//
// Created by ary on 19.07.2026.
//

#include "examples.h"
#include "structs.h"
#include "vectorOp.h"
#include "raytrace.h"
#include <stdlib.h>
#include "interface.h"

void example_color(int width, int height, int channels, unsigned char **image) {
    for (int i = 0; i < height * width; i++) {
        int step = i *channels;
        int x = i % width;
        int y = i / width;
        (*image)[step] = 0 + (int)((((double)x)/width) * 255);
        (*image)[step+1] = 0 + (int)((((double)y)/width) * 255);
        (*image)[step+2] = 0;
        if (channels == 4) {
            (*image)[step+3] = 255;
        }
    }
}

void exampleSphere( int width, int height, int channels, unsigned char **image) {
    camera cam1;
    cam1.origin.x = 0;
    cam1.origin.y = 0;
    cam1.origin.z = 0;
    cam1.direction.x = 0;
    cam1.direction.y = 0;
    cam1.direction.z = 1;
    cam1.resolutionX = width;
    cam1.resolutionY = height;
    cam1.screenDistance = 1;
    cam1.width = 1.920;
    cam1.height = 1.080;
    vec3 sphereOrigin = (vec3){0,-1.5,5};
    double sphereRadius = 1.0;
    int objectCount = 7;
    object objectList[objectCount];
    sphere obj1 = (sphere){sphereOrigin, sphereRadius,(RGBA){1,0.5,1,1}};
    objectList[0] = (object){0, &obj1, 0};
    sphere obj2 = (sphere){vec3Add(sphereOrigin, (vec3){3,0,0}), sphereRadius,  (RGBA){1,1,0.5,1}};
    objectList[1] = (object){0, &obj2, 0};
    sphere obj3 = (sphere){vec3Add(sphereOrigin, (vec3){-2,1,0}), sphereRadius, (RGBA){1,1,1,1}};
    objectList[2] = (object){0, &obj3, 0};
    sphere obj4 = (sphere){vec3Add(sphereOrigin, (vec3){1,1,3}), sphereRadius, (RGBA){0.5,1,1,1}};
    objectList[3] = (object){0, &obj4, 0};
    sphere light1 = (sphere){(vec3){1,1,4.5}, sphereRadius, (RGBA){1,1,1,1}};
    objectList[4] = (object){0, &light1, 1};
    sphere obj5 = (sphere){(vec3){0, -6, 6.5}, 5, (RGBA){1,0.2,0.6,1}};
    objectList[5] = (object){0, &obj5, 0};
    sphere light2 = (sphere){(vec3){1,-2,4}, sphereRadius, (RGBA){1,1,1,1}};
    objectList[6] = (object){0, &light2, 1};



    displaySzene(objectList, objectCount, cam1, width, height, channels, image);

}
