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/* DreemGL is a collaboration between Teeming Society & Samsung Electronics, sponsored by Samsung and others.
   Copyright 2015-2016 Teeming Society. Licensed under the Apache License, Version 2.0 (the "License"); You may not use this file except in compliance with the License.
   You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing,
   software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   See the License for the specific language governing permissions and limitations under the License.*/


define.class('$system/base/shader', function(require, exports){

        var gltypes = require('$system/base/gltypes')

        exports.Texture =
        this.Texture =        require('./textureheadless')

        util = require('util');

        // HeadlessApi is a static object to access the headless api
        HeadlessApi = require('./headless_api')

        // HeadlessDreemgl is the interface between dreemgl and headless.
        HeadlessShader = require('./headless_shader')
        HeadlessActor = require('./headless_actor')

        /**
         * @method compileShader
         * Compiles the shader, or use the cached version.
         * Construct a mesh actor if necessary and attach to the view
         * The 'this' pointer is an object like border or hardrect
         * @param {Object} gldevice Instance of DeviceHeadless
         * @return {Object} shader Object containing compiled shader information.
         *                                                                        In webgl this is an object returned by gl.createProgram
         *                                                                        In headless, this is a hash containing a headless_shader object
         */
        this.compileShader = function(gldevice){
                //console.log('*#*#*#*# compileShader', this.view ? this.view.id : '<SCREEN>');
                var vtx_state = this.vtx_state
                var pix_state = this.pix_state
                var vtx_code = vtx_state.code

                //console.log('vtx_code', vtx_code);
                //console.log('pix_code', pix_state.code_color);
                //console.log('====== vtx_state call', vtx_state.call);

                var pix_color = pix_state.code_color
                var pix_pick = pix_state.code_pick
                var pix_debug = pix_state.code_debug

                var gl = gldevice.gl
                var cache_id = vtx_code + pix_color + this.has_pick

                // Get the HeadlessShader object from a cache, or build one
                shader = gldevice.shadercache[cache_id]
                //if(shader) return this.headlessshader

                if (!shader) {
                        // shader is a hash of compiled information and headless objects
                        shader = {
                                object_type: '(compiled_shader_data)'

                                ,debug: {}
                                ,pick: {}
                                
                                ,uniset: {}
                                ,unilocks: {}
                                ,refattr: {}
                                
                                ,texlocs: {}
                        };

                        // Build a HeadlessShader object and attach to shader
                        var shadercode = vtx_state.code;
                        var fragcode = pix_state.code_color;
                        shader.headlessshader = new HeadlessShader(shadercode, fragcode);

                        // Build information on uniforms, textures, and attributes
                        this.getLocations(gl, shader, vtx_state, pix_state)

                        //console.log('*** COMPILED ***');
                        //console.log('unilocks', shader.unilocks);
                        //console.log('uniset', shader.uniset);
                        //console.log('refattr', shader.refattr);
                        //console.log('texlocs', shader.texlocs);
                        
                        //TODO. Remove?
                        this.compile_use = true

                        if(this.compile_use) this.compileUse(shader)
                        gldevice.shadercache[cache_id] = shader

