from OpenGL.GL import *  # noqa
import OpenGL.GL.framebufferobjects as glfbo  # noqa
import warnings
from math import cos, radians, sin, tan

import numpy as np

from .. import Vector
from .. import functions as fn
from .. import getConfigOption
from ..Qt import QtCore, QtGui, QtWidgets

##Vector = QtGui.QVector3D


class GLViewWidget(QtWidgets.QOpenGLWidget):
    
    def __init__(self, parent=None, devicePixelRatio=None, rotationMethod='euler'):
        """    
        Basic widget for displaying 3D data
          - Rotation/scale controls
          - Axis/grid display
          - Export options

        ================ ==============================================================
        **Arguments:**
        parent           (QObject, optional): Parent QObject. Defaults to None.
        devicePixelRatio No longer in use. High-DPI displays should automatically
                         detect the correct resolution.
        rotationMethod   (str): Mechanimsm to drive the rotation method, options are 
                         'euler' and 'quaternion'. Defaults to 'euler'.
        ================ ==============================================================
        """

        QtWidgets.QOpenGLWidget.__init__(self, parent)
        
        self.setFocusPolicy(QtCore.Qt.FocusPolicy.ClickFocus)

        if rotationMethod not in ["euler", "quaternion"]:
            raise ValueError("Rotation method should be either 'euler' or 'quaternion'")
        
        self.opts = {
            'center': Vector(0,0,0),  ## will always appear at the center of the widget
            'rotation' : QtGui.QQuaternion(1,0,0,0), ## camera rotation (quaternion:wxyz)
            'distance': 10.0,         ## distance of camera from center
            'fov':  60,               ## horizontal field of view in degrees
            'elevation': 30,          ## camera's angle of elevation in degrees
            'azimuth': 45,            ## camera's azimuthal angle in degrees 	
                                      ## (rotation around z-axis 0 points along x-axis)	
            'viewport': None,         ## glViewport params; None == whole widget
                                      ## note that 'viewport' is in device pixels
            'rotationMethod': rotationMethod
        }
        self.reset()
        self.items = []
        
        self.noRepeatKeys = [QtCore.Qt.Key.Key_Right, QtCore.Qt.Key.Key_Left, QtCore.Qt.Key.Key_Up, QtCore.Qt.Key.Key_Down, QtCore.Qt.Key.Key_PageUp, QtCore.Qt.Key.Key_PageDown]
        self.keysPressed = {}
        self.keyTimer = QtCore.QTimer()
        self.keyTimer.timeout.connect(self.evalKeyState)

    def _updateScreen(self, screen):
        self._updatePixelRatio()
        if screen is not None:
            screen.physicalDotsPerInchChanged.connect(self._updatePixelRatio)
            screen.logicalDotsPerInchChanged.connect(self._updatePixelRatio)
    
    def _updatePixelRatio(self):
        event = QtGui.QResizeEvent(self.size(), self.size())
        self.resizeEvent(event)
    
    def showEvent(self, event):
        window = self.window().windowHandle()
        window.screenChanged.connect(self._updateScreen)
        self._updateScreen(window.screen())
        
    def deviceWidth(self):
        dpr = self.devicePixelRatioF()
        return int(self.width() * dpr)

    def deviceHeight(self):
        dpr = self.devicePixelRatioF()
        return int(self.height() * dpr)

    def reset(self):
        """
        Initialize the widget state or reset the current state to the original state.
        """
        self.opts['center'] = Vector(0,0,0)  ## will always appear at the center of the widget
        self.opts['distance'] = 10.0         ## distance of camera from center
        self.opts['fov'] = 60                ## horizontal field of view in degrees
        self.opts['elevation'] = 30          ## camera's angle of elevation in degrees
        self.opts['azimuth'] = 45            ## camera's azimuthal angle in degrees 
                                             ## (rotation around z-axis 0 points along x-axis)
        self.opts['viewport'] = None         ## glViewport params; None == whole widget
        self.setBackgroundColor(getConfigOption('background'))

    def addItem(self, item):
        self.items.append(item)

        if self.isValid():
            item.initialize()
                
        item._setView(self)
        self.update()
        
    def removeItem(self, item):
        """
        Remove the item from the scene.
        """
        self.items.remove(item)
        item._setView(None)
        self.update()

    def clear(self):
        """
        Remove all items from the scene.
        """
        for item in self.items:
            item._setView(None)
        self.items = []
        self.update()        
        
