OHP3D.cpp
author František Kučera <franta-hg@frantovo.cz>
Wed, 27 Dec 2023 23:25:06 +0100
branchv_0
changeset 33 4620bba4fa40
parent 32 711d3d781143
child 34 7ea796b00538
permissions -rw-r--r--
import functions from the private prototype: goPage(), goHome(), goEnd(), goPageMouse()

/**
 * OHP3D
 * Copyright © 2023 František Kučera (Frantovo.cz, GlobalCode.info)
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, version 3 of the License.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#include <iostream>
#include <iomanip>
#include <string>
#include <charconv>
#include <memory>
#include <functional>
#include <sstream>
#include <vector>
#include <chrono>
#include <unistd.h>

#include <poppler/cpp/poppler-document.h>
#include <poppler/cpp/poppler-page.h>
#include <poppler/cpp/poppler-toc.h>
#include <sys/stat.h>
#include <poppler/cpp/poppler-page-renderer.h>

#include "x11.h"
#include "opengl.h"
#include "EPoll.h"
#include "Logger.h"
#include "MappedFile.h"
#include "PageBuffer.h"
#include "Texture.h"
#include "Shader.h"
#include "Program.h"
#include "FileMonitor.h"
#include "XAttrs.h"

#include "OHP3D.h"

class OHP3D::Impl {
public:

	struct {
		GLint aVertexXYZ = -2;
		GLint aTextureXY = -2;

		GLint fColor = -2;

		GLint uModel = -2;
		GLint uView = -2;
		GLint uProjection = -2;
		GLint uTexture = -2;
		GLint uTextureScale = -2;
	} ProgAttr;

	struct {
		float yaw = -90.f;
		float pitch = 0.f;
		float roll = 0.f;
		float fov = 45.0f;
		glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
		glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
		glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);

		void adjustFov(float diff) {
			fov += diff;
			if (fov < 1.0f) fov = 1.0f;
			else if (fov > 120.0f) fov = 120.0f;
			std::cerr << "field of view: " << fov << " °" << std::endl;
		}

		void moveForward(const float cameraSpeed) {
			cameraPos += cameraSpeed * cameraFront;
		}

		void moveBackward(const float cameraSpeed) {
			cameraPos -= cameraSpeed * cameraFront;
		}

		void moveLeft(const float cameraSpeed) {
			cameraPos -= glm::normalize(
					glm::cross(cameraFront, cameraUp)) * cameraSpeed;
		}

		void moveRight(const float cameraSpeed) {
			cameraPos += glm::normalize(
					glm::cross(cameraFront, cameraUp)) * cameraSpeed;
		}

		void moveUp(const float cameraSpeed) {
			cameraPos += cameraSpeed * glm::normalize(cameraUp);
		}

		void moveDown(const float cameraSpeed) {
			cameraPos -= cameraSpeed * glm::normalize(cameraUp);
		}

		void updateCameraFrontAndUp() {
			std::cerr << "--- updateCameraFrontAndUp() --------" << std::endl;
			dump("pitch, yaw, roll", glm::vec3(pitch, yaw, roll));
			dump("cameraPos", cameraPos);
			dump("cameraFront", cameraFront);
			const auto pitchR = glm::radians(pitch); // around X axis
			const auto yawR = glm::radians(yaw); //     around Y axis
			const auto rollR = glm::radians(roll); //   around Z axis

			cameraFront.x = cos(pitchR) * cos(yawR);
			cameraFront.y = sin(pitchR);
			cameraFront.z = cos(pitchR) * sin(yawR);
			cameraFront = glm::normalize(cameraFront);
			dump("cameraFront", cameraFront);
			dump("cameraUp", cameraUp);

			// TODO: review ROLL rotation and default angle
			glm::mat4 rollMatrix = glm::rotate(
					glm::mat4(1.0f), rollR, cameraFront);
			cameraUp = glm::mat3(rollMatrix) * glm::vec3(0., 1., 0.);
			dump("cameraUp", cameraUp);
			std::cerr << "-------------------------------------" << std::endl;
		}

		void limitPitch() {
			if (pitch > +89.0f) pitch = +89.0f;
			if (pitch < -89.0f) pitch = -89.0f;
		}

		void turnLeft(const float angleSpeed) {
			yaw -= angleSpeed;
			updateCameraFrontAndUp();
		}

		void turnRight(const float angleSpeed) {
			yaw += angleSpeed;
			updateCameraFrontAndUp();
		}

		void turnUp(const float angleSpeed) {
			pitch += angleSpeed;
			limitPitch();
			updateCameraFrontAndUp();
		}

		void turnDown(const float angleSpeed) {
			pitch -= angleSpeed;
			limitPitch();
			updateCameraFrontAndUp();
		}

		void rollLeft(const float angleSpeed) {
			roll += angleSpeed;
			updateCameraFrontAndUp();
		}

		void rollRight(const float angleSpeed) {
			roll -= angleSpeed;
			updateCameraFrontAndUp();
		}

