var tape = require('tape')
var createContext = require('../index')

tape('mapbox-ansis', function (t) {
  var width = 1
  var height = 1

  var gl = createContext(width, height)

  var vertexSource = 'precision mediump float;\n' +
    'uniform float u_z;\n' +
    'attribute vec2 a_position;\n' +
    'void main() {\n' +
    '   gl_Position = vec4(a_position, u_z, 1);\n' +
    '}'

  var fragmentSource = 'precision mediump float;\n' +
    'uniform vec4 u_color;\n' +
    'void main() {\n' +
    '      gl_FragColor = u_color;  // green\n' +
    '}'

  var vertex = gl.createShader(gl.VERTEX_SHADER)
  gl.shaderSource(vertex, vertexSource)
  gl.compileShader(vertex)
  var fragment = gl.createShader(gl.FRAGMENT_SHADER)
  gl.shaderSource(fragment, fragmentSource)
  gl.compileShader(fragment)
  var program = gl.createProgram()
  gl.attachShader(program, vertex)
  gl.attachShader(program, fragment)
  gl.linkProgram(program)
  if (!gl.getShaderParameter(vertex, gl.COMPILE_STATUS)) {
    throw new Error(gl.getShaderInfoLog(vertex))
  }
  if (!gl.getShaderParameter(fragment, gl.COMPILE_STATUS)) {
    throw new Error(gl.getShaderInfoLog(fragment))
  }

  gl.useProgram(program)

  if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
    console.error(gl.getProgramInfoLog(program))
  }

  // Attribute and uniform locations
  var aPosition = gl.getAttribLocation(program, 'a_position')
  var uColor = gl.getUniformLocation(program, 'u_color')
  var uZ = gl.getUniformLocation(program, 'u_z')

  // Set up framebuffer
  gl.renderbuffer = gl.createRenderbuffer()
  gl.bindRenderbuffer(gl.RENDERBUFFER, gl.renderbuffer)
  gl.renderbufferStorage(gl.RENDERBUFFER, gl.RGBA4, width, height)

  gl.depthStencilBuffer = gl.createRenderbuffer()
  gl.bindRenderbuffer(gl.RENDERBUFFER, gl.depthStencilBuffer)
  gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, gl.drawingBufferWidth, gl.drawingBufferHeight)

  var fbo = gl.createFramebuffer()
  gl.bindFramebuffer(gl.FRAMEBUFFER, fbo)
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, gl.renderbuffer)
  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, gl.depthStencilBuffer)

  // Clear screen to red
  gl.clearColor(1.0, 0.0, 0.0, 0.5)
  gl.clear(gl.COLOR_BUFFER_BIT)
  gl.colorMask(true, true, true, true)

  // Clear the depth buffer to 1
  gl.clearDepth(1)
  gl.depthMask(true)
  gl.clear(gl.DEPTH_BUFFER_BIT)

  // Create a buffer and put a single clipspace rectangle in
  // it (2 triangles)
  var buffer = gl.createBuffer()
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer)
  gl.bufferData(
    gl.ARRAY_BUFFER,
    new Int16Array([
      -1.0, -1.0,
      1.0, -1.0,
      -1.0, 1.0,
      -1.0, 1.0,
      1.0, -1.0,
      1.0, 1.0]),
    gl.STATIC_DRAW)

  gl.enableVertexAttribArray(aPosition)
  gl.vertexAttribPointer(aPosition, 2, gl.SHORT, false, 4, 0)

  gl.viewport(0, 0, width, height)
  gl.disable(gl.STENCIL_TEST)
  gl.enable(gl.DEPTH_TEST)

  gl.depthFunc(gl.LEQUAL)

  // Draw green rectangle.
  // 0.5 mapped to 0..0.1 is <= than the cleared depth value 1 so this should get drawn
  gl.uniform1f(uZ, 0.5)
  gl.uniform4fv(uColor, [0, 1, 0, 1])
  gl.depthRange(0, 0.1)
  gl.drawArrays(gl.TRIANGLES, 0, 6)

  // Draw blue rectangle
  // 0.5 mapped to 0.9..1 > the green rectangle's z value so it shouldn't get written
  gl.uniform1f(uZ, 0.5)
  gl.uniform4fv(uColor, [0, 0, 1, 1])
  gl.depthRange(0.9, 1)
  gl.drawArrays(gl.TRIANGLES, 0, 6)

  // But it looks like depthRange isn't having any effect.
  // The blue rectangle gets drawn because 0.5 <= 0.5

  // Write output
  var pixels = new Uint8Array(width * height * 4)
  gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels)

  t.equals(pixels[0], 0)
  t.equals(pixels[1], 255)
  t.equals(pixels[2], 0)
  t.equals(pixels[3], 255)

  gl.destroy()

  t.end()
})
