{-# LANGUAGE ScopedTypeVariables #-}

{-| Draw and update line graphs with OpenGL.

    Based on: <https://en.wikibooks.org/wiki/OpenGL_Programming/Scientific_OpenGL_Tutorial_02>

    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.Line
> 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 <$> renderLine 1000 1024
> 
>     lift $ runEffect $ randomVect >-> lineGraph

-}

module Graphics.DynamicGraph.Line (
    renderLine,
    ) where

import Graphics.Rendering.OpenGL
import Graphics.GLUtil

import Foreign.Storable
import Foreign.Marshal.Array

import Pipes

import Graphics.DynamicGraph.RenderCairo

import Paths_dynamic_graph

{-| Returns a function that renders a 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.
-}
renderLine :: IsPixelData a 
           => Int            -- ^ The number of samples in each buffer passed to the rendering function.
           -> Int            -- ^ The number of vertices in the plotted graph.
           -> IO (a -> IO()) -- ^ The function that does the rendering. Takes an instance of `IsPixelData` containing the specified number of y values.
renderLine samples xResolution = do
    --Load the shaders
    vertFN <- getDataFileName "shaders/line.vert"
    fragFN <- getDataFileName "shaders/line.frag"
    vs <- loadShader VertexShader   vertFN
    fs <- loadShader FragmentShader fragFN
    p  <- linkShaderProgram [vs, fs]

    --Set stuff
    currentProgram $= Just p

    ab <- genObjectName 

    loc <- get $ attribLocation p "coord"

    let stride = fromIntegral $ sizeOf (undefined::GLfloat) 
        vad    = VertexArrayDescriptor 1 Float stride offset0

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

    let xCoords :: [GLfloat]
        xCoords = take xResolution $ iterate (+ 2 / fromIntegral xResolution) (-1)
    withArray xCoords $ \ptr -> 
        bufferData ArrayBuffer $= (fromIntegral $ sizeOf(undefined::GLfloat) * xResolution, ptr, StaticDraw)

    let yCoords :: [GLfloat]
        yCoords = replicate samples 0

    activeTexture $= TextureUnit 0
    texture Texture2D $= Enabled
    to <- loadTexture (TexInfo (fromIntegral samples) 1 TexMono yCoords)
    
    locc <- get $ uniformLocation p "texture"
    asUniform (0 :: GLint) locc

    textureFilter Texture2D     $= ((Linear', Nothing), Linear')
    textureWrapMode Texture2D S $= (Repeated, ClampToEdge)
    textureWrapMode Texture2D T $= (Repeated, ClampToEdge)

    return $ \vbd -> do
        currentProgram           $= Just p
        bindBuffer ArrayBuffer   $= Just ab
        vertexAttribPointer loc  $= (ToFloat, vad)
        textureBinding Texture2D $= Just to
        reloadTexture to (TexInfo (fromIntegral samples) 1 TexMono vbd)
        drawArrays LineStrip 0 (fromIntegral xResolution)