{-# OPTIONS_HADDOCK hide #-}

module Graphics.Gloss.Internals.Rendering.Picture
        (renderPicture)
where
import Graphics.Gloss.Internals.Rendering.State
import Graphics.Gloss.Internals.Rendering.Common
import Graphics.Gloss.Internals.Rendering.Circle
import Graphics.Gloss.Internals.Rendering.Bitmap
import Graphics.Gloss.Internals.Data.Picture
import Graphics.Gloss.Internals.Data.Color
import System.Mem.StableName
import Foreign.ForeignPtr
import Data.IORef
import Data.List
import Control.Monad
import Graphics.Rendering.OpenGL                        (($=), get)
import qualified Graphics.Rendering.OpenGL.GL           as GL
import qualified Graphics.Rendering.OpenGL.GLU.Errors   as GLU
import qualified Graphics.UI.GLUT                       as GLUT


-- | Render a picture into the current OpenGL context.
--
--   Assumes that the OpenGL matrix mode is set to @Modelview@
--
renderPicture
        :: State        -- ^ Current rendering state.
        -> Float        -- ^ View port scale, which controls the level of detail.
                        --   Use 1.0 to start with.
        -> Picture      -- ^ Picture to render.
        -> IO ()

renderPicture state circScale picture
 = do   
        -- Setup render state for world
        setLineSmooth   (stateLineSmooth state)
        setBlendAlpha   (stateBlendAlpha state)
        
        -- Draw the picture
        checkErrors "before drawPicture."
        drawPicture state circScale picture
        checkErrors "after drawPicture."


drawPicture :: State -> Float -> Picture -> IO ()         
drawPicture state circScale picture
 = {-# SCC "drawComponent" #-}
   case picture of

        -- nothin'
        Blank
         ->     return ()

        -- line
        Line path       
         -> GL.renderPrimitive GL.LineStrip 
                $ vertexPFs path


        -- polygon (where?)
        Polygon path
         | stateWireframe state
         -> GL.renderPrimitive GL.LineLoop
                $ vertexPFs path
                
         | otherwise
         -> GL.renderPrimitive GL.Polygon
                $ vertexPFs path

        -- circle
        Circle radius
         ->  renderCircle 0 0 circScale radius 0
        
        ThickCircle radius thickness
         ->  renderCircle 0 0 circScale radius thickness
        
        -- arc
        Arc a1 a2 radius
         ->  renderArc 0 0 circScale radius a1 a2 0
             
        ThickArc a1 a2 radius thickness
         ->  renderArc 0 0 circScale radius a1 a2 thickness
             
        -- stroke text
        --      text looks weird when we've got blend on,
        --      so disable it during the renderString call.
        Text str 
         -> do
                GL.blend        $= GL.Disabled
                GL.preservingMatrix $ GLUT.renderString GLUT.Roman str
                GL.blend        $= GL.Enabled

        -- colors with float components.
        Color col p
         |  stateColor state
         ->  do oldColor         <- get GL.currentColor

                let RGBA r g b a  = col

                GL.currentColor  $= GL.Color4 (gf r) (gf g) (gf b) (gf a)
                drawPicture state circScale p
                GL.currentColor  $= oldColor            

         |  otherwise
         ->     drawPicture state circScale p


        -- Translation --------------------------
        -- Easy translations are done directly to avoid calling GL.perserveMatrix.
        Translate posX posY (Circle radius)
         -> renderCircle posX posY circScale radius 0

        Translate posX posY (ThickCircle radius thickness)
         -> renderCircle posX posY circScale radius thickness

        Translate posX posY (Arc a1 a2 radius)
         -> renderArc posX posY circScale radius a1 a2 0

        Translate posX posY (ThickArc a1 a2 radius thickness)
         -> renderArc posX posY circScale radius a1 a2 thickness
             
        Translate tx ty (Rotate deg p)
         -> GL.preservingMatrix
          $ do  GL.translate (GL.Vector3 (gf tx) (gf ty) 0)
                GL.rotate    (gf deg) (GL.Vector3 0 0 (-1))
                drawPicture state circScale p