	} initialCtx, ctx;

	Display* dpy;
	Window win;
	XVisualInfo* vi;
	GLXContext glc;

	FileMonitor fileMonitor;
	std::vector<WatchedFile> watchedFiles;
	std::vector<std::shared_ptr<Shader>> shaders;
	std::shared_ptr<Program> shaderProgram;
	std::vector<std::shared_ptr<Texture>> textures;

	Configuration cfg;
	std::ostream& logOutput = std::cerr;

	Impl(Configuration cfg) : cfg(cfg) {
	}

	void run();
	void clear();
	void runShaders();
	Window getRootWindow(Window defaultValue);
	void log(LogLevel level, std::string message);
	int setNonBlocking(int fd);
	void loadVertices();
	void loadDocuments();
	void loadShaders();
	void updateVariableLocations();
	bool reloadShader(const std::string& fileName);
	void setTitle(const std::string& suffix = "");
	static const std::string getDefaultFile(const std::string& relativePath);

};

OHP3D::OHP3D(const Configuration& configuration) :
impl(new Impl(configuration)) {
}

OHP3D::~OHP3D() {
	impl->textures.clear();
	impl->shaders.clear();
	impl->shaderProgram = nullptr;
	XFree(impl->vi);
	glXMakeCurrent(impl->dpy, None, NULL);
	glXDestroyContext(impl->dpy, impl->glc);
	XDestroyWindow(impl->dpy, impl->win);
	XCloseDisplay(impl->dpy);
	delete impl;
	// std::cerr << "~OHP3D()" << std::endl;
}

void OHP3D::Impl::setTitle(const std::string& suffix) {
	std::stringstream title;
	title << "OHP3D";
	if (suffix.size()) title << ": " << suffix.c_str();
	XStoreName(dpy, win, title.str().c_str());
	XFlush(dpy);
}

void OHP3D::run() {
	impl->run();
}

void OHP3D::Impl::run() {
	dpy = XOpenDisplay(NULL);

	if (dpy == NULL) throw std::logic_error("Unable to connect to X server");

	GLint att[] = {GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None};
	vi = glXChooseVisual(dpy, 0, att);
	Window root = DefaultRootWindow(dpy);
	Window parent = cfg.rootWindow ? cfg.rootWindow : root;

	XSetWindowAttributes swa;
	swa.colormap = XCreateColormap(dpy, parent, vi->visual, AllocNone);
	swa.event_mask = ExposureMask | KeyPressMask | PointerMotionMask
			| ButtonPressMask
			| StructureNotifyMask;

	bool full = false;
	unsigned int width = 1600;
	unsigned int height = 1200;
	if (parent != root) {
		XWindowAttributes parentAttr;
		XGetWindowAttributes(dpy, parent, &parentAttr);
		width = parentAttr.width;
		height = parentAttr.height;
	}

	win = XCreateWindow(
			dpy, parent, 0, 0, width, height, 0,
			vi->depth, InputOutput, vi->visual,
			CWColormap | CWEventMask, &swa);

	XMapWindow(dpy, win);
	setTitle();
	setX11PID(dpy, win);
	// XSetWindowBackground(dpy, win, 0) vs. glClearColor()

	glc = glXCreateContext(dpy, vi, NULL, GL_TRUE);
	glXMakeCurrent(dpy, win, glc);

	glEnable(GL_DEPTH_TEST);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	clear();
	glXSwapBuffers(dpy, win);


	loadShaders();
	loadDocuments();
	loadVertices();

	auto toggleFullscreen = [&]() {
		full = setFullscreen(dpy, win, !full);
	};

	auto resetView = [&]() {
		ctx = initialCtx;
		ctx.updateCameraFrontAndUp();
	};