    def initializeGL(self):
        """
        Initialize items that were not initialized during addItem().
        """
        ctx = self.context()
        fmt = ctx.format()
        if ctx.isOpenGLES() or fmt.version() < (2, 0):
            verString = glGetString(GL_VERSION)
            raise RuntimeError(
                "pyqtgraph.opengl: Requires >= OpenGL 2.0 (not ES); Found %s" % verString
            )

        for item in self.items:
            if not item.isInitialized():
                item.initialize()
        
    def setBackgroundColor(self, *args, **kwds):
        """
        Set the background color of the widget. Accepts the same arguments as
        :func:`~pyqtgraph.mkColor`.
        """
        self.opts['bgcolor'] = fn.mkColor(*args, **kwds).getRgbF()
        self.update()
        
    def getViewport(self):
        vp = self.opts['viewport']
        if vp is None:
            return (0, 0, self.deviceWidth(), self.deviceHeight())
        else:
            return vp
        
    def setProjection(self, region=None):
        m = self.projectionMatrix(region)
        glMatrixMode(GL_PROJECTION)
        glLoadMatrixf(np.array(m.data(), dtype=np.float32))

    def projectionMatrix(self, region=None):
        if region is None:
            region = (0, 0, self.deviceWidth(), self.deviceHeight())
        
        x0, y0, w, h = self.getViewport()
        dist = self.opts['distance']
        fov = self.opts['fov']
        nearClip = dist * 0.001
        farClip = dist * 1000.

        r = nearClip * tan(0.5 * radians(fov))
        t = r * h / w

        ## Note that X0 and width in these equations must be the values used in viewport
        left  = r * ((region[0]-x0) * (2.0/w) - 1)
        right = r * ((region[0]+region[2]-x0) * (2.0/w) - 1)
        bottom = t * ((region[1]-y0) * (2.0/h) - 1)
        top    = t * ((region[1]+region[3]-y0) * (2.0/h) - 1)

        tr = QtGui.QMatrix4x4()
        tr.frustum(left, right, bottom, top, nearClip, farClip)
        return tr
        
    def setModelview(self):
        m = self.viewMatrix()
        glMatrixMode(GL_MODELVIEW)
        glLoadMatrixf(np.array(m.data(), dtype=np.float32))
        
    def viewMatrix(self):
        tr = QtGui.QMatrix4x4()
        tr.translate( 0.0, 0.0, -self.opts['distance'])
        if self.opts['rotationMethod'] == 'quaternion':
            tr.rotate(self.opts['rotation'])
        else:
            # default rotation method
            tr.rotate(self.opts['elevation']-90, 1, 0, 0)
            tr.rotate(self.opts['azimuth']+90, 0, 0, -1)  
        center = self.opts['center']
        tr.translate(-center.x(), -center.y(), -center.z())
        return tr

    def itemsAt(self, region=None):
        """
        Return a list of the items displayed in the region (x, y, w, h)
        relative to the widget.        
        """
        region = (region[0], self.deviceHeight()-(region[1]+region[3]), region[2], region[3])
        
        #buf = np.zeros(100000, dtype=np.uint)
        buf = glSelectBuffer(100000)
        try:
            glRenderMode(GL_SELECT)
            glInitNames()
            glPushName(0)
            self._itemNames = {}
            self.paintGL(region=region, useItemNames=True)
            
        finally:
            hits = glRenderMode(GL_RENDER)
            
        items = [(h.near, h.names[0]) for h in hits]
        items.sort(key=lambda i: i[0])
        return [self._itemNames[i[1]] for i in items]
    
    def paintGL(self, region=None, viewport=None, useItemNames=False):
        """
        viewport specifies the arguments to glViewport. If None, then we use self.opts['viewport']
        region specifies the sub-region of self.opts['viewport'] that should be rendered.
        Note that we may use viewport != self.opts['viewport'] when exporting.
        """
        if viewport is None:
            glViewport(*self.getViewport())
        else:
            glViewport(*viewport)
        self.setProjection(region=region)
        self.setModelview()
        bgcolor = self.opts['bgcolor']
        glClearColor(*bgcolor)
        glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT )
        self.drawItemTree(useItemNames=useItemNames)
        
