import { IndexBuffer, VertexBuffer } from "./buffer";
export class Program {
    constructor(gl) {
        this.gl = gl;
        this.UTYPEMAP = {
            float: "uniform1fv",
            vec2: "uniform2fv",
            vec3: "uniform3fv",
            vec4: "uniform4fv",
            int: "uniform1iv",
            ivec2: "uniform2iv",
            ivec3: "uniform3iv",
            ivec4: "uniform4iv",
            bool: "uniform1iv",
            bvec2: "uniform2iv",
            bvec3: "uniform3iv",
            bvec4: "uniform4iv",
            mat2: "uniformMatrix2fv",
            mat3: "uniformMatrix3fv",
            mat4: "uniformMatrix4fv",
            sampler1D: "uniform1i",
            sampler2D: "uniform1i",
            sampler3D: "uniform1i",
        };
        this.ATYPEMAP = {
            float: "vertexAttrib1f",
            vec2: "vertexAttrib2f",
            vec3: "vertexAttrib3f",
            vec4: "vertexAttrib4f",
        };
        this.ATYPEINFO = {
            float: [1, 5126],
            vec2: [2, 5126],
            vec3: [3, 5126],
            vec4: [4, 5126],
        };
        this._linked = false;
        this._validated = false;
        this._unset_variables = new Set();
        this._known_invalid = new Set();
        this._locations = new Map();
        this._samplers = new Map();
        this._attributes = new Map();
        this.handle = this.gl.createProgram();
    }
    delete() {
        this.gl.deleteProgram(this.handle);
    }
    activate() {
        this.gl.useProgram(this.handle);
    }
    deactivate() {
        this.gl.useProgram(0);
    }
    set_shaders(vert, frag) {
        // Set GLSL code for the vertex and fragment shader.
        //
        // This function takes care of setting the shading code and
        // compiling+linking it into a working program object that is ready
        // to use.
        //
        // Parameters
        // ----------
        // vert : str
        //     GLSL code for the vertex shader.
        // frag : str
        //     GLSL code for the fragment shader.
        const gl = this.gl;
        this._linked = false;
        const vert_handle = gl.createShader(gl.VERTEX_SHADER);
        const frag_handle = gl.createShader(gl.FRAGMENT_SHADER);
        const tmp = [
            [vert, vert_handle, "vertex"],
            [frag, frag_handle, "fragment"],
        ];
        for (const [code, handle, type] of tmp) {
            gl.shaderSource(handle, code);
            gl.compileShader(handle);
            const status = gl.getShaderParameter(handle, gl.COMPILE_STATUS);
            if (!status) {
                const errors = gl.getShaderInfoLog(handle);
                throw new Error(`errors in ${type} shader:\n${errors}`);
            }
        }
        gl.attachShader(this.handle, vert_handle);
        gl.attachShader(this.handle, frag_handle);
        gl.linkProgram(this.handle);
        if (!gl.getProgramParameter(this.handle, gl.LINK_STATUS)) {
            const logs = gl.getProgramInfoLog(this.handle);
            throw new Error(`Program link error:\n${logs}`);
        }
        this._unset_variables = this._get_active_attributes_and_uniforms();
        gl.detachShader(this.handle, vert_handle);
        gl.detachShader(this.handle, frag_handle);
        gl.deleteShader(vert_handle);
        gl.deleteShader(frag_handle);
        this._known_invalid.clear();
        this._linked = true;
    }
    _get_active_attributes_and_uniforms() {
        // Retrieve active attributes and uniforms to be able to check that
        // all uniforms/attributes are set by the user.
