{-# LANGUAGE MultiParamTypeClasses, ExistentialQuantification, ConstraintKinds,
             FunctionalDependencies, KindSignatures, DataKinds, GADTs,
             RankNTypes, FlexibleInstances, ScopedTypeVariables,
             TypeOperators, ImpredicativeTypes, TypeSynonymInstances,
             FlexibleContexts #-}

module FWGL.Shader.Program (
        LoadedProgram(..),
        Program,
        program,
        loadProgram,
        castProgram,
        DefaultUniforms2D,
        DefaultAttributes2D,
        DefaultUniforms3D,
        DefaultAttributes3D,
        defaultProgram3D,
        defaultProgram2D
) where

import Data.Hashable
import qualified Data.HashMap.Strict as H
import Data.Word (Word)
import FWGL.Backend (BackendIO)
import qualified FWGL.Shader.Default2D as Default2D
import qualified FWGL.Shader.Default3D as Default3D
import FWGL.Shader.GLSL
import FWGL.Shader.Shader (Valid)
import FWGL.Shader.Stages
import FWGL.Internal.GL hiding (Program)
import qualified FWGL.Internal.GL as GL
import FWGL.Internal.Resource
import FWGL.Internal.TList
import Unsafe.Coerce

-- | A vertex shader associated with a compatible fragment shader.
data Program (gs :: [*]) (is :: [*]) =
        Program (String, [(String, Int)]) String Int

data LoadedProgram = LoadedProgram !GL.Program (H.HashMap String Int) Int


-- | The uniforms used in the default 3D program.
type DefaultUniforms3D = Default3D.Uniforms

-- | The attributes used in the default 3D program.
type DefaultAttributes3D = Default3D.Attributes

-- | The uniforms used in the default 2D program.
type DefaultUniforms2D = Default2D.Uniforms

-- | The attributes used in the default 2D program.
type DefaultAttributes2D = Default2D.Attributes

instance Hashable (Program gs is) where
        hashWithSalt salt (Program _ _ h) = hashWithSalt salt h

instance Eq (Program gs is) where
        (Program _ _ h) == (Program _ _ h') = h == h'

instance Hashable LoadedProgram where
        hashWithSalt salt (LoadedProgram _ _ h) = hashWithSalt salt h

instance Eq LoadedProgram where
        (LoadedProgram _ _ h) == (LoadedProgram _ _ h') = h == h'

instance (GLES, BackendIO) => Resource (Program g i) LoadedProgram GL where
        -- TODO: err check
        loadResource i f = loadProgram i $ f . Right
        unloadResource _ (LoadedProgram p _ _) = deleteProgram p

castProgram :: Program gs is -> Program gs' is'
-- castProgram (Program v f h) = Program v f h
castProgram = unsafeCoerce

-- | Create a 'Program' from the shaders.
program :: (ValidVertex vgs vis vos, Valid fgs vos '[],
            Equal pgs (Union vgs fgs))
        => VertexShader vgs vis vos -> FragmentShader fgs vos
        -> Program pgs vis
program vs fs = let (vss, attrs) = vertexToGLSLAttr vs
                    fss = fragmentToGLSL fs
                in Program (vss, attrs) fss (hash (vss, fss))

defaultProgram3D :: Program DefaultUniforms3D DefaultAttributes3D
defaultProgram3D = program Default3D.vertexShader Default3D.fragmentShader

defaultProgram2D :: Program DefaultUniforms2D DefaultAttributes2D
defaultProgram2D = program Default2D.vertexShader Default2D.fragmentShader

loadProgram :: (GLES, BackendIO)
            => Program g i -> (LoadedProgram -> GL ()) -> GL ()
loadProgram (Program (vss, attrs) fss h) = asyncGL $ do
        glp <- createProgram

        vs <- loadSource gl_VERTEX_SHADER vss
        fs <- loadSource gl_FRAGMENT_SHADER fss
        attachShader glp vs
        attachShader glp fs

        locs <- bindAttribs glp 0 attrs []
        linkProgram glp

        -- TODO: ??
        {-
        detachShader glp vs
        detachShader glp fs
        -}

        return $ LoadedProgram glp (H.fromList locs) h

        where bindAttribs _ _ [] r = return r
              bindAttribs glp i ((nm, sz) : xs) r =
                        bindAttribLocation glp (fromIntegral i) (toGLString nm)
                        >> bindAttribs glp (i + sz) xs ((nm, i) : r)

loadSource :: GLES => GLEnum -> String -> GL Shader
loadSource ty src =
        do shader <- createShader ty
           shaderSource shader $ toGLString src
           compileShader shader
           return shader