	// root can reize our window
	// or we can listen to root resize and then resize our window ourselves
	bool listenToRootResizes = true;
	if (listenToRootResizes) XSelectInput(dpy, parent, StructureNotifyMask);

	bool keepRunningX11 = true;
	int x11fd = XConnectionNumber(dpy);
	EPoll epoll;
	epoll.add(x11fd);
	epoll.add(fileMonitor.getFD());
	try {
		epoll.add(setNonBlocking(STDIN_FILENO));
	} catch (const EPoll::Exception& e) {
		logOutput << "Will not monitor events on STDIN: " << e.what() << "\n";
	}

	// rended the 3D scene even before the first event:
	runShaders();
	glXSwapBuffers(dpy, win);

	auto goPage = [&](int count) {
		// TODO: support pages with different ratios
		ctx.moveRight(count * 1.8 * textures[0]->getRatio());
	};

	auto goHome = [&]() {
		ctx.cameraFront = initialCtx.cameraFront;
		ctx.cameraPos = initialCtx.cameraPos;
		ctx.cameraUp = initialCtx.cameraUp;
	};

	auto goEnd = [&]() {
		goHome();
		goPage(textures.size() - 1);
	};

	auto goPageMouse = [&](XButtonEvent ev) {
		XWindowAttributes gwa;
		XGetWindowAttributes(dpy, win, &gwa);

		bool top = ev.y < gwa.height / 2, bottom = !top;
		bool left = ev.x < gwa.width / 2, right = !left;

		if (top && left) goHome();
		else if (top && right) goEnd();
		else if (bottom && left) goPage(-1);
		else if (bottom && right) goPage(+1);
	};


	for (XEvent xev; keepRunningX11;) {
		int epollEventCount = epoll.wait();
		//std::cout << "trace: epoll.wait() = " << epollEventCount << std::endl;
		for (int epollEvent = 0; epollEvent < epollEventCount; epollEvent++) {
			bool redraw = false;
			if (epoll[epollEvent].data.fd == x11fd) {
				if (!XPending(dpy)) {
					// otherwise STDIN events are held until the first X11 event
					logOutput << "trace: no pending X11 event" << std::endl;
					break;
				}
process_x11_event:
				XWindowAttributes gwa;
				XNextEvent(dpy, &xev);

				if (xev.type == Expose) {
					std::cout << "XEvent: Expose" << std::endl;
					XGetWindowAttributes(dpy, win, &gwa);
					glViewport(0, 0, gwa.width, gwa.height);
					redraw = true;
				} else if (xev.type == KeyPress) {
					DecodedKey key = decodeKeycode(dpy, xev.xkey.keycode);
					std::cout << "XEvent: KeyPress:"
							<< " keycode=" << key.code
							<< " key=" << key.name
							<< std::endl;

					const float cSp = 0.05f; // camera speed
					const float aSp = 5.f; // angle speed

					if (key.matches(XK_q, XK_Escape)) keepRunningX11 = false;
					else if (key.matches(XK_Left, XK_s)) ctx.turnLeft(aSp);
					else if (key.matches(XK_Right, XK_f)) ctx.turnRight(aSp);
					else if (key.matches(XK_Up, XK_e)) ctx.moveForward(cSp);
					else if (key.matches(XK_Down, XK_d)) ctx.moveBackward(cSp);
					else if (key.matches(XK_w)) ctx.rollLeft(aSp);
					else if (key.matches(XK_r)) ctx.rollRight(aSp);
					else if (key.matches(XK_t)) ctx.turnUp(aSp);
					else if (key.matches(XK_g)) ctx.turnDown(aSp);
					else if (key.matches(XK_m)) ctx.moveLeft(cSp);
					else if (key.matches(XK_comma)) ctx.moveRight(cSp);
					else if (key.matches(XK_l)) ctx.moveUp(cSp);
					else if (key.matches(XK_period)) ctx.moveDown(cSp);
					else if (key.matches(XK_j, XK_Page_Up)) goPage(-1);
					else if (key.matches(XK_k, XK_Page_Down)) goPage(+1);
					else if (key.matches(XK_u, XK_Home)) goHome();
					else if (key.matches(XK_i, XK_End)) goEnd();
					else if (key.matches(XK_x)) resetView();
					else if (key.matches(XK_F11, XK_y)) toggleFullscreen();
					redraw = true;
				} else if (xev.type == ButtonPress) {
					std::cout << "XEvent: ButtonPress:"
							<< " button=" << xev.xbutton.button
							<< std::endl;
					if (xev.xbutton.button == 1) goPageMouse(xev.xbutton);
					else if (xev.xbutton.button == 4) ctx.adjustFov(-1.0);
					else if (xev.xbutton.button == 5) ctx.adjustFov(+1.0);
					else if (xev.xbutton.button == 8) resetView();
					else if (xev.xbutton.button == 9) keepRunningX11 = false;
					redraw = true;
				} else if (xev.type == MotionNotify) {
					// printCursorInfo(xev.xmotion);
				} else if (xev.type == ConfigureNotify) {
					std::cout << "XEvent: ConfigureNotify:"
							<< " window=" << xev.xconfigure.window
							<< " height=" << xev.xconfigure.height
							<< " width=" << xev.xconfigure.width
							<< std::endl;
					if (listenToRootResizes
							&& xev.xconfigure.window == parent) {
						XResizeWindow(dpy, win,
								xev.xconfigure.width, xev.xconfigure.height);
					}
				} else if (xev.type == UnmapNotify) {
					std::cout << "XEvent: UnmapNotify" << std::endl;
				} else if (xev.type == DestroyNotify) {
					std::cout << "XEvent: DestroyNotify → finish" << std::endl;
					break;
				} else {
					std::cout << "XEvent: type=" << xev.type << std::endl;
				}
				if (XPending(dpy)) goto process_x11_event;
			} else if (epoll[epollEvent].data.fd == STDIN_FILENO) {
				int epollFD = epoll[epollEvent].data.fd;
				logOutput << "other event: fd=" << epollFD << " data=";
				for (char ch; read(epollFD, &ch, 1) > 0;) {
					std::stringstream msg;
					msg
							<< std::hex
							<< std::setfill('0')
							<< std::setw(2)
							<< (int) ch;
					logOutput << msg.str();
				}
				logOutput << std::endl;