        const gl = this.gl;
        this._locations.clear();
        const regex = new RegExp("(\\w+)\\s*(\\[(\\d+)\\])\\s*");
        const cu = gl.getProgramParameter(this.handle, gl.ACTIVE_UNIFORMS);
        const ca = gl.getProgramParameter(this.handle, gl.ACTIVE_ATTRIBUTES);
        const attributes = [];
        const uniforms = [];
        const stub5_seq = [
            [attributes, ca, gl.getActiveAttrib, gl.getAttribLocation],
            [uniforms, cu, gl.getActiveUniform, gl.getUniformLocation],
        ];
        for (const [container, count, getActive, getLocation] of stub5_seq) {
            for (let i = 0; i < count; i += 1) {
                const info = getActive.call(gl, this.handle, i);
                const name = info.name;
                const m = name.match(regex);
                if (m != null) {
                    const name = m[1];
                    for (let j = 0; j < info.size; j += 1) {
                        container.push([`${name}[${j}]`, info.type]);
                    }
                }
                else {
                    container.push([name, info.type]);
                }
                this._locations.set(name, getLocation.call(gl, this.handle, name));
            }
        }
        const attrs_and_uniforms = new Set();
        for (const [name] of attributes) {
            attrs_and_uniforms.add(name);
        }
        for (const [name] of uniforms) {
            attrs_and_uniforms.add(name);
        }
        return attrs_and_uniforms;
    }
    set_texture(name, value) {
        var _a;
        // Set a texture sampler.
        //
        // A texture is a 2 dimensional grid of colors/intensities that
        // can be applied to a face (or used for other means by providing
        // a regular grid of data).
        //
        // Parameters
        // ----------
        // name : str
        //     The name by which the texture is known in the GLSL code.
        // value : Texture2d
        //     The Texture2d object to bind.
        if (!this._linked) {
            throw new Error("Cannot set uniform when program has no code");
        }
        const handle = (_a = this._locations.get(name)) !== null && _a !== void 0 ? _a : -1;
        if (handle < 0) {
            if (!this._known_invalid.has(name)) {
                this._known_invalid.add(name);
                console.log(`"Variable ${name} is not an active texture`);
            }
            return;
        }
        if (this._unset_variables.has(name)) {
            this._unset_variables.delete(name);
        }
        this.activate();
        if (true) {
            let unit = this._samplers.size;
            if (this._samplers.has(name)) {
                unit = this._samplers.get(name)[2];
            }
            this._samplers.set(name, [value._target, value.handle, unit]);
            this.gl.uniform1i(handle, unit);
        }
    }
    set_uniform(name, type_, value) {
        var _a;
        // Set a uniform value.
        //
        // A uniform is a value that is global to both the vertex and
        // fragment shader.
        //
        // Parameters
        // ----------
        // name : str
        //     The name by which the uniform is known in the GLSL code.
        // type_ : str
        //     The type of the uniform, e.g. 'float', 'vec2', etc.
        // value : list of scalars
        //     The value for the uniform. Should be a list even for type float.
        if (!this._linked) {
            throw new Error("Cannot set uniform when program has no code");
        }
        const handle = (_a = this._locations.get(name)) !== null && _a !== void 0 ? _a : -1;
        if (handle < 0) {
            if (!this._known_invalid.has(name)) {
                this._known_invalid.add(name);
                console.log(`Variable ${name} is not an active uniform`);
            }
            return;
        }
        if (this._unset_variables.has(name)) {
            this._unset_variables.delete(name);
        }
        let count = 1;
        if (!type_.startsWith("mat")) {
            const a_type = type_ == "int" || type_ == "bool" ? "float" : type_.replace(/^ib/, "");
            count = Math.floor(value.length / (this.ATYPEINFO[a_type][0]));
        }
        if (count > 1) {
            for (let j = 0; j < count; j += 1) {
                if (this._unset_variables.has(`${name}[${j}]`)) {
                    const name_ = `${name}[${j}]`;
                    if (this._unset_variables.has(name_)) {
                        this._unset_variables.delete(name_);
                    }
                }
            }
        }
        const funcname = this.UTYPEMAP[type_];
        this.activate();
        if (type_.startsWith("mat")) {
            this.gl[funcname](handle, false, value);
        }
        else {
            this.gl[funcname](handle, value);
        }
    }
    set_attribute(name, type_, value, stride = 0, offset = 0) {
        var _a;
        // Set an attribute value.
        //
        // An attribute represents per-vertex data and can only be used
        // in the vertex shader.
        //
        // Parameters
        // ----------
        // name : str
        //     The name by which the attribute is known in the GLSL code.
