from __future__ import annotations

import copy
import os
import re

import OpenGL.GL as gl
import moderngl
import numpy as np
from functools import lru_cache

from manimlib.config import parse_cli
from manimlib.config import get_configuration
from manimlib.utils.iterables import resize_array
from manimlib.utils.shaders import get_shader_code_from_file
from manimlib.utils.shaders import get_shader_program
from manimlib.utils.shaders import image_path_to_texture
from manimlib.utils.shaders import set_program_uniform

from typing import TYPE_CHECKING

if TYPE_CHECKING:
    from typing import List, Optional, Dict
    from manimlib.typing import UniformDict

# Mobjects that should be rendered with
# the same shader will be organized and
# clumped together based on keeping track
# of a dict holding all the relevant information
# to that shader


class ShaderWrapper(object):
    def __init__(
        self,
        ctx: moderngl.context.Context,
        vert_data: np.ndarray,
        shader_folder: Optional[str] = None,
        mobject_uniforms: Optional[UniformDict] = None,  # A dictionary mapping names of uniform variables
        texture_paths: Optional[dict[str, str]] = None,  # A dictionary mapping names to filepaths for textures.
        depth_test: bool = False,
        render_primitive: int = moderngl.TRIANGLE_STRIP,
        code_replacements: dict[str, str] = dict(),
    ):
        self.ctx = ctx
        self.vert_data = vert_data
        self.vert_attributes = vert_data.dtype.names
        self.shader_folder = shader_folder
        self.depth_test = depth_test
        self.render_primitive = render_primitive
        self.texture_paths = texture_paths or dict()

        self.program_uniform_mirror: UniformDict = dict()
        self.bind_to_mobject_uniforms(mobject_uniforms or dict())

        self.init_program_code()
        for old, new in code_replacements.items():
            self.replace_code(old, new)
        self.init_program()
        self.init_textures()
        self.init_vertex_objects()
        self.refresh_id()

    def __deepcopy__(self, memo):
        # Don't allow deepcopies, e.g. if the mobject with this ShaderWrapper as an
        # attribute gets copies. Returning None means the parent object with this ShaderWrapper
        # as an attribute should smoothly handle this case.
        return None

    def init_program_code(self) -> None:
        def get_code(name: str) -> str | None:
            return get_shader_code_from_file(
                os.path.join(self.shader_folder, f"{name}.glsl")
            )

        self.program_code: dict[str, str | None] = {
            "vertex_shader": get_code("vert"),
            "geometry_shader": get_code("geom"),
            "fragment_shader": get_code("frag"),
        }

    def init_program(self):
        if not self.shader_folder:
            self.program = None
            self.vert_format = None
            self.programs = []
            return
        self.program = get_shader_program(self.ctx, **self.program_code)
        self.vert_format = moderngl.detect_format(self.program, self.vert_attributes)
        self.programs = [self.program]

    def init_textures(self):
        self.texture_names_to_ids = dict()
        self.textures = []
        for name, path in self.texture_paths.items():
            self.add_texture(name, image_path_to_texture(path, self.ctx))

    def init_vertex_objects(self):
        self.vbo = None
        self.vaos = []

    def add_texture(self, name: str, texture: moderngl.Texture):
        max_units = self.ctx.info['GL_MAX_TEXTURE_IMAGE_UNITS']
        if len(self.textures) >= max_units:
            raise ValueError(f"Unable to use more than {max_units} textures for a program")
        # The position in the list determines its id
        self.texture_names_to_ids[name] = len(self.textures)
        self.textures.append(texture)

    def bind_to_mobject_uniforms(self, mobject_uniforms: UniformDict):
        self.mobject_uniforms = mobject_uniforms

    def get_id(self) -> int:
        return self.id

    def refresh_id(self) -> None:
        self.id = hash("".join(map(str, [
            "".join(map(str, self.program_code.values())),
            self.mobject_uniforms,
            self.depth_test,
            self.render_primitive,
            self.texture_paths,
        ])))

    def replace_code(self, old: str, new: str) -> None:
        code_map = self.program_code
        for name in code_map:
            if code_map[name] is None:
                continue
            code_map[name] = re.sub(old, new, code_map[name])
        self.init_program()
        self.refresh_id()