        Translate tx ty p
         -> GL.preservingMatrix
          $ do  GL.translate (GL.Vector3 (gf tx) (gf ty) 0)
                drawPicture state circScale p


        -- Rotation -----------------------------
        -- Easy rotations are done directly to avoid calling GL.perserveMatrix.
        Rotate _   (Circle radius)
         -> renderCircle   0 0 circScale radius 0

        Rotate _   (ThickCircle radius thickness)
         -> renderCircle   0 0 circScale radius thickness

        Rotate deg (Arc a1 a2 radius)
         -> renderArc      0 0 circScale radius (a1-deg) (a2-deg) 0

        Rotate deg (ThickArc a1 a2 radius thickness)
         -> renderArc      0 0 circScale radius (a1-deg) (a2-deg) thickness

        
        Rotate deg p
         -> GL.preservingMatrix
          $ do  GL.rotate (gf deg) (GL.Vector3 0 0 (-1))
                drawPicture state circScale p


        -- Scale --------------------------------
        Scale sx sy p
         -> GL.preservingMatrix
          $ do  GL.scale (gf sx) (gf sy) 1
                let mscale      = max sx sy
                drawPicture state (circScale * mscale) p
                        
        -- Bitmap -------------------------------
        Bitmap width height imgData cacheMe
         -> do  
                let rowInfo =
                      case rowOrder (bitmapFormat imgData) of
                         BottomToTop -> [(0,0), (1,0), (1,1), (0,1)]
                         TopToBottom -> [(0,1), (1,1), (1,0), (0,0)]

                -- Load the image data into a texture,
                -- or grab it from the cache if we've already done that before.
                tex     <- loadTexture (stateTextures state) width height imgData cacheMe
         
                -- Set up wrap and filtering mode
                GL.textureWrapMode GL.Texture2D GL.S $= (GL.Repeated, GL.Repeat)
                GL.textureWrapMode GL.Texture2D GL.T $= (GL.Repeated, GL.Repeat)
                GL.textureFilter   GL.Texture2D      $= ((GL.Nearest, Nothing), GL.Nearest)
                
                -- Enable texturing
                GL.texture GL.Texture2D $= GL.Enabled
                GL.textureFunction      $= GL.Combine
                
                -- Set current texture
                GL.textureBinding GL.Texture2D $= Just (texObject tex)
                
                -- Set to opaque
                oldColor <- get GL.currentColor
                GL.currentColor $= GL.Color4 1.0 1.0 1.0 1.0
                
                -- Draw textured polygon
                GL.renderPrimitive GL.Polygon
                 $ zipWithM_
                        (\(pX, pY) (tX, tY)
                          -> do GL.texCoord $ GL.TexCoord2 (gf tX) (gf tY)
                                GL.vertex   $ GL.Vertex2   (gf pX) (gf pY))

                        (bitmapPath (fromIntegral width) (fromIntegral height))
                                rowInfo

                -- Restore color
                GL.currentColor $= oldColor

                -- Disable texturing
                GL.texture GL.Texture2D $= GL.Disabled

                -- Free uncachable texture objects.
                freeTexture tex
                

        Pictures ps
         -> mapM_ (drawPicture state circScale) ps
        
-- Errors ---------------------------------------------------------------------
checkErrors :: String -> IO ()
checkErrors place
 = do   errors          <- get $ GLU.errors
        when (not $ null errors)
         $ mapM_ (handleError place) errors

handleError :: String -> GLU.Error -> IO ()
handleError place err
 = case err of
    GLU.Error GLU.StackOverflow _
     -> error $ unlines 
      [ "Gloss / OpenGL Stack Overflow " ++ show place
      , "  This program uses the Gloss vector graphics library, which tried to"
      , "  draw a picture using more nested transforms (Translate/Rotate/Scale)"
      , "  than your OpenGL implementation supports. The OpenGL spec requires"
      , "  all implementations to have a transform stack depth of at least 32,"
      , "  and Gloss tries not to push the stack when it doesn't have to, but"
      , "  that still wasn't enough."
      , ""
      , "  You should complain to your harware vendor that they don't provide"
      , "  a better way to handle this situation at the OpenGL API level."
      , ""
      , "  To make this program work you'll need to reduce the number of nested"
      , "  transforms used when defining the Picture given to Gloss. Sorry." ]

