/*
 * glsl_shader.cpp
 *
 *  Created on: Nov 27, 2011
 *      Author: hordurj
 */

#include <pcl/simulation/glsl_shader.h>

#include <fstream>
#include <iostream>

using namespace pcl::simulation::gllib;

char*
readTextFile(const char* filename)
{
  using namespace std;
  char* buf = nullptr;
  ifstream file;
  file.open(filename, ios::in | ios::binary | ios::ate);
  if (file.is_open()) {
    ifstream::pos_type size;
    size = file.tellg();
    buf = new char[size + static_cast<ifstream::pos_type>(1)];
    file.seekg(0, ios::beg);
    file.read(buf, size);
    file.close();
    buf[size] = 0;
  }
  return buf;
}

pcl::simulation::gllib::Program::Program() { program_id_ = glCreateProgram(); }

pcl::simulation::gllib::Program::~Program() {}

int
pcl::simulation::gllib::Program::getUniformLocation(const std::string& name) const
{
  return glGetUniformLocation(program_id_, name.c_str());
}

void
pcl::simulation::gllib::Program::setUniform(const std::string& name,
                                            const Eigen::Vector2f& v)
{
  GLuint loc = getUniformLocation(name);
  glUniform2f(loc, v(0), v(1));
}

void
pcl::simulation::gllib::Program::setUniform(const std::string& name,
                                            const Eigen::Vector3f& v)
{
  GLuint loc = getUniformLocation(name);
  glUniform3f(loc, v(0), v(1), v(2));
}

void
pcl::simulation::gllib::Program::setUniform(const std::string& name,
                                            const Eigen::Vector4f& v)
{
  GLuint loc = getUniformLocation(name);
  glUniform4f(loc, v(0), v(1), v(2), v(4));
}

void
pcl::simulation::gllib::Program::setUniform(const std::string& name,
                                            const Eigen::Matrix3f& v)
{
  GLuint loc = getUniformLocation(name);
  glUniformMatrix3fv(loc, 1, false, v.data());
}

void
pcl::simulation::gllib::Program::setUniform(const std::string& name,
                                            const Eigen::Matrix4f& v)
{
  GLuint loc = getUniformLocation(name);
  glUniformMatrix4fv(loc, 1, false, v.data());
}

void
pcl::simulation::gllib::Program::setUniform(const std::string& name, float v)
{
  GLuint loc = getUniformLocation(name);
  glUniform1f(loc, v);
}

void
pcl::simulation::gllib::Program::setUniform(const std::string& name, int v)
{
  GLuint loc = getUniformLocation(name);
  glUniform1i(loc, v);
}

void
pcl::simulation::gllib::Program::setUniform(const std::string& name, bool v)
{
  GLuint loc = getUniformLocation(name);
  glUniform1i(loc, (v ? 1 : 0));
}

bool
pcl::simulation::gllib::Program::addShaderText(const std::string& text,
                                               ShaderType shader_type) const
{
  GLuint id;
  GLint compile_status;
  id = glCreateShader(shader_type);
  const char* source_list = text.c_str();

  glShaderSource(id, 1, &source_list, nullptr);

  glCompileShader(id);
  printShaderInfoLog(id);
  glGetShaderiv(id, GL_COMPILE_STATUS, &compile_status);
  if (compile_status == GL_FALSE)
    return false;

  if (getGLError() != GL_NO_ERROR)
    return false;

  glAttachShader(program_id_, id);
  return true;
}

bool
pcl::simulation::gllib::Program::addShaderFile(const std::string& filename,
                                               ShaderType shader_type)
{
  char* text = readTextFile(filename.c_str());
  if (text == nullptr)
    return (false);

  bool rval = addShaderText(text, shader_type);
  delete[] text;
  return rval;
}

bool
pcl::simulation::gllib::Program::link() const
{
  glLinkProgram(program_id_);
  printProgramInfoLog(program_id_);

  return getGLError() == GL_NO_ERROR;
}

void
pcl::simulation::gllib::Program::use() const
{
  glUseProgram(program_id_);
}

GLenum
pcl::simulation::gllib::getGLError()
{
  GLenum last_error = GL_NO_ERROR;
  GLenum error = glGetError();
  while (error != GL_NO_ERROR) {
    last_error = error;
    std::cout << "Error: OpenGL: " << gluErrorString(error) << std::endl;
    error = glGetError();
  }
  return last_error;
}

void
pcl::simulation::gllib::printShaderInfoLog(GLuint shader)
{
  GLsizei max_length;
  GLsizei length;
  GLchar* info_log;

  glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
  max_length = length;
  info_log = new GLchar[length + 1];

  glGetShaderInfoLog(shader, max_length, &length, info_log);

  info_log[max_length] = 0;

  std::cout << "Shader info log: " << std::endl << info_log << std::endl;

  delete[] info_log;
}

void
pcl::simulation::gllib::printProgramInfoLog(GLuint program)
{
  GLsizei max_length;
  GLsizei length;
  GLchar* info_log;

  glGetProgramiv(program, GL_INFO_LOG_LENGTH, &length);
  max_length = length;
  info_log = new GLchar[length + 1];

  glGetProgramInfoLog(program, max_length, &length, info_log);

  info_log[max_length] = 0;

  std::cout << "Program info log: " << std::endl << info_log << std::endl;

  delete[] info_log;
}

Program::Ptr
pcl::simulation::gllib::Program::loadProgramFromText(
    const std::string& vertex_shader_text, const std::string& fragment_shader_text)
{
  // Load shader
  Program::Ptr program = gllib::Program::Ptr(new gllib::Program());
  if (!program->addShaderText(vertex_shader_text, gllib::VERTEX)) {
    std::cerr << "Failed loading vertex shader" << std::endl;
  }

  // TODO: to remove file dependency include the shader source in the binary
  if (!program->addShaderFile(fragment_shader_text, gllib::FRAGMENT)) {
    std::cerr << "Failed loading fragment shader" << std::endl;
  }

  program->link();

  return program;
}

Program::Ptr
pcl::simulation::gllib::Program::loadProgramFromFile(
    const std::string& vertex_shader_file, const std::string& fragment_shader_file)
{
  // Load shader
  Program::Ptr program = gllib::Program::Ptr(new gllib::Program());
  if (!program->addShaderFile(vertex_shader_file, gllib::VERTEX)) {
    std::cerr << "Failed loading vertex shader" << std::endl;
  }

  // TODO: to remove file dependency include the shader source in the binary
  if (!program->addShaderFile(fragment_shader_file, gllib::FRAGMENT)) {
    std::cerr << "Failed loading fragment shader" << std::endl;
  }

  program->link();

  return program;
}