    # Changing context
    def use_clip_plane(self):
        if "clip_plane" not in self.mobject_uniforms:
            return False
        return any(self.mobject_uniforms["clip_plane"])

    def set_ctx_depth_test(self, enable: bool = True) -> None:
        if enable:
            self.ctx.enable(moderngl.DEPTH_TEST)
        else:
            self.ctx.disable(moderngl.DEPTH_TEST)

    def set_ctx_clip_plane(self, enable: bool = True) -> None:
        if enable:
            gl.glEnable(gl.GL_CLIP_DISTANCE0)

    # Adding data

    def read_in(self, data_list: Iterable[np.ndarray]):
        total_len = sum(map(len, data_list))
        if total_len == 0:
            if self.vbo is not None:
                self.vbo.clear()
            return

        # If possible, read concatenated data into existing list
        if len(self.vert_data) != total_len:
            self.vert_data = np.concatenate(data_list)
        else:
            np.concatenate(data_list, out=self.vert_data)

        # Either create new vbo, or read data into it
        total_size = self.vert_data.itemsize * total_len
        if self.vbo is not None and self.vbo.size != total_size:
            self.release()  # This sets vbo to be None
        if self.vbo is None:
            self.vbo = self.ctx.buffer(self.vert_data)
            self.generate_vaos()
        else:
            self.vbo.write(self.vert_data)

    def generate_vaos(self):
        # Vertex array object
        self.vaos = [
            self.ctx.vertex_array(
                program=program,
                content=[(self.vbo, self.vert_format, *self.vert_attributes)],
                mode=self.render_primitive,
            )
            for program in self.programs
        ]

    # Related to data and rendering
    def pre_render(self):
        self.set_ctx_depth_test(self.depth_test)
        self.set_ctx_clip_plane(self.use_clip_plane())
        for tid, texture in enumerate(self.textures):
            texture.use(tid)

    def render(self):
        for vao in self.vaos:
            vao.render()

    def update_program_uniforms(self, camera_uniforms: UniformDict):
        for program in self.programs:
            if program is None:
                continue
            for uniforms in [self.mobject_uniforms, camera_uniforms, self.texture_names_to_ids]:
                for name, value in uniforms.items():
                    set_program_uniform(program, name, value)

    def release(self):
        for obj in (self.vbo, *self.vaos):
            if obj is not None:
                obj.release()
        self.init_vertex_objects()

    def release_textures(self):
        for texture in self.textures:
            texture.release()
            del texture
        self.textures = []
        self.texture_names_to_ids = dict()


class VShaderWrapper(ShaderWrapper):
    def __init__(
        self,
        ctx: moderngl.context.Context,
        vert_data: np.ndarray,
        shader_folder: Optional[str] = None,
        mobject_uniforms: Optional[UniformDict] = None,  # A dictionary mapping names of uniform variables
        texture_paths: Optional[dict[str, str]] = None,  # A dictionary mapping names to filepaths for textures.
        depth_test: bool = False,
        render_primitive: int = moderngl.TRIANGLES,
        code_replacements: dict[str, str] = dict(),
        stroke_behind: bool = False,
    ):
        self.stroke_behind = stroke_behind
        super().__init__(
            ctx=ctx,
            vert_data=vert_data,
            shader_folder=shader_folder,
            mobject_uniforms=mobject_uniforms,
            texture_paths=texture_paths,
            depth_test=depth_test,
            render_primitive=render_primitive,
            code_replacements=code_replacements,
        )
        self.fill_canvas = VShaderWrapper.get_fill_canvas(self.ctx)
        self.add_texture('Texture', self.fill_canvas[0].color_attachments[0])
        self.add_texture('DepthTexture', self.fill_canvas[2].color_attachments[0])

    def init_program_code(self) -> None:
        self.program_code = {
            f"{vtype}_{name}": get_shader_code_from_file(
                os.path.join("quadratic_bezier", f"{vtype}", f"{name}.glsl")
            )
            for vtype in ["stroke", "fill", "depth"]
            for name in ["vert", "geom", "frag"]
        }