                //Not supported by Headless (Yet)
//                if(pix_debug){
//                        // compile the pick shader
//                        var pix_debug_shader = gl.createShader(gl.FRAGMENT_SHADER)
//                        gl.shaderSource(pix_debug_shader, pix_debug)
//                        gl.compileShader(pix_debug_shader)
//                        if (!gl.getShaderParameter(pix_debug_shader, gl.COMPILE_STATUS)){
//                                var err = gl.getShaderInfoLog(pix_debug_shader)
//                                console.log(err.toString(), this.annotateLines(pix_debug))
//                                throw new Error(err)
//                        }
//
//                        shader.debug = gl.createProgram()
//                        gl.attachShader(shader.debug, vtx_shader)
//                        gl.attachShader(shader.debug, pix_debug_shader)
//                        gl.linkProgram(shader.debug)
//                        // add our pick uniform
//                        this.getLocations(gl, shader.debug, vtx_state, pix_state)
//                        if(this.compile_use) this.compileUse(shader.debug)
//                }
//
//                if(this.has_pick){
//                        // compile the pick shader
//                        var pix_pick_shader = gl.createShader(gl.FRAGMENT_SHADER)
//                        gl.shaderSource(pix_pick_shader, pix_pick)
//                        gl.compileShader(pix_pick_shader)
//                        if (!gl.getShaderParameter(pix_pick_shader, gl.COMPILE_STATUS)){
//                                var err = gl.getShaderInfoLog(pix_pick_shader)
//
//                                console.log(err.toString(), this.annotateLines(pix))
//                                throw new Error(err)
//                        }
//
//                        shader.pick = gl.createProgram()
//                        gl.attachShader(shader.pick, vtx_shader)
//                        gl.attachShader(shader.pick, pix_pick_shader)
//                        gl.linkProgram(shader.pick)
//                        // add our pick uniform
//                        pix_state.uniforms['pickguid'] = vec3
//
//                        this.getLocations(gl, shader.pick, vtx_state, pix_state)
//
//                        if(this.compile_use) this.compileUse(shader.pick)
//                }

                }         // if (!this.headlessshader) {


                // Build missing headless objects (if they don't exist)
                //console.log('shader', shader.object_type, shader);

                HeadlessApi.createHeadlessObjects(shader, this); //         shader);

                return shader                
        }

        this.useShader = function(gl, shader){
                if(shader.use) return shader.use(gl, shader, this)

console.log('***************************************************************************************************OLD CODE RUNNING');
        }

        this.compile_use = true


        // Override from shader.js (HEADLESS)
        this.mapUniforms = function(gl, shader, uniforms, uniset, unilocs){
                // headless uses registerAnimatableProperty to set a uniform
                for(var key in uniforms) if(!uniset[key]){
                        var type = gltypes.getType(uniforms[key])
                        //uniset[key] = gltypes.uniforms[type]
                        uniset[key] = gltypes.uniforms[type]
                        var loc = unilocs[key] = {
                                type: type,
                                loc: key        // Store the name, not the location
                        }
                        if(key.indexOf('_DOT_') !== -1) loc.split = key.split(/_DOT_/)
                }
        }

        this.mapTextures = function(gl, shader, textures, texlocs){
                for(var key in textures){
                        var tex = textures[key]
                        var loc = texlocs[key] = {
                                loc: key, // Store the name, not the location
                                samplerdef: tex.samplerdef,
                                samplerid: tex.samplerid,
                                name: tex.name
                        }
                        if(tex.name.indexOf('_DOT_') !== -1) loc.split = tex.name.split(/_DOT_/)
                }                
        }


        // Template for generated code
        //         {object} gl stubbed out gl object
        //         {object} shader compiled shader object, containing headlessshader
        //                                                                         and headlessgeometry. (see compileShader in this file)
        //         {object} root display object (ex. border, hardrect), containing
        //                                                                                                headlessmaterial, headlessrenderer, headlessactor.
        this.useShaderTemplate = function(gl, shader, root){

                // Create headless objects when first used
                if (root && !root.headlessactor) {
                        HeadlessApi.createHeadlessActor(root, shader);
                }

                //console.log('useShader', root.view ? root.view.id : 'screen', 'shader', shader.object_type, 'root', root.object_type)

                // use the shader
                gl.useProgram(shader)
                var headless = HeadlessApi.headless
                                var headlessactor = root ? root.headlessactor : undefined;
                var headlessmaterial = root ? root.headlessmaterial : undefined;
                                var headlessgeometry = root.headlessgeometry;

                //console.log('headlessactor', headlessactor.id, 'shader', shader.headlessshader.id, 'geometry', headlessgeometry.id);

                // set uniforms
                //shader.addUniforms(shader.dreem_shader);
                SET_UNIFORMS