    def drawItemTree(self, item=None, useItemNames=False):
        if item is None:
            items = [x for x in self.items if x.parentItem() is None]
        else:
            items = item.childItems()
            items.append(item)
        items.sort(key=lambda a: a.depthValue())
        for i in items:
            if not i.visible():
                continue
            if i is item:
                try:
                    glPushAttrib(GL_ALL_ATTRIB_BITS)
                    if useItemNames:
                        glLoadName(i._id)
                        self._itemNames[i._id] = i
                    i.paint()
                except:
                    from .. import debug
                    debug.printExc()
                    print("Error while drawing item %s." % str(item))
                    
                finally:
                    glPopAttrib()
            else:
                glMatrixMode(GL_MODELVIEW)
                glPushMatrix()
                try:
                    tr = i.transform()
                    glMultMatrixf(np.array(tr.data(), dtype=np.float32))
                    self.drawItemTree(i, useItemNames=useItemNames)
                finally:
                    glMatrixMode(GL_MODELVIEW)
                    glPopMatrix()
            
    def setCameraPosition(self, pos=None, distance=None, elevation=None, azimuth=None, rotation=None):
        if rotation is not None:
            # Alternatively, we could define that rotation overrides elevation and azimuth
            if elevation is not None:
                raise ValueError("cannot set both rotation and elevation")
            if azimuth is not None:
                raise ValueError("cannot set both rotation and azimuth")

        if pos is not None:
            self.opts['center'] = pos
        if distance is not None:
            self.opts['distance'] = distance

        if self.opts['rotationMethod'] == "quaternion":
            # note that "quaternion" mode modifies only opts['rotation']
            if elevation is not None or azimuth is not None:
                eu = self.opts['rotation'].toEulerAngles()
                if azimuth is not None:
                    eu.setZ(-azimuth-90)
                if elevation is not None:
                    eu.setX(elevation-90)
                self.opts['rotation'] = QtGui.QQuaternion.fromEulerAngles(eu)
            if rotation is not None:
                self.opts['rotation'] = rotation
        else:
            # note that "euler" mode modifies only opts['elevation'] and opts['azimuth']
            if elevation is not None:
                self.opts['elevation'] = elevation
            if azimuth is not None:
                self.opts['azimuth'] = azimuth
            if rotation is not None:
                eu = rotation.toEulerAngles()
                self.opts['elevation'] = eu.x() + 90
                self.opts['azimuth'] = -eu.z() - 90

        self.update()
        
    def cameraPosition(self):
        """Return current position of camera based on center, dist, elevation, and azimuth"""
        center = self.opts['center']
        dist = self.opts['distance']
        if self.opts['rotationMethod'] == "quaternion":
            pos = Vector(center - self.opts['rotation'].rotatedVector(Vector(0,0,dist) ))
        else:
            # using 'euler' rotation method
            elev = radians(self.opts['elevation'])
            azim = radians(self.opts['azimuth'])
            pos = Vector(
                center.x() + dist * cos(elev) * cos(azim),
                center.y() + dist * cos(elev) * sin(azim),
                center.z() + dist * sin(elev)
            )
        return pos

    def setCameraParams(self, **kwds):
        valid_keys = {'center', 'rotation', 'distance', 'fov', 'elevation', 'azimuth'}
        if not valid_keys.issuperset(kwds):
            raise ValueError(f'valid keywords are {valid_keys}')

        self.setCameraPosition(pos=kwds.get('center'), distance=kwds.get('distance'),
                               elevation=kwds.get('elevation'), azimuth=kwds.get('azimuth'),
                               rotation=kwds.get('rotation'))
        if 'fov' in kwds:
            self.opts['fov'] = kwds['fov']

    def cameraParams(self):
        valid_keys = {'center', 'rotation', 'distance', 'fov', 'elevation', 'azimuth'}
        return { k : self.opts[k] for k in valid_keys }

    def orbit(self, azim, elev):
        """Orbits the camera around the center position. *azim* and *elev* are given in degrees."""
        if self.opts['rotationMethod'] == 'quaternion':
            q = QtGui.QQuaternion.fromEulerAngles(
                    elev, -azim, 0
                    ) # rx-ry-rz
            q *= self.opts['rotation']
            self.opts['rotation'] = q
        else: # default euler rotation method
            self.opts['azimuth'] += azim
            self.opts['elevation'] = fn.clip_scalar(self.opts['elevation'] + elev, -90., 90.)
        self.update()
        
    def pan(self, dx, dy, dz, relative='global'):
        """
        Moves the center (look-at) position while holding the camera in place. 
        
