    {-# OPTIONS_HADDOCK hide #-}
    --------------------------------------------------------------------------------
    -- |
    -- Module      :  Graphics.Rendering.OpenGL.GL.Texturing.TextureObject
    -- Copyright   :  (c) Sven Panne 2002-2019
    -- License     :  BSD3
    --
    -- Maintainer  :  Sven Panne <svenpanne@gmail.com>
    -- Stability   :  stable
    -- Portability :  portable
    --
    -- This is a purely internal module for handling texture objects.
    --
    --------------------------------------------------------------------------------

    module Graphics.Rendering.OpenGL.GL.Texturing.TextureObject (
       TextureObject(..)
    ) where

    import Control.Monad.IO.Class
    import Data.ObjectName
    import Foreign.Marshal.Array ( allocaArray, peekArray, withArrayLen )
    import Graphics.Rendering.OpenGL.GL.DebugOutput
    import Graphics.Rendering.OpenGL.GL.GLboolean
    import Graphics.Rendering.OpenGL.GL.QueryUtils
    import Graphics.GL

    --------------------------------------------------------------------------------

    newtype TextureObject = TextureObject { TextureObject -> GLuint
    textureID :: GLuint }
       deriving ( TextureObject -> TextureObject -> Bool
    (TextureObject -> TextureObject -> Bool)
    -> (TextureObject -> TextureObject -> Bool) -> Eq TextureObject
    forall a. (a -> a -> Bool) -> (a -> a -> Bool) -> Eq a
    $c== :: TextureObject -> TextureObject -> Bool
    == :: TextureObject -> TextureObject -> Bool
    $c/= :: TextureObject -> TextureObject -> Bool
    /= :: TextureObject -> TextureObject -> Bool
    Eq, Eq TextureObject
    Eq TextureObject =>
    (TextureObject -> TextureObject -> Ordering)
    -> (TextureObject -> TextureObject -> Bool)
    -> (TextureObject -> TextureObject -> Bool)
    -> (TextureObject -> TextureObject -> Bool)
    -> (TextureObject -> TextureObject -> Bool)
    -> (TextureObject -> TextureObject -> TextureObject)
    -> (TextureObject -> TextureObject -> TextureObject)
    -> Ord TextureObject
    TextureObject -> TextureObject -> Bool
    TextureObject -> TextureObject -> Ordering
    TextureObject -> TextureObject -> TextureObject
    forall a.
    Eq a =>
    (a -> a -> Ordering)
    -> (a -> a -> Bool)
    -> (a -> a -> Bool)
    -> (a -> a -> Bool)
    -> (a -> a -> Bool)
    -> (a -> a -> a)
    -> (a -> a -> a)
    -> Ord a
    $ccompare :: TextureObject -> TextureObject -> Ordering
    compare :: TextureObject -> TextureObject -> Ordering
    $c< :: TextureObject -> TextureObject -> Bool
    < :: TextureObject -> TextureObject -> Bool
    $c<= :: TextureObject -> TextureObject -> Bool
    <= :: TextureObject -> TextureObject -> Bool
    $c> :: TextureObject -> TextureObject -> Bool
    > :: TextureObject -> TextureObject -> Bool
    $c>= :: TextureObject -> TextureObject -> Bool
    >= :: TextureObject -> TextureObject -> Bool
    $cmax :: TextureObject -> TextureObject -> TextureObject
    max :: TextureObject -> TextureObject -> TextureObject
    $cmin :: TextureObject -> TextureObject -> TextureObject
    min :: TextureObject -> TextureObject -> TextureObject
    Ord, Int -> TextureObject -> ShowS
    [TextureObject] -> ShowS
    TextureObject -> String
    (Int -> TextureObject -> ShowS)
    -> (TextureObject -> String)
    -> ([TextureObject] -> ShowS)
    -> Show TextureObject
    forall a.
    (Int -> a -> ShowS) -> (a -> String) -> ([a] -> ShowS) -> Show a
    $cshowsPrec :: Int -> TextureObject -> ShowS
    showsPrec :: Int -> TextureObject -> ShowS
    $cshow :: TextureObject -> String
    show :: TextureObject -> String
    $cshowList :: [TextureObject] -> ShowS
    showList :: [TextureObject] -> ShowS
    Show )