                // textures
                TEXTURE_START
                var texture = TEXTURE_VALUE
                // lets fetch the sampler
                var gltex = texture.TEXTURE_SAMPLER
                // lets do the texture slots correct
                if(!gltex){
                        if(!texture.createGLTexture) texture = TEXTURE_VALUE = root.Texture.fromStub(texture)
                        gltex = texture.createGLTexture(gl, TEXTURE_ID, TEXTURE_INFO)
                        if (texture.image) {
                                var ti = TEXTURE_INFO

                                // Simulate the DALi Sampler
                                var sampler = {};

                                //FIX
                                if (headlessmaterial) {
                                                var index = headlessmaterial.addTexture(texture, ti.loc, sampler);
                                        gltex.texture_index = index;
                                        //console.log('**** **** **** headless.addTexture', ti.loc, texture.image.getWidth(), texture.image.getHeight(), 'return index', index);
                                }
}
                        if(!gltex) return 0
                }
                else{
                        gl.activeTexture(TEXTUREGL_ID) // gl.TEXTURE0 + TEXTURE_ID
                        gl.bindTexture(gl.TEXTURE_2D, gltex)
                        if(texture.updateid !== gltex.updateid){
                                texture.updateGLTexture(gl, gltex)
                                if (gltex.texture_index) {
                                                                                var headlessmaterial = root.headlessmaterial;
                                        headlessmaterial.removeTexture(gltex.texture_index);
                                        gltex.texture_index = undefined;
                                        if (texture.image) {
                                                var ti = TEXTURE_INFO

                                                // Simulate the DALi Sampler
                                                var sampler = {};

                                                var index = headlessmaterial.addTexture(texture.image, ti.loc, sampler);
                                                gltex.texture_index = index;
                                        }
                                }
                        }
                }
                gl.uniform1i(TEXTURE_LOC, TEXTURE_ID)
                TEXTURE_END

                // attributes
                //shader.compileShader(this);
                //console.log('---- ---- ---- addAttributeGeometry');
                //shader.headlessgeometry.addAttributeGeometry(shader, shader.attrlocs);



                var len = 0 // pull the length out of the buffers
                var lastbuf
                ATTRLOC_START
                var buf = ATTRLOC_BUF
                if(lastbuf !== buf){
                        lastbuf = buf
                        if(!buf.glvb) buf.glvb = gl.createBuffer()
                        if(buf.length > len) len = buf.length
                        gl.bindBuffer(gl.ARRAY_BUFFER, buf.glvb)
                        if(!buf.clean){
                                gl.bufferData(gl.ARRAY_BUFFER, buf.array, gl.STATIC_DRAW)
                                buf.clean = true
                        }
                }
                var loc = ATTRLOC_LOC
                gl.enableVertexAttribArray(loc)
                ATTRLOC_ATTRIBPTR
                ATTRLOC_END

                var headlessmaterial = root.headlessmaterial;

                // set up blend mode
                if(root.alpha_blend_eq.op){
                        //console.log('==== alpha_blend_eq.op');
                        var constant = root.constant
                        if(constant) {
                                //console.log('CONSTANT', constant[0], constant[1], constant[2], constant[3], 'Not implemented');
                                gl.blendColor(constant[0], constant[1], constant[2], constant.length>3? constant[3]: 1)
                        }
                        gl.enable(gl.BLEND)
                        gl.blendEquationSeparate(root.color_blend_eq.op, root.alpha_blend_eq.op)
                        gl.blendFuncSeparate(
                                root.color_blend_eq.src,
                                root.color_blend_eq.dst,
                                root.alpha_blend_eq.src,
                                root.alpha_blend_eq.dst
                        )

                        // HEADLESS
                        //console.log('*** full blend');
                        headlessmaterial.setBlendMode('BLENDING_ON');
                        headlessmaterial.setBlendEquation (root.color_blend_eq.op, root.color_blend_eq.op);
                        headlessmaterial.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, root.alpha_blend_eq.src, root.alpha_blend_eq.dst);