    def init_program(self):
        self.stroke_program = get_shader_program(
            self.ctx,
            vertex_shader=self.program_code["stroke_vert"],
            geometry_shader=self.program_code["stroke_geom"],
            fragment_shader=self.program_code["stroke_frag"],
        )
        self.fill_program = get_shader_program(
            self.ctx,
            vertex_shader=self.program_code["fill_vert"],
            geometry_shader=self.program_code["fill_geom"],
            fragment_shader=self.program_code["fill_frag"],
        )
        self.fill_border_program = get_shader_program(
            self.ctx,
            vertex_shader=self.program_code["stroke_vert"],
            geometry_shader=self.program_code["stroke_geom"],
            fragment_shader=self.program_code["stroke_frag"].replace(
                "// MODIFY FRAG COLOR",
                "frag_color.a *= 0.95; frag_color.rgb *= frag_color.a;",
            )
        )
        self.fill_depth_program = get_shader_program(
            self.ctx,
            vertex_shader=self.program_code["depth_vert"],
            geometry_shader=self.program_code["depth_geom"],
            fragment_shader=self.program_code["depth_frag"],
        )
        self.programs = [self.stroke_program, self.fill_program, self.fill_border_program, self.fill_depth_program]

        # Full vert format looks like this (total of 4x23 = 92 bytes):
        # point 3
        # stroke_rgba 4
        # stroke_width 1
        # joint_angle 1
        # fill_rgba 4
        # base_normal 3
        # fill_border_width 1
        self.stroke_vert_format = '3f 4f 1f 1f 16x 3f 4x'
        self.stroke_vert_attributes = ['point', 'stroke_rgba', 'stroke_width', 'joint_angle', 'unit_normal']

        self.fill_vert_format = '3f 24x 4f 3f 4x'
        self.fill_vert_attributes = ['point', 'fill_rgba', 'base_normal']

        self.fill_border_vert_format = '3f 20x 1f 4f 3f 1f'
        self.fill_border_vert_attributes = ['point', 'joint_angle', 'stroke_rgba', 'unit_normal', 'stroke_width']

        self.fill_depth_vert_format = '3f 40x 3f 4x'
        self.fill_depth_vert_attributes = ['point', 'base_normal']

    def init_vertex_objects(self):
        self.vbo = None
        self.stroke_vao = None
        self.fill_vao = None
        self.fill_border_vao = None
        self.vaos = []

    def generate_vaos(self):
        self.stroke_vao = self.ctx.vertex_array(
            program=self.stroke_program,
            content=[(self.vbo, self.stroke_vert_format, *self.stroke_vert_attributes)],
            mode=self.render_primitive,
        )
        self.fill_vao = self.ctx.vertex_array(
            program=self.fill_program,
            content=[(self.vbo, self.fill_vert_format, *self.fill_vert_attributes)],
            mode=self.render_primitive,
        )
        self.fill_border_vao = self.ctx.vertex_array(
            program=self.fill_border_program,
            content=[(self.vbo, self.fill_border_vert_format, *self.fill_border_vert_attributes)],
            mode=self.render_primitive,
        )
        self.fill_depth_vao = self.ctx.vertex_array(
            program=self.fill_depth_program,
            content=[(self.vbo, self.fill_depth_vert_format, *self.fill_depth_vert_attributes)],
            mode=self.render_primitive,
        )
        self.vaos = [self.stroke_vao, self.fill_vao, self.fill_border_vao, self.fill_depth_vao]

    def set_backstroke(self, value: bool = True):
        self.stroke_behind = value

    def refresh_id(self):
        super().refresh_id()
        self.id = hash(str(self.id) + str(self.stroke_behind))

    # Rendering
    def render_stroke(self):
        if self.stroke_vao is None:
            return
        self.stroke_vao.render()

    def render_fill(self):
        if self.fill_vao is None:
            return

        original_fbo = self.ctx.fbo
        fill_tx_fbo, fill_tx_vao, depth_tx_fbo = self.fill_canvas

