examples/shadertest.rkt
;; Extremely simply OpenGL demo.
;; Draw a shaded rectangle on the screen.
;; Also query some information on the OpenGL implementation.

#lang racket/gui

(require (planet "rgl.rkt" ("stephanh" "RacketGL.plt" 1 4)))
(require ffi/vector)
(require "viewer.rkt")


(define (load-program-source shader port)
  (let* ((lines (for/vector ((line (in-lines port))) line))
         (sizes (for/list ((line (in-vector lines))) (string-length line)))
         (sizes (list->s32vector sizes)))
   (glShaderSource shader (vector-length lines) lines sizes)))

(define (load-program port)
  (let ((program (glCreateProgram))
        (shader (glCreateShader GL_FRAGMENT_SHADER)))
    (load-program-source shader port)
    (glCompileShader shader)
    (glAttachShader program shader)
    (glLinkProgram program)
    program))

(define program #f)

(define (setup)
  (if (or (gl-version-at-least? '(2 0))
          (gl-has-extension? 'GL_ARB_shader_objects))
    (set! program (call-with-input-file "test.glsl" load-program))
    (printf "This OpenGL does not support shaders, you'll get a plain white rectangle.~%")))

(define (draw)
  ; the coordinates
  (define vertex-array
    (f64vector -0.5 -0.5
               0.5 -0.5
               0.5 0.5
               -0.5 0.5))

  (define texcoord-array
    (f64vector 0 0
               0.5 0
               0.5 0.5
               0 0.5))


  (when program
    (glUseProgram program))

  ; Let's be "modern" and use the array functions (introduced in OpenGL 1.1).
  ; Note that you need to ask GL everything 3 times:
  ; 1. Here is an array I'd like you to draw...
  (let-values (((type cptr) (gl-vector->type/cpointer vertex-array)))
    (glVertexPointer 2 type 0 cptr))
  (let-values (((type cptr) (gl-vector->type/cpointer texcoord-array)))
    (glTexCoordPointer 2 type 0 cptr))
  ; 2. Yes, I really want you to use it, I was not simply fooling around.
  (glEnableClientState GL_VERTEX_ARRAY)
  (glEnableClientState GL_TEXTURE_COORD_ARRAY)
  ; 3. Allright, now draw the silly thing already!
  (glDrawArrays GL_QUADS 0 4)

  ; Clean up state.
  (glDisableClientState GL_TEXTURE_COORD_ARRAY)
  (glDisableClientState GL_VERTEX_ARRAY)
  (when program
    (glUseProgram 0)))



(view draw setup)