			} else if (epoll[epollEvent].data.fd == fileMonitor.getFD()) {
				std::cout << "FileMonitor event:" << std::endl;
				for (FileEvent fe; fileMonitor.readEvent(fe);) {
					logOutput << "   "
							<< " file=" << fe.fileName
							<< " mask=" << fe.mask
							<< std::endl;
					try {
						redraw |= reloadShader(fe.fileName);
						setTitle();
					} catch (const std::exception& e) {
						setTitle("[ERROR]");
						logOutput << "error while reloading '"
								<< fe.fileName.c_str()
								<< "': " << e.what() << std::endl;
					}
				}
			} else {
				logOutput
						<< "error: event on an unexpected FD: "
						<< epoll[epollEvent].data.fd
						<< std::endl;
			}

			if (redraw) {
				runShaders();
				glXSwapBuffers(dpy, win);
			}
		}
	}
}

void OHP3D::Impl::clear() {
	glClearColor(
			(cfg.backgroundColor >> 16 & 0xFF) / 256.,
			(cfg.backgroundColor >> 8 & 0xFF) / 256.,
			(cfg.backgroundColor & 0xFF) / 256.,
			1.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}

void OHP3D::Impl::runShaders() {
	shaderProgram->use();
	checkError(&std::cerr);

	clear();

	GLint viewport[4];
	glGetIntegerv(GL_VIEWPORT, viewport);
	GLfloat width = viewport[2];
	GLfloat height = viewport[3];

	glm::mat4 projection = glm::perspective(
			glm::radians(ctx.fov),
			width / height,
			0.1f, 100.0f);
	glUniformMatrix4fv(ProgAttr.uProjection, 1, GL_FALSE, &projection[0][0]);

	glm::mat4 view = glm::lookAt(
			ctx.cameraPos,
			ctx.cameraPos + ctx.cameraFront,
			ctx.cameraUp);
	glUniformMatrix4fv(ProgAttr.uView, 1, GL_FALSE, &view[0][0]);

	// glBindVertexArray(vao);

	glm::mat4 model = glm::mat4(1.0f); // identity matrix
	glUniformMatrix4fv(ProgAttr.uModel, 1, GL_FALSE, &model[0][0]);

	for (int i = 0; i < textures.size(); i++) {
		textures[i]->bind();
		glUniform1f(ProgAttr.uTextureScale, textures[i]->getScale());
		int pageVertices = 2 * 3; // see loadVertices()
		glDrawArrays(GL_TRIANGLES, i*pageVertices, pageVertices);
		// std::cerr << "GLSL: glDrawArrays() #" << i << std::endl;
	}

	std::cerr << "GLSL: glDrawArrays() " << textures.size() << "x" << std::endl;
}

void OHP3D::Impl::log(LogLevel level, std::string message) {
	::log(logOutput, level, message);
}