        # Render to a separate texture, due to strange alpha compositing
        # for the blended winding calculation
        fill_tx_fbo.clear()
        fill_tx_fbo.use()

        # Be sure not to apply depth test while rendering fill
        # but set it back to where it was after
        apply_depth_test = bool(gl.glGetBooleanv(gl.GL_DEPTH_TEST))
        self.ctx.disable(moderngl.DEPTH_TEST)

        # With this blend function, the effect of blending alpha a with
        # -a / (1 - a) cancels out, so we can cancel positively and negatively
        # oriented triangles
        gl.glBlendFuncSeparate(
            gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA,
            gl.GL_ONE_MINUS_DST_ALPHA, gl.GL_ONE
        )
        self.fill_vao.render()

        if apply_depth_test:
            self.ctx.enable(moderngl.DEPTH_TEST)
            depth_tx_fbo.clear(1.0)
            depth_tx_fbo.use()
            gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE)
            gl.glBlendEquation(gl.GL_MIN)
            self.fill_depth_vao.render()

        # Now add border, just taking the max alpha
        gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE)
        gl.glBlendEquation(gl.GL_MAX)
        self.fill_border_vao.render()

        # Take the texture we were just drawing to, and render it to
        # the main scene. Account for how alphas have been premultiplied
        original_fbo.use()
        gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA)
        gl.glBlendEquation(gl.GL_FUNC_ADD)
        fill_tx_vao.render()

        # Return to original blending state
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

    # Static method returning one shared value across all VShaderWrappers
    @lru_cache
    @staticmethod
    def get_fill_canvas(ctx: moderngl.Context) -> Tuple[Framebuffer, VertexArray, Framebuffer]:
        """
        Because VMobjects with fill are rendered in a funny way, using
        alpha blending to effectively compute the winding number around
        each pixel, they need to be rendered to a separate texture, which
        is then composited onto the ordinary frame buffer.

        This returns a texture, loaded into a frame buffer, and a vao
        which can display that texture as a simple quad onto a screen,
        along with the rgb value which is meant to be discarded.
        """
        cam_config = get_configuration(parse_cli())['camera_config']
        size = (cam_config['pixel_width'], cam_config['pixel_height'])
        double_size = (2 * size[0], 2 * size[1])

        # Important to make sure dtype is floating point (not fixed point)
        # so that alpha values can be negative and are not clipped
        fill_texture = ctx.texture(size=double_size, components=4, dtype='f2')
        # Use another one to keep track of depth
        depth_texture = ctx.texture(size=size, components=1, dtype='f4')

        fill_texture_fbo = ctx.framebuffer(fill_texture)
        depth_texture_fbo = ctx.framebuffer(depth_texture)

        simple_vert = '''
            #version 330

            in vec2 texcoord;
            out vec2 uv;

            void main() {
                gl_Position = vec4((2.0 * texcoord - 1.0), 0.0, 1.0);
                uv = texcoord;
            }
        '''
        alpha_adjust_frag = '''
            #version 330

            uniform sampler2D Texture;
            uniform sampler2D DepthTexture;

            in vec2 uv;
            out vec4 color;

            void main() {
                color = texture(Texture, uv);
                if(color.a == 0) discard;

                // Counteract scaling in fill frag
                color *= 1.06;

                gl_FragDepth = texture(DepthTexture, uv)[0];
            }
        '''
        fill_program = ctx.program(
            vertex_shader=simple_vert,
            fragment_shader=alpha_adjust_frag,
        )

        verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
        simple_vbo = ctx.buffer(verts.astype('f4').tobytes())
        fill_texture_vao = ctx.simple_vertex_array(
            fill_program, simple_vbo, 'texcoord',
            mode=moderngl.TRIANGLE_STRIP
        )

        return (fill_texture_fbo, fill_texture_vao, depth_texture_fbo)

    def render(self):
        if self.stroke_behind:
            self.render_stroke()
            self.render_fill()
        else:
            self.render_fill()
            self.render_stroke()
