{-# LANGUAGE ScopedTypeVariables #-}

{-| Draw and update filled in line graphs with OpenGL.

Example usage:

> import Control.Monad
> import Control.Monad.Trans.Either
> import Control.Concurrent
> import Control.Applicative
> import Pipes
> import qualified Pipes.Prelude as P
> import System.Random
> import Graphics.Rendering.OpenGL
> 
> import Graphics.DynamicGraph.FillLine
> import Graphics.DynamicGraph.Window
> 
> randomVect :: Producer [GLfloat] IO ()
> randomVect =  P.repeatM $ do
>     res <- replicateM 1000 randomIO
>     threadDelay 10000
>     return res
> 
> main = eitherT putStrLn return $ do
>     res <- lift setupGLFW
>     unless res (left "Unable to initilize GLFW")
>     
>     lineGraph  <- window 1024 480 $ pipeify <$> renderFilledLine 1000 jet_mod
> 
>     lift $ runEffect $ randomVect >-> lineGraph

-}

module Graphics.DynamicGraph.FillLine (
    renderFilledLine,
    module Graphics.DynamicGraph.ColorMaps
    ) where

import Graphics.Rendering.OpenGL
import Graphics.GLUtil

import Foreign.Storable
import Foreign.Marshal.Array

import Pipes

import Graphics.DynamicGraph.ColorMaps

import Paths_dynamic_graph

{-| Returns a function that renders a filled in line graph into the current OpenGL context.

    All OpenGL based initialization of the rendering function (loading of shaders, etc) is performed before the function is returned.

    This function must be called with an OpenGL context currently set.
-}
renderFilledLine :: IsPixelData a 
                 => Int             -- ^ The number of samples in each buffer passed to the rendering function.
                 -> [GLfloat]       -- ^ Color map for the vertical gradient of the fill.
                 -> IO (a -> IO ()) -- ^ The function that does the rendering. Takes an instance of `IsPixelData` containing the specified number of y values.
renderFilledLine samples colorMap = do
    --Load the shaders
    vertFN <- getDataFileName "shaders/fill_line.vert"
    fragFN <- getDataFileName "shaders/fill_line.frag"
    vs <- loadShader VertexShader   vertFN
    fs <- loadShader FragmentShader fragFN
    p  <- linkShaderProgram [vs, fs]

    --Set stuff
    currentProgram $= Just p

    ab <- genObjectName 
    locc <- get $ attribLocation p "coord"

    --The quad that covers the whole screen
    let stride = fromIntegral $ sizeOf (undefined::GLfloat) * 2
        vad    = VertexArrayDescriptor 2 Float stride offset0

    bindBuffer ArrayBuffer  $= Just ab
    vertexAttribArray   locc $= Enabled
    vertexAttribPointer locc $= (ToFloat, vad)

    let xCoords :: [GLfloat]
        xCoords = [-1, -1, 1, -1, 1, 1, -1, 1]
    withArray xCoords $ \ptr -> 
        bufferData ArrayBuffer $= (fromIntegral $ sizeOf(undefined::GLfloat) * 8, ptr, StaticDraw)

    --The y coordinates
    let yCoords :: [GLfloat]
        yCoords = replicate samples 0

    activeTexture $= TextureUnit 0
    texture Texture2D $= Enabled
    to <- loadTexture (TexInfo (fromIntegral samples) 1 TexMono yCoords)

    loc <- get $ uniformLocation p "texture"
    asUniform (0 :: GLint) loc 
    
    textureFilter Texture2D $= ((Linear', Nothing), Linear')
    textureWrapMode Texture2D S $= (Repeated, ClampToEdge)
    textureWrapMode Texture2D T $= (Repeated, Repeat)

    --The color map
    activeTexture $= TextureUnit 1
    texture Texture2D $= Enabled
    loadTexture (TexInfo (fromIntegral $ length colorMap `quot` 3) 1 TexRGB colorMap)
    textureFilter Texture2D $= ((Linear', Nothing), Linear')
    textureWrapMode Texture2D S $= (Repeated, ClampToEdge)
    textureWrapMode Texture2D T $= (Repeated, ClampToEdge)

    loc <- get $ uniformLocation p "colorMap"
    asUniform (1 :: GLint) loc 

    let lcm :: GLfloat
        lcm = fromIntegral $ length colorMap `quot` 3
    loc <- get $ uniformLocation p "scale"
    asUniform ((lcm - 1) / lcm) loc 

    loc <- get $ uniformLocation p "offset"
    asUniform (0.5 / lcm) loc 
    
    --No idea why this is needed
    activeTexture $= TextureUnit 0

    return $ \vbd -> do
        currentProgram $= Just p
        reloadTexture to (TexInfo (fromIntegral samples) 1 TexMono vbd)

        bindBuffer ArrayBuffer  $= Just ab
        vertexAttribArray   locc $= Enabled
        vertexAttribPointer locc $= (ToFloat, vad)

        drawArrays Quads 0 4