        ==============  =======================================================
        **Arguments:**
        *dx*            Distance to pan in x direction
        *dy*            Distance to pan in y direction
        *dz*            Distance to pan in z direction
        *relative*      String that determines the direction of dx,dy,dz. 
                        If "global", then the global coordinate system is used.
                        If "view", then the z axis is aligned with the view
                        direction, and x and y axes are in the plane of the
                        view: +x points right, +y points up. 
                        If "view-upright", then x is in the global xy plane and
                        points to the right side of the view, y is in the
                        global xy plane and orthogonal to x, and z points in
                        the global z direction.
        ==============  =======================================================
        
        Distances are scaled roughly such that a value of 1.0 moves
        by one pixel on screen.
        
        Prior to version 0.11, *relative* was expected to be either True (x-aligned) or
        False (global). These values are deprecated but still recognized.
        """
        # for backward compatibility:
        if isinstance(relative, bool):
            warnings.warn(
                "'relative' as a boolean is deprecated, and will not be recognized in 0.13. "
                "Acceptable values are 'global', 'view', or 'view-upright'",
                DeprecationWarning, stacklevel=2
            )    
        relative = {True: "view-upright", False: "global"}.get(relative, relative)
        if relative == 'global':
            self.opts['center'] += QtGui.QVector3D(dx, dy, dz)
        elif relative == 'view-upright':
            cPos = self.cameraPosition()
            cVec = self.opts['center'] - cPos
            dist = cVec.length()  ## distance from camera to center
            xDist = dist * 2. * tan(0.5 * radians(self.opts['fov']))  ## approx. width of view at distance of center point
            xScale = xDist / self.width()
            zVec = QtGui.QVector3D(0,0,1)
            xVec = QtGui.QVector3D.crossProduct(zVec, cVec).normalized()
            yVec = QtGui.QVector3D.crossProduct(xVec, zVec).normalized()
            self.opts['center'] = self.opts['center'] + xVec * xScale * dx + yVec * xScale * dy + zVec * xScale * dz
        elif relative == 'view':
            # pan in plane of camera

            if self.opts['rotationMethod'] == 'quaternion':
                # obtain basis vectors
                qc = self.opts['rotation'].conjugated()
                xv = qc.rotatedVector( Vector(1,0,0) )
                yv = qc.rotatedVector( Vector(0,1,0) )
                zv = qc.rotatedVector( Vector(0,0,1) )

                scale_factor = self.pixelSize( self.opts['center'] )

                # apply translation
                self.opts['center'] += scale_factor * (xv*-dx + yv*dy + zv*dz)
            else: # use default euler rotation method
                elev = radians(self.opts['elevation'])
                azim = radians(self.opts['azimuth'])
                fov = radians(self.opts['fov'])
                dist = (self.opts['center'] - self.cameraPosition()).length()
                fov_factor = tan(fov / 2) * 2
                scale_factor = dist * fov_factor / self.width()
                z = scale_factor * cos(elev) * dy
                x = scale_factor * (sin(azim) * dx - sin(elev) * cos(azim) * dy)
                y = scale_factor * (cos(azim) * dx + sin(elev) * sin(azim) * dy)
                self.opts['center'] += QtGui.QVector3D(x, -y, z)
        else:
            raise ValueError("relative argument must be global, view, or view-upright")
        
        self.update()
        
    def pixelSize(self, pos):
        """
        Return the approximate size of a screen pixel at the location pos
        Pos may be a Vector or an (N,3) array of locations
        """
        cam = self.cameraPosition()
        if isinstance(pos, np.ndarray):
            cam = np.array(cam).reshape((1,)*(pos.ndim-1)+(3,))
            dist = ((pos-cam)**2).sum(axis=-1)**0.5
        else:
            dist = (pos-cam).length()
        xDist = dist * 2. * tan(0.5 * radians(self.opts['fov']))
        return xDist / self.width()
        
    def mousePressEvent(self, ev):
        lpos = ev.position() if hasattr(ev, 'position') else ev.localPos()
        self.mousePos = lpos
        
    def mouseMoveEvent(self, ev):
        lpos = ev.position() if hasattr(ev, 'position') else ev.localPos()
        diff = lpos - self.mousePos
        self.mousePos = lpos
        
        if ev.buttons() == QtCore.Qt.MouseButton.LeftButton:
            if (ev.modifiers() & QtCore.Qt.KeyboardModifier.ControlModifier):
                self.pan(diff.x(), diff.y(), 0, relative='view')
            else:
                self.orbit(-diff.x(), diff.y())
        elif ev.buttons() == QtCore.Qt.MouseButton.MiddleButton:
            if (ev.modifiers() & QtCore.Qt.KeyboardModifier.ControlModifier):
                self.pan(diff.x(), 0, diff.y(), relative='view-upright')
            else:
                self.pan(diff.x(), diff.y(), 0, relative='view-upright')
        
    def mouseReleaseEvent(self, ev):
        pass
        # Example item selection code:
        #region = (ev.pos().x()-5, ev.pos().y()-5, 10, 10)
        #print(self.itemsAt(region))
        
