UNREFERENCED_PARAMETER( lpCmdLine );

	if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
		return 0;

	if( FAILED( InitDevice() ) )
	{
		CleanupDevice();
		return 0;
	}

	// Main message loop
	MSG msg = {0};
	while( WM_QUIT != msg.message )
	{
		if( PeekMessage( &msg, nullptr, 0, 0, PM_REMOVE ) )
		{
			TranslateMessage( &msg );
			DispatchMessage( &msg );
		}
		else
		{
			Render();
		}
	}

	CleanupDevice();

	return ( int )msg.wParam;
}


//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
{
	// Register class
	WNDCLASSEX wcex;
	wcex.cbSize = sizeof( WNDCLASSEX );
	wcex.style = CS_HREDRAW | CS_VREDRAW;
	wcex.lpfnWndProc = WndProc;
	wcex.cbClsExtra = 0;
	wcex.cbWndExtra = 0;
	wcex.hInstance = hInstance;
	wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
	wcex.hCursor = LoadCursor( nullptr, IDC_ARROW );
	wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
	wcex.lpszMenuName = nullptr;
	wcex.lpszClassName = L"TutorialWindowClass";
	wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 );
	if( !RegisterClassEx( &wcex ) )
		return E_FAIL;

	// Create window
	g_hInst = hInstance;
	RECT rc = { 0, 0, 800, 600 };
	AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
	g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 11 Tutorial 7",
						   WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
						   CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
						   nullptr );
	if( !g_hWnd )
		return E_FAIL;

	ShowWindow( g_hWnd, nCmdShow );

	return S_OK;
}

//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DCompile
//
// With VS 11, we could load up prebuilt .cso files instead...
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile( const WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
{
	HRESULT hr = S_OK;

	DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
	// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
	// Setting this flag improves the shader debugging experience, but still allows 
	// the shaders to be optimized and to run exactly the way they will run in 
	// the release configuration of this program.
	dwShaderFlags |= D3DCOMPILE_DEBUG;

	// Disable optimizations to further improve shader debugging
	dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif

	ID3DBlob* pErrorBlob = nullptr;
	hr = D3DCompileFromFile( szFileName, nullptr, nullptr, szEntryPoint, szShaderModel, 
		dwShaderFlags, 0, ppBlobOut, &pErrorBlob );
	if( FAILED(hr) )
	{
		if( pErrorBlob )
		{
			OutputDebugStringA( reinterpret_cast<const char*>( pErrorBlob->GetBufferPointer() ) );
			pErrorBlob->Release();
		}

		return hr;
	}
	if( pErrorBlob ) pErrorBlob->Release();

	return S_OK;
}


//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
	HRESULT hr = S_OK;

	RECT rc;
	GetClientRect( g_hWnd, &rc );
	UINT width = rc.right - rc.left;
	UINT height = rc.bottom - rc.top;

	UINT createDeviceFlags = 0;
#ifdef _DEBUG
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

	D3D_DRIVER_TYPE driverTypes[] =
	{
		D3D_DRIVER_TYPE_HARDWARE,
		D3D_DRIVER_TYPE_WARP,
		D3D_DRIVER_TYPE_REFERENCE,
	};
	UINT numDriverTypes = ARRAYSIZE( driverTypes );

	D3D_FEATURE_LEVEL featureLevels[] =
	{
		D3D_FEATURE_LEVEL_11_1,
		D3D_FEATURE_LEVEL_11_0,
		D3D_FEATURE_LEVEL_10_1,
		D3D_FEATURE_LEVEL_10_0,
	};
	UINT numFeatureLevels = ARRAYSIZE( featureLevels );

	for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
	{
		g_driverType = driverTypes[driverTypeIndex];
		hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
								D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );

		if ( hr == E_INVALIDARG )
		{
			// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
			hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
									D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
		}

		if( SUCCEEDED( hr ) )
			break;
	}
	if( FAILED( hr ) )
		return hr;

	// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
	IDXGIFactory1* dxgiFactory = nullptr;
	{
		IDXGIDevice* dxgiDevice = nullptr;
		hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) );
		if (SUCCEEDED(hr))
		{
			IDXGIAdapter* adapter = nullptr;
			hr = dxgiDevice->GetAdapter(&adapter);
			if (SUCCEEDED(hr))
			{
				hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) );
				adapter->Release();
			}
			dxgiDevice->Release();
		}
	}
	if (FAILED(hr))
		return hr;