                }
                else if(root.color_blend_eq.op){
                        //console.log('BLEND', root.color_blend_eq);
                        var constant = root.constant
                        if (constant) {
                                //console.log('CONSTANT 2', constant[0], constant[1], constant[2], constant[3], 'Not implemented');
                                gl.blendColor(constant[0], constant[1], constant[2], constant.length>3? constant[3]: 1)
                        }
                        gl.enable(gl.BLEND)
                        gl.blendEquation(root.color_blend_eq.op)
                        gl.blendFunc(root.color_blend_eq.src, root.color_blend_eq.dst)


                        headlessmaterial.setBlendMode('BLENDING_ON');
                        headlessmaterial.setBlendEquation (root.color_blend_eq.op, root.color_blend_eq.op);

                        //TODO Check this. What are the last two args?
                        headlessmaterial.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, root.color_blend_eq.src, root.color_blend_eq.dst);
                        //headlessmaterial.setBlendFunc(headless.BLEND_FACTOR_SRC_COLOR, headless.BLEND_FACTOR_DST_COLOR, root.color_blend_eq.src, root.color_blend_eq.dst);
                        //headlessmaterial.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, headless.BLEND_FACTOR_ONE, headless.BLEND_FACTOR_ZERO);
                        //headlessmaterial.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, headless.BLEND_FACTOR_SRC_ALPHA, headless.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA);

                        //headlessmaterial.setBlendFunc(root.color_blend_eq.src, root.color_blend_eq.dst, headless.BLEND_FACTOR_CONSTANT_ALPHA, headless.BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA);

                        
                }
                else{
                        //console.log('==== blend disabled');
                        gl.disable(gl.BLEND)
                        //HEADLESS
                        headlessmaterial.setBlendMode('BLENDING_OFF');
                }
                
                // set up depth test
                if(root.depth_test_eq.func){
                        console.log('***Depth test enabled. NOT IMPLEMENTED');
                        gl.enable(gl.DEPTH_TEST)
                        gl.depthFunc(root.depth_test_eq.func)
                }
                else{
                        gl.disable(gl.DEPTH_TEST)
                }
                
                return len
        }

        // {object} shader HeadlessShader object, amended with location information
        //                                                                 (see getLocations call above)
        // The 'this' pointer is a view
        this.compileUse = function(shader){
                // Make sure the object has headless
                //HeadlessApi.createHeadlessObjects(this.shader);

                //console.log('*****compileUse', shader.object_type, this.object_type);
                // alright lets compile our useShader from 
                var tpl = this.useShaderTemplate.toString()
                tpl = tpl.replace(/^function/, "function useshader_" + (this.view?this.view.constructor.name:'anonymous') + '_shader_' + this.constructor.name)
                // ok lets replace shit.
                // set uniforms

                var uniset = shader.uniset
                var unilocs = shader.unilocs
                var refattr = shader.refattr

                var out = 'var loc, uni\n'
                out += 'var actor = root.headlessactor\n'
                out += 'if (shader && actor) {\n'

                for(var key in uniset){
                        var loc = unilocs[key]
                        var split = loc.split
                        var isattr = key in refattr
                        if(split){
                                var name = ''
                                for(var i = 0; i < split.length; i++){
                                        if(i) name += '.'
                                        var part = split[i]
                                        if(part === 'layout' || isattr && i === split.length - 1) name += '_'
                                        name += part
                                }
                                out += '\t\tuni = root.' + name + '\n'
                        }
                        else{
                                out += '\t\tuni = root.' 
                                if(isattr) out += '_' 
                                out += key + '\n'
                        }
                        out += '\t\tloc = shader.unilocs.' + key + '\n'
                        var gen = gltypes.uniform_gen[loc.type]
                        //if(gen.args == 1){

                        var call = gen.call

                        out += '\t\tvar val = actor.setUniformValue(\'' + key + '\',uni)\n'
                }
                out += '}\n'

                tpl = tpl.replace(/SET\_UNIFORMS/, out)

                tpl = tpl.replace(/TEXTURE\_START([\S\s]*)TEXTURE\_END/, function(m){
                        var out =''
                        var body = m.slice(13,-11)
                        var texlocs = shader.texlocs
                        var texid = 0
                        for(var key in texlocs){
                                var texinfo = texlocs[key]
                                var split = texinfo.split

