/*
  Simple Demo for GLSL
  www.lighthouse3d.com

  tweaked a bit by andy
*/

#include "GL/glew.h"

#ifdef __linux__
#include <GL/glut.h>
#endif

#ifdef __APPLE__
#include <glut.h>
#endif

#ifdef _WIN32
#include "glut.h"
#endif

#include <stdio.h>
#include <string.h>
#include <stdlib.h>

///////////////////////////////////////////////////////////////////////

char *textFileRead(char *fn)
{
	FILE *fp;
	char *content = NULL;

	int count=0;

	if (fn != NULL) {
		fp = fopen(fn,"rt");

		if (fp != NULL) {
      
      fseek(fp, 0, SEEK_END);
      count = ftell(fp);
      rewind(fp);

			if (count > 0) {
				content = (char *)malloc(sizeof(char) * (count+1));
				count = fread(content,sizeof(char),count,fp);
				content[count] = '\0';
			}
			fclose(fp);
		}
	}
	
	if (content == NULL)
	   {
	   fprintf(stderr, "ERROR: could not load in file %s\n", fn);
	   exit(1);
	   }
	return content;
}

///////////////////////////////////////////////////////////////////////

int textFileWrite(char *fn, char *s)
{
	FILE *fp;
	int status = 0;

	if (fn != NULL) {
		fp = fopen(fn,"w");

		if (fp != NULL) {
			
			if (fwrite(s,sizeof(char),strlen(s),fp) == strlen(s))
				status = 1;
			fclose(fp);
		}
	}
	return(status);
}

///////////////////////////////////////////////////////////////////////

GLuint v,f,f2,p;
float lpos[4] = {1,0.5,1,0};

///////////////////////////////////////////////////////////////////////

void changeSize(int w, int h)
{
	// Prevent a divide by zero, when window is too short
	// (you cant make a window of zero width).
	if(h == 0)
		h = 1;

	float ratio = 1.0* w / h;

	// Reset the coordinate system before modifying
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	
	// Set the viewport to be the entire window
    glViewport(0, 0, w, h);

	// Set the correct perspective.
	gluPerspective(45,ratio,1,1000);
	glMatrixMode(GL_MODELVIEW);
}

///////////////////////////////////////////////////////////////////////

float a = 0;

void renderScene(void)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	glLoadIdentity();
	gluLookAt(0.0f, 0.0f, 5.0f, 
		      0.0f, 0.0f, -1.0f,
			  0.0f, 1.0f, 0.0f);

	glLightfv(GL_LIGHT0, GL_POSITION, lpos);
	glRotatef(a, 0.0f, 1.0f, 0.0f);
	glutSolidTeapot(1);
	a += 0.1;

	glutSwapBuffers();
}

///////////////////////////////////////////////////////////////////////

void processNormalKeys(unsigned char key, int x, int y) {

	if (key == 27) 
		exit(0);
}

///////////////////////////////////////////////////////////////////////

#define printOpenGLError() printOglError(__FILE__, __LINE__)

int printOglError(char *file, int line)
{
    //
    // Returns 1 if an OpenGL error occurred, 0 otherwise.
    //
    GLenum glErr;
    int    retCode = 0;

    glErr = glGetError();
    while (glErr != GL_NO_ERROR)
    {
        printf("glError in file %s @ line %d: %s\n", file, line, gluErrorString(glErr));
        retCode = 1;
        glErr = glGetError();
    }
    return retCode;
}

///////////////////////////////////////////////////////////////////////

void printShaderLog(GLuint obj)
{
    GLint infoLogLength = 0;
    GLsizei charsWritten  = 0;
    GLchar *infoLog;

    glGetShaderiv(obj, GL_INFO_LOG_LENGTH, &infoLogLength);

    if (infoLogLength > 0)
    {
        infoLog = (char *) malloc(infoLogLength);
        glGetShaderInfoLog(obj, infoLogLength, &charsWritten, infoLog);
		printf("%s\n",infoLog);
        free(infoLog);
    }
}

void printProgramLog(GLuint obj)
{
    GLint infoLogLength = 0;
    GLsizei charsWritten  = 0;
    GLchar *infoLog;

    glGetProgramiv(obj, GL_INFO_LOG_LENGTH, &infoLogLength);

    if (infoLogLength > 0)
    {
        infoLog = (char *) malloc(infoLogLength);
        glGetProgramInfoLog(obj, infoLogLength, &charsWritten, infoLog);
		printf("%s\n",infoLog);
        free(infoLog);
    }
}


///////////////////////////////////////////////////////////////////////

void setShaders() {

	char *vs = NULL,*fs = NULL ,*fs2 = NULL;

	v = glCreateShader(GL_VERTEX_SHADER);
	f = glCreateShader(GL_FRAGMENT_SHADER);


	vs = textFileRead("toon.vert");
	fs = textFileRead("toon2.frag");

	const char * vv = vs;
	const char * ff = fs;

	glShaderSource(v, 1, &vv,NULL);
	glShaderSource(f, 1, &ff,NULL);

	free(vs);free(fs);

	glCompileShader(v);
	glCompileShader(f);

	printShaderLog(v);
	printShaderLog(f);

	p = glCreateProgram();
	glAttachShader(p,v);
	glAttachShader(p,f);

	glLinkProgram(p);
	printProgramLog(p);

	glUseProgram(p);

	GLint loc1,loc2,loc3,loc4;
	float specIntensity = 0.98;
	float sc[4] = {0.8,0.8,0.8,1.0};
	float threshold[2] = {0.5,0.25};
	float colors[12] = {0.4,0.4,0.8,1.0,
						0.2,0.2,0.4,1.0,
						0.1,0.1,0.1,1.0};

	loc1 = glGetUniformLocation(p,"specIntensity");
	glUniform1f(loc1,specIntensity);

	loc2 = glGetUniformLocation(p,"specColor");
    //glUniform4f(loc2,sc[0],sc[1],sc[2],sc[3]);
    glUniform4fv(loc2,1,sc);
    
	loc3 = glGetUniformLocation(p,"t");
	glUniform1fv(loc3,2,threshold);

	loc4 = glGetUniformLocation(p,"colors");
	glUniform4fv(loc4,3,colors);
}

///////////////////////////////////////////////////////////////////////

int main(int argc, char **argv) {
	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
	glutInitWindowPosition(100,100);
	glutInitWindowSize(320,320);
	glutCreateWindow("GLSL demo");

	glutDisplayFunc(renderScene);
	glutIdleFunc(renderScene);
	glutReshapeFunc(changeSize);
	glutKeyboardFunc(processNormalKeys);

	glEnable(GL_DEPTH_TEST);
	glClearColor(1.0,1.0,1.0,1.0);

	glewInit();
	if (GLEW_ARB_vertex_program && GLEW_ARB_fragment_program)
		printf("Ready for GLSL\n");
	else {
		printf("No GLSL support\n");
		exit(1);
	}

	setShaders();

	glutMainLoop();

	return 0;
}