	// Create swap chain
	IDXGIFactory2* dxgiFactory2 = nullptr;
	hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) );
	if ( dxgiFactory2 )
	{
		// DirectX 11.1 or later
		hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) );
		if (SUCCEEDED(hr))
		{
			(void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) );
		}

		DXGI_SWAP_CHAIN_DESC1 sd = {};
		sd.Width = width;
		sd.Height = height;
		sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
		sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		sd.BufferCount = 1;

		hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 );
		if (SUCCEEDED(hr))
		{
			hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) );
		}

		dxgiFactory2->Release();
	}
	else
	{
		// DirectX 11.0 systems
		DXGI_SWAP_CHAIN_DESC sd = {};
		sd.BufferCount = 1;
		sd.BufferDesc.Width = width;
		sd.BufferDesc.Height = height;
		sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		sd.BufferDesc.RefreshRate.Numerator = 60;
		sd.BufferDesc.RefreshRate.Denominator = 1;
		sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		sd.OutputWindow = g_hWnd;
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
		sd.Windowed = TRUE;

		hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain );
	}

	// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
	dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER );

	dxgiFactory->Release();

	if (FAILED(hr))
		return hr;


	// Create texture share 
	InitializeTextureShareClient();

	// Create a render target view
	ID3D11Texture2D* pBackBuffer = nullptr;
	hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) );
	if( FAILED( hr ) )
		return hr;


	hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView );
	pBackBuffer->Release();
	if( FAILED( hr ) )
		return hr;

	// Create depth stencil texture
	D3D11_TEXTURE2D_DESC descDepth = {};
	descDepth.Width = width;
	descDepth.Height = height;
	descDepth.MipLevels = 1;
	descDepth.ArraySize = 1;
	descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	descDepth.SampleDesc.Count = 1;
	descDepth.SampleDesc.Quality = 0;
	descDepth.Usage = D3D11_USAGE_DEFAULT;
	descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	descDepth.CPUAccessFlags = 0;
	descDepth.MiscFlags = 0;
	hr = g_pd3dDevice->CreateTexture2D( &descDepth, nullptr, &g_pDepthStencil );
	if( FAILED( hr ) )
		return hr;

	// Create the depth stencil view
	D3D11_DEPTH_STENCIL_VIEW_DESC descDSV = {};
	descDSV.Format = descDepth.Format;
	descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	descDSV.Texture2D.MipSlice = 0;
	hr = g_pd3dDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView );
	if( FAILED( hr ) )
		return hr;

	g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView );

	// Setup the viewport
	D3D11_VIEWPORT vp;
	vp.Width = (FLOAT)width;
	vp.Height = (FLOAT)height;
	vp.MinDepth = 0.0f;
	vp.MaxDepth = 1.0f;
	vp.TopLeftX = 0;
	vp.TopLeftY = 0;
	g_pImmediateContext->RSSetViewports( 1, &vp );

	// Compile the vertex shader
	ID3DBlob* pVSBlob = nullptr;
	hr = CompileShaderFromFile(GetFullPathToResourceFile(L"Tutorial07.fx"), "VS", "vs_4_0", &pVSBlob );
	if( FAILED( hr ) )
	{
		MessageBox( nullptr,
					L"The Tutorial07.FX file vs_4_0 cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
		return hr;
	}

	// Create the vertex shader
	hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader );
	if( FAILED( hr ) )
	{    
		pVSBlob->Release();
		return hr;
	}

	// Define the input layout
	D3D11_INPUT_ELEMENT_DESC layout[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};
	UINT numElements = ARRAYSIZE( layout );

	// Create the input layout
	hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
										  pVSBlob->GetBufferSize(), &g_pVertexLayout );
	pVSBlob->Release();
	if( FAILED( hr ) )
		return hr;

	// Set the input layout
	g_pImmediateContext->IASetInputLayout( g_pVertexLayout );

	// Compile the pixel shader
	ID3DBlob* pPSBlob = nullptr;
	hr = CompileShaderFromFile(GetFullPathToResourceFile(L"Tutorial07.fx"), "PS", "ps_4_0", &pPSBlob );
	if( FAILED( hr ) )
	{
		MessageBox( nullptr,
					L"The Tutorial07.FX file ps_4_0 cannot be compiled.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
		return hr;
	}

	// Create the pixel shader
	hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader );
	pPSBlob->Release();
	if( FAILED( hr ) )
		return hr;

