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use super::{ProgramSettings, GLSL_VERSION, default_settings};
use rin_gl::{self as gl, uniforms, Renderer3d};
use rin_util::{Result, Error, LogErr};
use color::consts::BLACK;
use std::rc::Rc;
use rin_graphics::Vertex2DTex;
#[cfg(glsl_debug)]
use rin_util::AutoLoader;

pub struct Fxaa {
    fbo: gl::Fbo,
    program: gl::Program,
    #[cfg(glsl_debug)]
    program_loader: AutoLoader<gl::Program>,
    fullscreen_quad: Rc<gl::SimpleVao<Vertex2DTex>>,
}

fn program_settings() -> ProgramSettings {
    ProgramSettings{
        version: GLSL_VERSION,
        precision: gl::program::ShaderPrecision::High,
        extensions: vec![],
        defines: vec![("FXAA_GLSL_130".to_owned(), "1".to_owned())],
        shaders: vec![
            (gl::VERTEX_SHADER, shader!("shaders/full_quad.vs.glsl")),
            (gl::FRAGMENT_SHADER, shader!("shaders/fxaa.fs.glsl")),
        ],
        .. default_settings()
    }
}

impl Fxaa {
    pub fn new(gl: &gl::Renderer, w: u32, h: u32, format: gl::fbo::ColorFormat, fullscreen_quad: Rc<gl::SimpleVao<Vertex2DTex>>) -> Result<Fxaa> {
        let fbo = super::fbo(gl, w, h, format)
            .map_err(|err| Error::with_cause("Couldn't create fxaa fbo", err))?;


        #[cfg(glsl_debug)]
        let mut program_loader = gl.new_auto_program(program_settings());

        #[cfg(glsl_debug)]
        let program = program_loader.load().log_err("")?;


        #[cfg(not(glsl_debug))]
        let program = gl.new_program().from_settings(program_settings())
            .log_err("")
            .map_err(|err| Error::with_cause("Error loading fxaa shader", err))?;

        Ok(Fxaa{
            fbo,
            program,
            #[cfg(glsl_debug)]
            program_loader,
            fullscreen_quad
        })
    }

    #[cfg(glsl_debug)]
    pub fn update(&mut self){
        match self.program_loader.update(){
            Ok(Some(program)) => {
                self.program = program;
                println!("fxaa program reloaded correctly");
            }
            Err(err) => {
                println!("{}", err);
            }
            _ => {}
        }
    }

    pub fn texture(&self) -> &gl::Texture{
        self.fbo.color_tex(0).unwrap()
    }

    pub fn process(&self, gl: &gl::Renderer, tex: &gl::Texture) -> &gl::Texture {
        #[cfg(gl_debug_groups)]
        let _debug_group = gl.new_debug_group(0, "FXAA");

        let uniforms = uniforms!{
            tex0: tex,
            width: self.fbo.width() as f32,
            height: self.fbo.height() as f32,
        };
        let gl = gl.with_fbo(&self.fbo);
        gl.clear_color(&BLACK);
        gl.draw_vao(&*self.fullscreen_quad, &self.program, &uniforms);
        self.fbo.color_tex(0).unwrap()
    }
}