int OHP3D::Impl::setNonBlocking(int fd) {
	int flags = fcntl(fd, F_GETFL, 0);
	fcntl(fd, F_SETFL, flags | O_NONBLOCK);
	return fd;
}

void OHP3D::Impl::loadVertices() {
	std::vector<GLfloat> vertices;
	for (int i = 0; i < textures.size(); i++) {
		std::shared_ptr<Texture> tex = textures[i];
		GLfloat ratio = tex->getRatio();
		GLfloat offset = ratio * 1.8 * i;
		const std::vector<GLfloat> v = {
			// Vertex XYZ                               Texture XY
			-0.80f * ratio + offset, +0.80f, +0.0, /**/ 0.0, 0.0,
			+0.80f * ratio + offset, +0.80f, +0.0, /**/ 1.0, 0.0,
			-0.80f * ratio + offset, -0.80f, +0.0, /**/ 0.0, 1.0,

			-0.80f * ratio + offset, -0.80f, +0.0, /**/ 0.0, 1.0,
			+0.80f * ratio + offset, -0.80f, +0.0, /**/ 1.0, 1.0,
			+0.80f * ratio + offset, +0.80f, +0.0, /**/ 1.0, 0.0,

			// see glDrawArrays(), where we set start offset and count
		};

		// TODO: reduce copying
		for (GLfloat f : v) vertices.push_back(f);
	}

	// Vertex data:
	glVertexAttribPointer(ProgAttr.aVertexXYZ, 3, // vertex items
			GL_FLOAT, GL_FALSE, 5 * sizeof (float),
			(void*) 0);
	glEnableVertexAttribArray(ProgAttr.aVertexXYZ);

	// Texture positions:
	glVertexAttribPointer(ProgAttr.aTextureXY, 2, // texture items
			GL_FLOAT, GL_FALSE, 5 * sizeof (float),
			(void*) (3 * sizeof (float)));
	glEnableVertexAttribArray(ProgAttr.aTextureXY);

	glBufferData(GL_ARRAY_BUFFER,
			vertices.size() * sizeof (vertices[0]),
			vertices.data(),
			GL_STATIC_DRAW);
	// GL_STATIC_DRAW:
	//   The vertex data will be uploaded once
	//   and drawn many times(e.g. the world).
	// GL_DYNAMIC_DRAW:
	//   The vertex data will be created once, changed from
	// 	 time to time, but drawn many times more than that.
	// GL_STREAM_DRAW:
	//   The vertex data will be uploaded once and drawn once.

	// see also glBindBuffer(GL_ARRAY_BUFFER, vbo); where we set current VBO
}

const std::string
OHP3D::Impl::getDefaultFile(const std::string& relativePath) {
	const char* envName = "OHP3D_DATA_DIR";
	const char* envValue = ::getenv(envName);
	if (envValue) {
		return std::string(envValue) + "/" + relativePath;
	} else {
		throw std::invalid_argument(std::string("Configure $") + envName
				+ " in order to use defaults"
				" or specify textures and shaders as parameters");
	}
}

void OHP3D::Impl::loadDocuments() {
	if (cfg.documents.empty())
		cfg.documents.push_back({getDefaultFile("documents/default.pdf")});

	for (const Configuration::File& document : cfg.documents) {
		std::cerr << "loading document: " << document.fileName.c_str() << "\n";

		MappedFile buffer(document.fileName);

		namespace pp = poppler;
		using Document = pp::document;

		std::shared_ptr<Document> doc = std::shared_ptr<Document>(Document::
				load_from_raw_data(buffer.getData(), buffer.getSize()));

		log(LogLevel::INFO, std::string("PDF parsed:")
				+ " pages=" + std::to_string(doc->pages()));

		log(LogLevel::INFO, "loadig pages to textures...");
		auto timingStart = std::chrono::steady_clock::now();
		pp::page_renderer renderer;
		renderer.set_image_format(pp::image::format_rgb24);
		double dpi = cfg.dpi;
		for (int i = 0, limit = doc->pages(); i < limit; i++) {
			std::shared_ptr<pp::page> page(doc->create_page(i));
			pp::image pageImage = renderer.render_page(page.get(), dpi, dpi);