	// Create vertex buffer
	SimpleVertex vertices[] =
	{
		{ XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
		{ XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
		{ XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
		{ XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },

		{ XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
		{ XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
		{ XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
		{ XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },

		{ XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
		{ XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
		{ XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
		{ XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT2( 0.0f, 0.0f ) },

		{ XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
		{ XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
		{ XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
		{ XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) },

		{ XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
		{ XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
		{ XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
		{ XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) },

		{ XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },
		{ XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },
		{ XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT2( 0.0f, 0.0f ) },
		{ XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) },
	};

	D3D11_BUFFER_DESC bd = {};
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof( SimpleVertex ) * 24;
	bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = 0;

	D3D11_SUBRESOURCE_DATA InitData = {};
	InitData.pSysMem = vertices;
	hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
	if( FAILED( hr ) )
		return hr;

	// Set vertex buffer
	UINT stride = sizeof( SimpleVertex );
	UINT offset = 0;
	g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );

	// Create index buffer
	// Create vertex buffer
	WORD indices[] =
	{
		3,1,0,
		2,1,3,

		6,4,5,
		7,4,6,

		11,9,8,
		10,9,11,

		14,12,13,
		15,12,14,

		19,17,16,
		18,17,19,

		22,20,21,
		23,20,22
	};

	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof( WORD ) * 36;
	bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = 0;
	InitData.pSysMem = indices;
	hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
	if( FAILED( hr ) )
		return hr;

	// Set index buffer
	g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 );

	// Set primitive topology
	g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

	// Create the constant buffers
	bd.Usage = D3D11_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(CBNeverChanges);
	bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
	bd.CPUAccessFlags = 0;
	hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBNeverChanges );
	if( FAILED( hr ) )
		return hr;
	
	bd.ByteWidth = sizeof(CBChangeOnResize);
	hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBChangeOnResize );
	if( FAILED( hr ) )
		return hr;
	
	bd.ByteWidth = sizeof(CBChangesEveryFrame);
	hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBChangesEveryFrame );
	if( FAILED( hr ) )
		return hr;

	// Load the Texture
	hr = CreateDDSTextureFromFile( g_pd3dDevice, GetFullPathToResourceFile(L"seafloor.dds"), nullptr, &g_pTextureRV );
	if( FAILED( hr ) )
		return hr;

	// Create the sample state
	D3D11_SAMPLER_DESC sampDesc = {};
	sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
	sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
	sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
	sampDesc.MinLOD = 0;
	sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
	hr = g_pd3dDevice->CreateSamplerState( &sampDesc, &g_pSamplerLinear );
	if( FAILED( hr ) )
		return hr;

	// Initialize the world matrices
	g_World = XMMatrixIdentity();

	// Initialize the view matrix
	XMVECTOR Eye = XMVectorSet( 0.0f, 3.0f, -6.0f, 0.0f );
	XMVECTOR At = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
	XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
	g_View = XMMatrixLookAtLH( Eye, At, Up );

	CBNeverChanges cbNeverChanges;
	cbNeverChanges.mView = XMMatrixTranspose( g_View );
	g_pImmediateContext->UpdateSubresource( g_pCBNeverChanges, 0, nullptr, &cbNeverChanges, 0, 0 );

	// Initialize the projection matrix
	g_Projection = XMMatrixPerspectiveFovLH( XM_PIDIV4, width / (FLOAT)height, 0.01f, 100.0f );
	
	CBChangeOnResize cbChangesOnResize;
	cbChangesOnResize.mProjection = XMMatrixTranspose( g_Projection );
	g_pImmediateContext->UpdateSubresource( g_pCBChangeOnResize, 0, nullptr, &cbChangesOnResize, 0, 0 );

	return S_OK;
}


//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
	ReleaseTextureShareClient();

	if( g_pImmediateContext ) g_pImmediateContext->ClearState();