        // type_ : str
        //     The type of the attribute, e.g. 'float', 'vec2', etc.
        // value : VertexBuffer, array
        //     If value is a VertexBuffer, it is used (with stride and offset)
        //     for the vertex data. If value is an array, its used to set
        //     the value of all vertices (similar to a uniform).
        // stide : int, default 0
        //     The stride to "sample" the vertex data inside the buffer. Unless
        //     multiple vertex data are packed into a single buffer, this should
        //     be zero.
        // offset : int, default 0
        //     The offset to "sample" the vertex data inside the buffer. Unless
        //     multiple vertex data are packed into a single buffer, or only
        //     a part of the data must be used, this should probably be zero.
        if (!this._linked) {
            throw new Error("Cannot set attribute when program has no code");
        }
        const handle = (_a = this._locations.get(name)) !== null && _a !== void 0 ? _a : -1;
        if (handle < 0) {
            if (!this._known_invalid.has(name)) {
                this._known_invalid.add(name);
                if (value instanceof VertexBuffer && offset > 0) {
                }
                else {
                    console.log(`Variable ${name} is not an active attribute`);
                }
            }
            return;
        }
        if (this._unset_variables.has(name)) {
            this._unset_variables.delete(name);
        }
        this.activate();
        if (!(value instanceof VertexBuffer)) {
            const funcname = this.ATYPEMAP[type_];
            this._attributes.set(name, [null, handle, funcname, value]);
        }
        else {
            const [size, gtype] = this.ATYPEINFO[type_];
            const funcname = "vertexAttribPointer";
            const args = [size, gtype, false, stride, offset];
            this._attributes.set(name, [value.handle, handle, funcname, args]);
        }
    }
    _pre_draw() {
        this.activate();
        for (const [tex_target, tex_handle, unit] of this._samplers.values()) {
            this.gl.activeTexture(this.gl.TEXTURE0 + unit);
            this.gl.bindTexture(tex_target, tex_handle);
        }
        for (const [vbo_handle, attr_handle, funcname, args] of this._attributes.values()) {
            if (vbo_handle != null) {
                this.gl.bindBuffer(this.gl.ARRAY_BUFFER, vbo_handle);
                this.gl.enableVertexAttribArray(attr_handle);
                this.gl[funcname].apply(this.gl, [attr_handle, ...args]);
            }
            else {
                this.gl.bindBuffer(this.gl.ARRAY_BUFFER, null);
                this.gl.disableVertexAttribArray(attr_handle);
                this.gl[funcname].apply(this.gl, [attr_handle, ...args]);
            }
        }
        if (!this._validated) {
            this._validated = true;
            this._validate();
        }
    }
    _validate() {
        if (this._unset_variables.size) {
            console.log(`Program has unset variables: ${this._unset_variables}`);
        }
        this.gl.validateProgram(this.handle);
        if (!this.gl.getProgramParameter(this.handle, this.gl.VALIDATE_STATUS)) {
            console.log(this.gl.getProgramInfoLog(this.handle));
            throw new Error("Program validation error");
        }
    }
    draw(mode, selection) {
        // Draw the current visualization defined by the program.
        //
        // Parameters
        // ----------
        // mode : GL enum
        //     Can be POINTS, LINES, LINE_LOOP, LINE_STRIP, LINE_FAN, TRIANGLES
        // selection : 2-element tuple or IndexBuffer
        //     The selection to draw, specified either as (first, count) or an
        //     IndexBuffer object.
        if (!this._linked) {
            throw new Error("Cannot draw program if code has not been set");
        }
        if (selection instanceof IndexBuffer) {
            this._pre_draw();
            selection.activate();
            const count = selection.buffer_size / 2;
            const gtype = this.gl.UNSIGNED_SHORT;
            this.gl.drawElements(mode, count, gtype, 0);
            selection.deactivate();
        }
        else {
            const [first, count] = selection;
            if (count != 0) {
                this._pre_draw();
                this.gl.drawArrays(mode, first, count);
            }
        }
    }
}
Program.__name__ = "Program";
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