    -- Issue #32: Spurious "Invalid Operation" errors under Windows 7 64-bit.
    --   When using GLUT under Windows 7 it complains about InvalidOperation, 
    --   but doesn't provide any other details. All the examples look ok, so 
    --   we're just ignoring the error for now.
    GLU.Error GLU.InvalidOperation _
     -> return ()
    _ 
     -> error $ unlines 
     [  "Gloss / OpenGL Internal Error " ++ show place
     ,  "  Please report this on haskell-gloss@googlegroups.com."
     ,  show err ]


-- Textures -------------------------------------------------------------------
-- | Load a texture.
--   If we've seen it before then use the pre-installed one from the texture
--   cache, otherwise load it into OpenGL.
loadTexture
        :: IORef [Texture]
        -> Int -> Int -> BitmapData
        -> Bool
        -> IO Texture

loadTexture refTextures width height imgData cacheMe
 = do   textures        <- readIORef refTextures

        -- Try and find this same texture in the cache.
        name            <- makeStableName imgData
        let mTexCached      
                = find (\tex -> texName   tex == name
                             && texWidth  tex == width
                             && texHeight tex == height)
                textures
                
        case mTexCached of
         Just tex
          ->    return tex
                
         Nothing
          -> do tex     <- installTexture width height imgData cacheMe
                when cacheMe
                 $ writeIORef refTextures (tex : textures)
                return tex


-- | Install a texture into OpenGL.
installTexture     
        :: Int -> Int
        -> BitmapData
        -> Bool
        -> IO Texture

installTexture width height bitmapData@(BitmapData _ fmt fptr) cacheMe
 = do   
        let glFormat = case pixelFormat fmt of
                           PxABGR -> GL.RGBA
                           PxRGBA -> GL.ABGR
        -- Allocate texture handle for texture
        [tex] <- GL.genObjectNames 1
        GL.textureBinding GL.Texture2D $= Just tex

        -- Sets the texture in imgData as the current texture
        -- This copies the data from the pointer into OpenGL texture memory, 
        -- so it's ok if the foreignptr gets garbage collected after this.
        withForeignPtr fptr
         $ \ptr ->
           GL.texImage2D
                GL.Texture2D
                GL.NoProxy
                0
                GL.RGBA8
                (GL.TextureSize2D
                        (gsizei width)
                        (gsizei height))
                0
                (GL.PixelData glFormat GL.UnsignedInt8888 ptr)

        -- Make a stable name that we can use to identify this data again.
        -- If the user gives us the same texture data at the same size then we
        -- can avoid loading it into texture memory again.
        name    <- makeStableName bitmapData

        return  Texture
                { texName       = name
                , texWidth      = width
                , texHeight     = height
                , texData       = fptr
                , texObject     = tex
                , texCacheMe    = cacheMe }


-- | If this texture does not have its `cacheMe` flag set then delete it from 
--   OpenGL and free the GPU memory.
freeTexture :: Texture -> IO ()
freeTexture tex
 | texCacheMe tex       = return ()
 | otherwise            = GL.deleteObjectNames [texObject tex]



-- Utils ----------------------------------------------------------------------
-- | Turn alpha blending on or off
setBlendAlpha :: Bool -> IO ()
setBlendAlpha state
        | state 
        = do    GL.blend        $= GL.Enabled
                GL.blendFunc    $= (GL.SrcAlpha, GL.OneMinusSrcAlpha)

        | otherwise
        = do    GL.blend        $= GL.Disabled
                GL.blendFunc    $= (GL.One, GL.Zero)    

-- | Turn line smoothing on or off
setLineSmooth :: Bool -> IO ()
setLineSmooth state
        | state         = GL.lineSmooth $= GL.Enabled
        | otherwise     = GL.lineSmooth $= GL.Disabled


vertexPFs ::    [(Float, Float)] -> IO ()
vertexPFs []    = return ()
vertexPFs ((x, y) : rest)
 = do   GL.vertex $ GL.Vertex2 (gf x) (gf y)
        vertexPFs rest
{-# INLINE vertexPFs #-}