    --------------------------------------------------------------------------------

    instance ObjectName TextureObject where
       isObjectName :: forall (m :: * -> *). MonadIO m => TextureObject -> m Bool
    isObjectName = IO Bool -> m Bool
    forall a. IO a -> m a
    forall (m :: * -> *) a. MonadIO m => IO a -> m a
    liftIO (IO Bool -> m Bool)
    -> (TextureObject -> IO Bool) -> TextureObject -> m Bool
    forall b c a. (b -> c) -> (a -> b) -> a -> c
    . (GLboolean -> Bool) -> IO GLboolean -> IO Bool
    forall a b. (a -> b) -> IO a -> IO b
    forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
    fmap GLboolean -> Bool
    forall a. (Eq a, Num a) => a -> Bool
    unmarshalGLboolean (IO GLboolean -> IO Bool)
    -> (TextureObject -> IO GLboolean) -> TextureObject -> IO Bool
    forall b c a. (b -> c) -> (a -> b) -> a -> c
    . GLuint -> IO GLboolean
    forall (m :: * -> *). MonadIO m => GLuint -> m GLboolean
    glIsTexture (GLuint -> IO GLboolean)
    -> (TextureObject -> GLuint) -> TextureObject -> IO GLboolean
    forall b c a. (b -> c) -> (a -> b) -> a -> c
    . TextureObject -> GLuint
    textureID

       deleteObjectNames :: forall (m :: * -> *). MonadIO m => [TextureObject] -> m ()
    deleteObjectNames [TextureObject]
    textureObjects =
          IO () -> m ()
    forall a. IO a -> m a
    forall (m :: * -> *) a. MonadIO m => IO a -> m a
    liftIO (IO () -> m ())
    -> ((Int -> Ptr GLuint -> IO ()) -> IO ())
    -> (Int -> Ptr GLuint -> IO ())
    -> m ()
    forall b c a. (b -> c) -> (a -> b) -> a -> c
    . [GLuint] -> (Int -> Ptr GLuint -> IO ()) -> IO ()
    forall a b. Storable a => [a] -> (Int -> Ptr a -> IO b) -> IO b
    withArrayLen ((TextureObject -> GLuint) -> [TextureObject] -> [GLuint]
    forall a b. (a -> b) -> [a] -> [b]
    map TextureObject -> GLuint
    textureID [TextureObject]
    textureObjects) ((Int -> Ptr GLuint -> IO ()) -> m ())
    -> (Int -> Ptr GLuint -> IO ()) -> m ()
    forall a b. (a -> b) -> a -> b
    $
             GLsizei -> Ptr GLuint -> IO ()
    forall (m :: * -> *). MonadIO m => GLsizei -> Ptr GLuint -> m ()
    glDeleteTextures (GLsizei -> Ptr GLuint -> IO ())
    -> (Int -> GLsizei) -> Int -> Ptr GLuint -> IO ()
    forall b c a. (b -> c) -> (a -> b) -> a -> c
    . Int -> GLsizei
    forall a b. (Integral a, Num b) => a -> b
    fromIntegral

    instance GeneratableObjectName TextureObject where
       genObjectNames :: forall (m :: * -> *). MonadIO m => Int -> m [TextureObject]
    genObjectNames Int
    n =
          IO [TextureObject] -> m [TextureObject]
    forall a. IO a -> m a
    forall (m :: * -> *) a. MonadIO m => IO a -> m a
    liftIO (IO [TextureObject] -> m [TextureObject])
    -> ((Ptr GLuint -> IO [TextureObject]) -> IO [TextureObject])
    -> (Ptr GLuint -> IO [TextureObject])
    -> m [TextureObject]
    forall b c a. (b -> c) -> (a -> b) -> a -> c
    . Int -> (Ptr GLuint -> IO [TextureObject]) -> IO [TextureObject]
    forall a b. Storable a => Int -> (Ptr a -> IO b) -> IO b
    allocaArray Int
    n ((Ptr GLuint -> IO [TextureObject]) -> m [TextureObject])
    -> (Ptr GLuint -> IO [TextureObject]) -> m [TextureObject]
    forall a b. (a -> b) -> a -> b
    $ \Ptr GLuint
    buf -> do
            GLsizei -> Ptr GLuint -> IO ()
    forall (m :: * -> *). MonadIO m => GLsizei -> Ptr GLuint -> m ()
    glGenTextures (Int -> GLsizei
    forall a b. (Integral a, Num b) => a -> b
    fromIntegral Int
    n) Ptr GLuint
    buf
            ([GLuint] -> [TextureObject]) -> IO [GLuint] -> IO [TextureObject]
    forall a b. (a -> b) -> IO a -> IO b
    forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
    fmap ((GLuint -> TextureObject) -> [GLuint] -> [TextureObject]
    forall a b. (a -> b) -> [a] -> [b]
    map GLuint -> TextureObject
    TextureObject) (IO [GLuint] -> IO [TextureObject])
    -> IO [GLuint] -> IO [TextureObject]
    forall a b. (a -> b) -> a -> b
    $ Int -> Ptr GLuint -> IO [GLuint]
    forall a. Storable a => Int -> Ptr a -> IO [a]
    peekArray Int
    n Ptr GLuint
    buf

    instance CanBeLabeled TextureObject where
       objectLabel :: TextureObject -> StateVar (Maybe String)
    objectLabel = GLuint -> GLuint -> StateVar (Maybe String)
    objectNameLabel GLuint
    GL_TEXTURE (GLuint -> StateVar (Maybe String))
    -> (TextureObject -> GLuint)
    -> TextureObject
    -> StateVar (Maybe String)
    forall b c a. (b -> c) -> (a -> b) -> a -> c
    . TextureObject -> GLuint
    textureID