			PageBuffer img(
					pageImage.data(),
					pageImage.width() * pageImage.height() * 3,
					pageImage.width(), pageImage.height());

			textures.push_back(std::make_shared<Texture>(
					pageImage.width(), pageImage.height(),
					img, document.fileName));
			// textures.back()->setScale(8.); // TODO: fix scale and DPI
			log(LogLevel::INFO, "  page " + std::to_string(i + 1)
					+ "/" + std::to_string(limit));
		}

		auto timingEnd = std::chrono::steady_clock::now();
		auto timingTotal = std::chrono::duration_cast<std::chrono::microseconds>
				(timingEnd - timingStart).count();

		std::stringstream timingMsg;
		timingMsg.imbue(std::locale(""));
		timingMsg << "PDF to texture load time:"
				<< " page average = " << (timingTotal / doc->pages()) << " µs,"
				<< " total = " << timingTotal << " µs ("
				<< doc->pages() << " pages)";
		log(LogLevel::INFO, timingMsg.str());
		if (timingTotal < 400000) logOutput << ">> Doherty threshold met! <<\n";
	}
}

void OHP3D::Impl::loadShaders() {
	// Vertex Array Object (VAO)
	GLuint vao;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);
	// VAO - something like context for bound data/variables
	// We can switch multiple VAOs. VAO can contain multiple VBOs.
	// what-are-vertex-array-objects

	// Vertex Buffer Object (VBO):
	GLuint vbo;
	glGenBuffers(1, &vbo);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);

	{
		// Load default shaders if there are no configured:
		int vc = 0;
		int fc = 0;
		auto& ss = cfg.shaders;
		for (const auto& s : ss) if (s.type == "vertex") vc++;
		for (const auto& s : ss) if (s.type == "fragment") fc++;
		auto& d = getDefaultFile;
		if (vc == 0) ss.push_back({d("shaders/default.vert"), "vertex"});
		if (fc == 0) ss.push_back({d("shaders/default.frag"), "fragment"});
	}

	shaderProgram = std::make_shared<Program>();

	// glBindFragDataLocation(program, 0, "outColor");
	// glBindAttribLocation(program, LOC.input, "vertices");

	for (const Configuration::Shader definition : cfg.shaders) {
		Shader::Type type;
		std::string fileName = definition.fileName;
		if (definition.type == "fragment") type = Shader::Type::FRAGMENT;
		else if (definition.type == "vertex") type = Shader::Type::VERTEX;
		else throw std::invalid_argument("unsupported shader type");

		MappedFile file(fileName);
		std::shared_ptr<Shader> shader = std::make_shared<Shader>(
				type, file, fileName);

		shaderProgram->attachShader(*shader.get());
		shaders.push_back(shader);
		watchedFiles.push_back(fileMonitor.watch(fileName));
		std::cerr << "GLSL loaded: " << fileName.c_str() << std::endl;
		// We may detach and delete shaders,
		// but our shaders are small, so we keep them for later reloading.
	}

	shaderProgram->link();
	updateVariableLocations();
	// listVariables(program);
	std::cerr << "GLSL shader count: " << shaders.size() << std::endl;
}

void OHP3D::Impl::updateVariableLocations() {
	// GLSL compiler does very efficient / aggressive optimization.
	// Attributes and uniforms that are not used in the shader are deleted.
	// And even if we e.g. read color from a texture and overwrite it,
	// the variable is still deleted and considered „inactive“.
	// Functions glGetAttribLocation() and glGetUniformLocation() return -1.
	ProgAttr.aVertexXYZ = shaderProgram->getAttribLocation("aVertexXYZ");
	ProgAttr.aTextureXY = shaderProgram->getAttribLocation("aTextureXY");
	ProgAttr.uModel = shaderProgram->getUniformLocation("uModel");
	ProgAttr.uView = shaderProgram->getUniformLocation("uView");
	ProgAttr.uProjection = shaderProgram->getUniformLocation("uProjection");
	ProgAttr.uTexture = shaderProgram->getUniformLocation("uTexture");
	ProgAttr.uTextureScale = shaderProgram->getUniformLocation("uTextureScale");
	ProgAttr.fColor = shaderProgram->getFragDataLocation("fColor");
	shaderProgram->bindFragDataLocation("fColor", ProgAttr.fColor);
}

bool OHP3D::Impl::reloadShader(const std::string& fileName) {
	for (auto shader : shaders) {
		if (shader->getFileName() == fileName) {
			shader->update(MappedFile(fileName));
			shaderProgram->link();
			updateVariableLocations();
			return true;
		}
	}
	return false;
}