	if( g_pSamplerLinear ) g_pSamplerLinear->Release();
	if( g_pTextureRV ) g_pTextureRV->Release();
	if( g_pCBNeverChanges ) g_pCBNeverChanges->Release();
	if( g_pCBChangeOnResize ) g_pCBChangeOnResize->Release();
	if( g_pCBChangesEveryFrame ) g_pCBChangesEveryFrame->Release();
	if( g_pVertexBuffer ) g_pVertexBuffer->Release();
	if( g_pIndexBuffer ) g_pIndexBuffer->Release();
	if( g_pVertexLayout ) g_pVertexLayout->Release();
	if( g_pVertexShader ) g_pVertexShader->Release();
	if( g_pPixelShader ) g_pPixelShader->Release();
	if( g_pDepthStencil ) g_pDepthStencil->Release();
	if( g_pDepthStencilView ) g_pDepthStencilView->Release();
	if( g_pRenderTargetView ) g_pRenderTargetView->Release();
	if( g_pSwapChain1 ) g_pSwapChain1->Release();
	if( g_pSwapChain ) g_pSwapChain->Release();
	if( g_pImmediateContext1 ) g_pImmediateContext1->Release();
	if( g_pImmediateContext ) g_pImmediateContext->Release();
	if( g_pd3dDevice1 ) g_pd3dDevice1->Release();
	if( g_pd3dDevice ) g_pd3dDevice->Release();
}


//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
	PAINTSTRUCT ps;
	HDC hdc;

	switch( message )
	{
	case WM_PAINT:
		hdc = BeginPaint( hWnd, &ps );
		EndPaint( hWnd, &ps );
		break;

	case WM_DESTROY:
		PostQuitMessage( 0 );
		break;

		// Note that this tutorial does not handle resizing (WM_SIZE) requests,
		// so we created the window without the resize border.

	default:
		return DefWindowProc( hWnd, message, wParam, lParam );
	}

	return 0;
}


//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
	// Update our time
	static float t = 0.0f;
	if( g_driverType == D3D_DRIVER_TYPE_REFERENCE )
	{
		t += ( float )XM_PI * 0.0125f;
	}
	else
	{
		static ULONGLONG timeStart = 0;
		ULONGLONG timeCur = GetTickCount64();
		if( timeStart == 0 )
			timeStart = timeCur;
		t = ( timeCur - timeStart ) / 1000.0f;
	}


	/** Receive & Send texture from share (required opended commands list)*/
	UpdateTextureShareClient_RenderThread();

	// Get received SRVs:
	ID3D11ShaderResourceView* UE4_BackBuffer = ShareData1[ESharedTextureName::BackBuffer].TextureSRV;
	//ID3D11ShaderResourceView* UE4_SceneColor = ShareData1[ESharedTextureName::SceneColor].TextureSRV;

	// Rotate cube around the origin
	g_World = XMMatrixRotationY( t );

	// Modify the color
	g_vMeshColor.x = 1; // (sinf(t * 1.0f) + 1.0f) * 0.5f;
	g_vMeshColor.y = 1; // (cosf(t * 3.0f) + 1.0f) * 0.5f;
	g_vMeshColor.z = 1; // (sinf(t * 5.0f) + 1.0f) * 0.5f;

	//
	// Clear the back buffer
	//
	g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, Colors::MidnightBlue );

	//
	// Clear the depth buffer to 1.0 (max depth)
	//
	g_pImmediateContext->ClearDepthStencilView( g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0 );

	//
	// Update variables that change once per frame
	//
	CBChangesEveryFrame cb;
	cb.mWorld = XMMatrixTranspose( g_World );
	cb.vMeshColor = g_vMeshColor;
	g_pImmediateContext->UpdateSubresource( g_pCBChangesEveryFrame, 0, nullptr, &cb, 0, 0 );

	//
	// Render the cube
	//
	ID3D11ShaderResourceView* CubeTexture = UE4_BackBuffer ? UE4_BackBuffer : g_pTextureRV;

	g_pImmediateContext->VSSetShader( g_pVertexShader, nullptr, 0 );
	g_pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pCBNeverChanges );
	g_pImmediateContext->VSSetConstantBuffers( 1, 1, &g_pCBChangeOnResize );
	g_pImmediateContext->VSSetConstantBuffers( 2, 1, &g_pCBChangesEveryFrame );
	g_pImmediateContext->PSSetShader( g_pPixelShader, nullptr, 0 );
	g_pImmediateContext->PSSetConstantBuffers( 2, 1, &g_pCBChangesEveryFrame );
	g_pImmediateContext->PSSetShaderResources( 0, 1, &CubeTexture);
	g_pImmediateContext->PSSetSamplers( 0, 1, &g_pSamplerLinear );
	g_pImmediateContext->DrawIndexed( 36, 0, 0 );

	//
	// Present our back buffer to our front buffer
	//
	g_pSwapChain->Present( 0, 0 );
}