                                var TEXTURE_VALUE =''
                                if(split){
                                        TEXTURE_VALUE = 'root.' + split.join('.')
                                }
                                else{
                                        TEXTURE_VALUE = 'root.' + texinfo.name
                                }

                                out += body
                                        .replace(/TEXTURE_VALUE/g, TEXTURE_VALUE)
                                        .replace(/TEXTURE_SAMPLER/g, texinfo.samplerid)
                                        .replace(/TEXTURE_ID/g, texid)
                                        .replace(/TEXTURE_LOC/g, 'shader.texlocs.' + key+ '.loc')
                                        .replace(/TEXTURE_INFO/g, 'shader.texlocs.' + key)
                                        .replace(/TEXTUREGL_ID/g, gltypes.gl.TEXTURE0 + texid)
                        }
//console.log('=-=-=-=-=- texlocs', out);
                        return out
                })

                tpl = tpl.replace(/ATTRLOC\_START([\S\s]*)ATTRLOC\_END/, function(m){
                        var body = m.slice(13,-11)
                        var out = ''
                        var attrlocs = shader.attrlocs
                        var len = 0 // pull the length out of the buffers
                        var lastbuf
                        if (Object.keys(attrlocs).length > 0) {
                                //console.log('*************************** attrlocs ***********************');
                                //console.log(attrlocs);
                                //console.log('************************************************************');
                                out += 'root.headlessgeometry.addAttributeGeometry(root, shader.attrlocs)\n'
                        }

                        for(var key in attrlocs){
                                var attrloc = attrlocs[key]
                                var ATTRLOC_BUF
                                if(attrloc.name){
                                        ATTRLOC_BUF = 'root.' + attrloc.name 
                                        var buf = this[attrloc.name]
                                }
                                else{
                                        ATTRLOC_BUF = 'root.' + key 
                                }
                                var ATTRLOC_LOC = 'shader.attrlocs.' + key +'.loc'

                                if(attrloc.name){
                                        ATTRLOC_ATTRIBPTR = 
                                                'gl.vertexAttribPointer(loc, '+attrloc.slots+', gl.FLOAT, false, buf.stride, '+attrloc.offset+')'
                                }
                                else{
                                        ATTRLOC_ATTRIBPTR = 
                                                'if(buf.slots>4)debugger;gl.vertexAttribPointer(loc, buf.slots, gl.FLOAT, false, buf.stride, 0)'
                                }

                                //HACK. Setting this for text causes problems with image display
                                ATTRLOC_ATTRIBPTR = ''

                                out += body                
                                        .replace(/ATTRLOC_BUF/, ATTRLOC_BUF)
                                        .replace(/ATTRLOC_LOC/, ATTRLOC_LOC)
                                        .replace(/ATTRLOC_ATTRIBPTR/, ATTRLOC_ATTRIBPTR)
                        }
                        return out
                })
                
                tpl = tpl.replace(/gl.[A-Z][A-Z0-9_]+/g, function(m){
                        return gltypes.gl[m.slice(3)]
                })

                shader.use = new Function('return ' + tpl)();
        }

        // all draw types
        this.drawtype = HeadlessApi.Geometry.TRIANGLES
        
        // lets draw ourselves.
        // A view (the this pointer) makes one call to drawArrays for each shader.
        // A typical number is two (one for border and one for hardimage
        this.drawArrays = function(devicegl, sub, start, end){
                //if (this.texture) {
                //        console.trace('drawArrays');
                //}
                //console.trace('*****drawArrays', (this.view? this.view.id : '<screen>'));
                // console.log('PROG', this.vtx_state.code);
                //if(this.mydbg) debugger
                if(!this.hasOwnProperty('shader') || this.shader === undefined) this.compile(devicegl)
                var gl = devicegl.gl
                                var shader = sub? this.shader[sub]: this.shader;
                // Attach the headless_obj to the shader.shader object (HEADLESS)
                var len = this.useShader(gl, shader);
                if(len) gl.drawArrays(this.drawtype, start || 0, end === undefined?len: end)
        }

})