    -- #hide
    --------------------------------------------------------------------------------
    -- |
    -- Module      :  Graphics.Rendering.OpenGL.GL.ControlPoint
    -- Copyright   :  (c) Sven Panne 2002-2009
    -- License     :  BSD-style (see the file libraries/OpenGL/LICENSE)
    --
    -- Maintainer  :  sven.panne@aedion.de
    -- Stability   :  stable
    -- Portability :  portable
    --
    -- This is a purely internal module for handling control points.
    --
    --------------------------------------------------------------------------------

    module Graphics.Rendering.OpenGL.GL.ControlPoint (
       ControlPoint(..)
    ) where

    import Data.Tensor
    import Foreign.Ptr
    import Foreign.Storable
    import Graphics.Rendering.OpenGL.GL.Capability
    import Graphics.Rendering.OpenGL.GL.Domain
    import Graphics.Rendering.OpenGL.GL.VertexArrays
    import Graphics.Rendering.OpenGL.GL.VertexSpec
    import Graphics.Rendering.OpenGL.Raw.Core31
    import Graphics.Rendering.OpenGL.Raw.ARB.Compatibility (
       gl_MAP1_COLOR_4, gl_MAP1_INDEX, gl_MAP1_NORMAL, gl_MAP1_TEXTURE_COORD_1,
       gl_MAP1_TEXTURE_COORD_2, gl_MAP1_TEXTURE_COORD_3, gl_MAP1_TEXTURE_COORD_4,
       gl_MAP1_VERTEX_3, gl_MAP2_COLOR_4, gl_MAP2_INDEX, gl_MAP2_NORMAL,
       gl_MAP2_TEXTURE_COORD_1, gl_MAP2_TEXTURE_COORD_2, gl_MAP2_TEXTURE_COORD_3,
       gl_MAP2_TEXTURE_COORD_4, gl_MAP2_VERTEX_3, gl_MAP2_VERTEX_4 )

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

    class ControlPoint c where
       map1Target       :: Domain d => c d -> GLenum
       map2Target       :: Domain d => c d -> GLenum
       enableCap1       :: Domain d => c d -> EnableCap
       enableCap2       :: Domain d => c d -> EnableCap
       numComponents    :: Domain d => c d -> Stride
       peekControlPoint :: Domain d => Ptr (c d) -> IO (c d)
       pokeControlPoint :: Domain d => Ptr (c d) -> (c d) -> IO ()

    instance ControlPoint Vertex3 where
       map1Target       = marshalMapTarget . const Map1Vertex3
       map2Target       = marshalMapTarget . const Map2Vertex3
       enableCap1       = const CapMap1Vertex3
       enableCap2       = const CapMap2Vertex3
       numComponents    = const 3
       peekControlPoint = peek
       pokeControlPoint = poke

    instance ControlPoint Vertex4 where
       map1Target       = marshalMapTarget . const Map1Vertex4
       map2Target       = marshalMapTarget . const Map2Vertex4
       enableCap1       = const CapMap1Vertex4
       enableCap2       = const CapMap2Vertex4
       numComponents    = const 4
       peekControlPoint = peek
       pokeControlPoint = poke

    instance ControlPoint Index1 where
       map1Target       = marshalMapTarget . const Map1Index
       map2Target       = marshalMapTarget . const Map2Index
       enableCap1       = const CapMap1Index
       enableCap2       = const CapMap2Index
       numComponents    = const 1
       peekControlPoint = peek
       pokeControlPoint = poke

    instance ControlPoint Color4 where
       map1Target       = marshalMapTarget . const Map1Color4
       map2Target       = marshalMapTarget . const Map2Color4
       enableCap1       = const CapMap1Color4
       enableCap2       = const CapMap2Color4
       numComponents    = const 4
       peekControlPoint = peek
       pokeControlPoint = poke

    instance ControlPoint Normal3 where
       map1Target       = marshalMapTarget . const Map1Normal
       map2Target       = marshalMapTarget . const Map2Normal
       enableCap1       = const CapMap1Normal
       enableCap2       = const CapMap2Normal
       numComponents    = const 3
       peekControlPoint = peek
       pokeControlPoint = poke

    instance ControlPoint TexCoord1 where
       map1Target       = marshalMapTarget . const Map1TextureCoord1
       map2Target       = marshalMapTarget . const Map2TextureCoord1
       enableCap1       = const CapMap1TextureCoord1
       enableCap2       = const CapMap2TextureCoord1
       numComponents    = const 1
       peekControlPoint = peek
       pokeControlPoint = poke

    instance ControlPoint TexCoord2 where
       map1Target       = marshalMapTarget . const Map1TextureCoord2
       map2Target       = marshalMapTarget . const Map2TextureCoord2
       enableCap1       = const CapMap1TextureCoord2
       enableCap2       = const CapMap2TextureCoord2
       numComponents    = const 2
       peekControlPoint = peek
       pokeControlPoint = poke

    instance ControlPoint TexCoord3 where
       map1Target       = marshalMapTarget . const Map1TextureCoord3
       map2Target       = marshalMapTarget . const Map2TextureCoord3
       enableCap1       = const CapMap1TextureCoord3
       enableCap2       = const CapMap2TextureCoord3
       numComponents    = const 3
       peekControlPoint = peek
       pokeControlPoint = poke

    instance ControlPoint TexCoord4 where
       map1Target       = marshalMapTarget . const Map1TextureCoord4
       map2Target       = marshalMapTarget . const Map2TextureCoord4
       enableCap1       = const CapMap1TextureCoord4
       enableCap2       = const CapMap2TextureCoord4
       numComponents    = const 4
       peekControlPoint = peek
       pokeControlPoint = poke

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

    data MapTarget =
         Map1Color4
       | Map1Index
       | Map1Normal
       | Map1TextureCoord1
       | Map1TextureCoord2
       | Map1TextureCoord3
       | Map1TextureCoord4
       | Map1Vertex3
       | Map1Vertex4
       | Map2Color4
       | Map2Index
       | Map2Normal
       | Map2TextureCoord1
       | Map2TextureCoord2
       | Map2TextureCoord3
       | Map2TextureCoord4
       | Map2Vertex3
       | Map2Vertex4

    marshalMapTarget :: MapTarget -> GLenum
    marshalMapTarget x = case x of
       Map1Color4 -> gl_MAP1_COLOR_4
       Map1Index -> gl_MAP1_INDEX
       Map1Normal -> gl_MAP1_NORMAL
       Map1TextureCoord1 -> gl_MAP1_TEXTURE_COORD_1
       Map1TextureCoord2 -> gl_MAP1_TEXTURE_COORD_2
       Map1TextureCoord3 -> gl_MAP1_TEXTURE_COORD_3
       Map1TextureCoord4 -> gl_MAP1_TEXTURE_COORD_4
       Map1Vertex3 -> gl_MAP1_VERTEX_3
       Map1Vertex4 -> gl_MAP1_VERTEX_3
       Map2Color4 -> gl_MAP2_COLOR_4
       Map2Index -> gl_MAP2_INDEX
       Map2Normal -> gl_MAP2_NORMAL
       Map2TextureCoord1 -> gl_MAP2_TEXTURE_COORD_1
       Map2TextureCoord2 -> gl_MAP2_TEXTURE_COORD_2
       Map2TextureCoord3 -> gl_MAP2_TEXTURE_COORD_3
       Map2TextureCoord4 -> gl_MAP2_TEXTURE_COORD_4
       Map2Vertex3 -> gl_MAP2_VERTEX_3
       Map2Vertex4 -> gl_MAP2_VERTEX_4