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import { quat, mat4, vec3 } from '../util/gl-matrix/src/index.js';
import PlaneFactory from './renderer/plane.js';

import * as THREE from '../three.js/build/three.module.js';

const VERTEX_SHADER = `
attribute vec4 aVertexPosition;

void main(void) {
  gl_Position = aVertexPosition;
}
`;

const STENCIL_FRAGMENT_SHADER = `
uniform highp float uFrequency;
uniform highp float uOffsetX;
uniform highp float uPhaseDeltaY;
uniform highp float uThreshold;

void main(void) {
    highp float a = step(uThreshold,
        cos(gl_FragCoord.x * uFrequency + uOffsetX + gl_FragCoord.y * uPhaseDeltaY));
    if (a < 0.5) discard;
    gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
`;


const RENDER_FRAGMENT_SHADER = `
#define PI 3.1415926535897932384626433832795
uniform highp vec2 uResolution;
uniform highp float uCount;
uniform highp float uIndex;

void main(void) {
    highp vec2 center = uResolution / 2.0;
    highp vec2 p = center - gl_FragCoord.xy;
    highp float r = sqrt(p.x * p.x + p.y * p.y);
    highp float h = min(uResolution.x, uResolution.y) / 2.0;
    highp float r_min = h * 0.7;
    highp float r_max = h * 0.9;

    highp float v = step(r_min, r) - step(r_max, r);

    //
    highp vec2 q = vec2(cos(uIndex * 2.0 * PI), sin(uIndex * 2.0 * PI)) * r;
    highp vec2 dpq = p - q;
    highp float d = sqrt(dpq.x * dpq.x + dpq.y * dpq.y);

    highp float c = 1.0 - step(PI * 0.7 / uCount * h, d);

    highp vec3 color = vec3(c, c, c);


    gl_FragColor = vec4(color * v, 1.0);
}
`;

const COMPLEMENTARY_FRAGMENT_SHADER = `
#define PI 3.1415926535897932384626433832795
uniform highp vec2 uResolution;
uniform highp float uCount;
uniform highp float uIndex;

void main(void) {
    highp float a = step(0.0, uIndex);
    gl_FragColor = vec4(a, 1.0 - a, a, 1.0);
}
`;


function Calibration(gl) {
    gl.enable(gl.STENCIL_TEST);
    gl.clearStencil(255);
    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);

    const createShadersInfo = shaderSource => Object.keys(shaderSource).map(type => {
        const source = shaderSource[type];
        const shader = gl.createShader(gl[type]);
        gl.shaderSource(shader, source);
        gl.compileShader(shader);

        const attributes = source.split('\n')
           .filter(x => x.indexOf('attribute ') == 0)
           .map(x => x.split(' ').pop().split(';')[0]);

        const uniforms = source.split('\n')
           .filter(x => x.indexOf('uniform ') == 0)
           .map(x => x.split(' ').pop().split(';')[0]);

        return { shader, attributes, uniforms };
    });

    const shaders = [
        createShadersInfo({ VERTEX_SHADER, FRAGMENT_SHADER: STENCIL_FRAGMENT_SHADER }),
        createShadersInfo({ VERTEX_SHADER, FRAGMENT_SHADER: RENDER_FRAGMENT_SHADER }),
        createShadersInfo({ VERTEX_SHADER, FRAGMENT_SHADER: COMPLEMENTARY_FRAGMENT_SHADER }),
    ].map((shadersInfo, i) => {

        const program = gl.createProgram();

        shadersInfo.map(shaderInfo => gl.attachShader(program, shaderInfo.shader));
        gl.linkProgram(program);

        