# Part of the PsychoPy library
# Copyright (C) 2009 Jonathan Peirce
# Distributed under the terms of the GNU General Public License (GPL).

from ctypes import *
import pyglet.gl as GL
import sys

def print_log(shader):
    length = c_int()
    GL.glGetShaderiv(shader, GL.GL_INFO_LOG_LENGTH, byref(length))
    
    if length.value > 0:
        log = create_string_buffer(length.value)
        GL.glGetShaderInfoLog(shader, length, byref(length), log)
        print >> sys.stderr, log.value
        
        
def compileProgram(vertexSource=None, fragmentSource=None):
        """Create and compile a vertex and fragment shader pair from their sources (strings)
        """
        
        def compileShader( source, shaderType ):
                """Compile shader source of given type (only needed by compileProgram)"""
                shader = GL.glCreateShaderObjectARB(shaderType)
                
                prog = c_char_p(source)
                length = c_int(-1)
                GL.glShaderSourceARB(shader,
                                  1,
                                  cast(byref(prog), POINTER(POINTER(c_char))),
                                  byref(length))
                GL.glCompileShaderARB(shader)

                #check for errors
                status = c_int()
                GL.glGetShaderiv(shader, GL.GL_COMPILE_STATUS, byref(status))
                if not status.value:
                    print_log(shader)
                    GL.glDeleteShader(shader)
                    raise ValueError, 'Shader compilation failed'
                return shader
        
        program = GL.glCreateProgramObjectARB()

        if vertexSource:
                vertexShader = compileShader(
                        vertexSource, GL.GL_VERTEX_SHADER_ARB
                )
                GL.glAttachObjectARB(program, vertexShader)
        if fragmentSource:
                fragmentShader = compileShader(
                        fragmentSource, GL.GL_FRAGMENT_SHADER_ARB
                )
                GL.glAttachObjectARB(program, fragmentShader)

        GL.glValidateProgramARB( program )
        GL.glLinkProgramARB(program)

        if vertexShader:
                GL.glDeleteObjectARB(vertexShader)
        if fragmentShader:
                GL.glDeleteObjectARB(fragmentShader)

        return program

fragSignedColor = '''
    // Fragment program
    uniform sampler2D texture;
    void main() {
        vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);     
        gl_FragColor.a = gl_Color.a*textureFrag.a;
    }
    ''' 
fragSignedColorTex = '''
    // Fragment program
    uniform sampler2D texture;
    void main() {
        vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
        gl_FragColor.rgb = (textureFrag.rgb* (gl_Color.rgb*2.0-1.0)+1.0)/2.0;        
        gl_FragColor.a = gl_Color.a*textureFrag.a;
    }
    '''
#the shader for pyglet fonts doesn't use multitextures - just one texture
fragSignedColorTexFont = '''
    // Fragment program
    uniform sampler2D texture;
    uniform vec3 rgb;
    void main() {
        vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
        gl_FragColor.rgb=rgb;
        gl_FragColor.a = textureFrag.a;
    }
    '''
fragSignedColorTexMask = '''
    // Fragment program
    uniform sampler2D texture, mask;
    void main() {
        vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
        vec4 maskFrag = texture2D(mask,gl_TexCoord[1].st);       
        gl_FragColor.a = gl_Color.a*maskFrag.a*textureFrag.a;
        //
        gl_FragColor.rgb = (textureFrag.rgb* (gl_Color.rgb*2.0-1.0)+1.0)/2.0; 
    }
    '''
fragSignedColorTexMask1D = '''
    // Fragment program
    uniform sampler2D texture;
    uniform sampler1D mask;
    void main() {
        vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
        vec4 maskFrag = texture1D(mask,gl_TexCoord[1].s);       
        gl_FragColor.a = gl_Color.a*maskFrag.a*textureFrag.a;
        //
        gl_FragColor.rgb = (textureFrag.rgb* (gl_Color.rgb*2.0-1.0)+1.0)/2.0; 
    }
    '''
vertSimple = """
    void main() {               
            gl_FrontColor = gl_Color;
            gl_TexCoord[0] = gl_MultiTexCoord0;
            gl_TexCoord[1] = gl_MultiTexCoord1;
            gl_TexCoord[2] = gl_MultiTexCoord2;
            gl_Position =  ftransform();
    }
    """
cartoonVertexSource = '''
    // Vertex program    
    varying vec3 normal;
    void main() {
        normal = gl_NormalMatrix * gl_Normal;
        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    }
    '''
cartoonFragSource = '''
    // Fragment program    
    varying vec3 normal;
    void main() {
        float intensity;
        vec4 color;
        vec3 n = normalize(normal);
        vec3 l = normalize(gl_LightSource[0].position).xyz;
 
        // quantize to 5 steps (0, .25, .5, .75 and 1)
        intensity = (floor(dot(l, n) * 4.0) + 1.0)/4.0;
        color = vec4(intensity*1.0, intensity*0.5, intensity*0.5,
            intensity*1.0);
 
        gl_FragColor = color;
    }
    '''

expoShaderTxt="""
!!ARBfp1.0

# Texture units:
#   0 - pattern texture
#   1 - surface mask texture
#   2 - overlay texture

ATTRIB pattern    = fragment.texcoord[0];
ATTRIB surfacemask    = fragment.texcoord[1];
ATTRIB overlaypattern = fragment.texcoord[2];

# Offset & scale constants
PARAM  offset    = { 0.5, 0.5, 0.5, 0.0 };
PARAM  gain    = { 2.0, 2.0, 2.0, 1.0 };
PARAM  contrast    = program.local[0];
PARAM  ocontrast = program.local[1];

# temp registers
TEMP t0, t1, t2;

# Get the current textel values into registers
TEX t0, pattern, texture[0], 2D;
TEX t1, surfacemask, texture[1], 2D;
TEX t2, overlaypattern, texture[2], 2D;

# Combine values
SUB t2.rgb, t2, offset;        # make signed overlay texture
MUL t2, t2, ocontrast;        # multiply texture and contrast (including alpha)

SUB t0.rgb, t0, offset;        # make signed pattern texture value
MUL t0, t0, contrast;        # multiply texture and contrast (including alpha)

MUL t0.rgb, t0, gain;        # x 2, anticipating 0.5 x 0.5 texture multiplication

MUL t0.a, t0, t1;            # multiply base texture by surface mask (currently only alpha [later for lum-alpha])
MAD result.color, t0, t2, offset;   # multiply base and overlay, restore offset

END

"""