        ## debugging code: draw the picking region
        #glViewport(*self.getViewport())
        #glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT )
        #region = (region[0], self.height()-(region[1]+region[3]), region[2], region[3])
        #self.paintGL(region=region)
        #self.swapBuffers()
        
    def wheelEvent(self, ev):
        delta = ev.angleDelta().x()
        if delta == 0:
            delta = ev.angleDelta().y()
        if (ev.modifiers() & QtCore.Qt.KeyboardModifier.ControlModifier):
            self.opts['fov'] *= 0.999**delta
        else:
            self.opts['distance'] *= 0.999**delta
        self.update()

    def keyPressEvent(self, ev):
        if ev.key() in self.noRepeatKeys:
            ev.accept()
            if ev.isAutoRepeat():
                return
            self.keysPressed[ev.key()] = 1
            self.evalKeyState()
      
    def keyReleaseEvent(self, ev):
        if ev.key() in self.noRepeatKeys:
            ev.accept()
            if ev.isAutoRepeat():
                return
            try:
                del self.keysPressed[ev.key()]
            except KeyError:
                self.keysPressed = {}
            self.evalKeyState()
        
    def evalKeyState(self):
        speed = 2.0
        if len(self.keysPressed) > 0:
            for key in self.keysPressed:
                if key == QtCore.Qt.Key.Key_Right:
                    self.orbit(azim=-speed, elev=0)
                elif key == QtCore.Qt.Key.Key_Left:
                    self.orbit(azim=speed, elev=0)
                elif key == QtCore.Qt.Key.Key_Up:
                    self.orbit(azim=0, elev=-speed)
                elif key == QtCore.Qt.Key.Key_Down:
                    self.orbit(azim=0, elev=speed)
                elif key == QtCore.Qt.Key.Key_PageUp:
                    pass
                elif key == QtCore.Qt.Key.Key_PageDown:
                    pass
                self.keyTimer.start(16)
        else:
            self.keyTimer.stop()

    def readQImage(self):
        """
        Read the current buffer pixels out as a QImage.
        """
        return self.grabFramebuffer()
        
    def renderToArray(self, size, format=GL_BGRA, type=GL_UNSIGNED_BYTE, textureSize=1024, padding=256):
        w,h = map(int, size)
        
        self.makeCurrent()
        tex = None
        fb = None
        depth_buf = None
        try:
            output = np.empty((h, w, 4), dtype=np.ubyte)
            fb = glfbo.glGenFramebuffers(1)
            glfbo.glBindFramebuffer(glfbo.GL_FRAMEBUFFER, fb )
            
            glEnable(GL_TEXTURE_2D)
            tex = glGenTextures(1)
            glBindTexture(GL_TEXTURE_2D, tex)
            texwidth = textureSize
            data = np.zeros((texwidth,texwidth,4), dtype=np.ubyte)
            
            ## Test texture dimensions first
            glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA, texwidth, texwidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, None)
            if glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH) == 0:
                raise RuntimeError("OpenGL failed to create 2D texture (%dx%d); too large for this hardware." % data.shape[:2])
            ## create texture
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texwidth, texwidth, 0, GL_RGBA, GL_UNSIGNED_BYTE, data)

            # Create depth buffer
            depth_buf = glGenRenderbuffers(1)
            glBindRenderbuffer(GL_RENDERBUFFER, depth_buf)
            glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, texwidth, texwidth)
            glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_buf)

            self.opts['viewport'] = (0, 0, w, h)  # viewport is the complete image; this ensures that paintGL(region=...)
                                                  # is interpreted correctly.
            p2 = 2 * padding
            for x in range(-padding, w-padding, texwidth-p2):
                for y in range(-padding, h-padding, texwidth-p2):
                    x2 = min(x+texwidth, w+padding)
                    y2 = min(y+texwidth, h+padding)
                    w2 = x2-x
                    h2 = y2-y
                    
                    ## render to texture
                    glfbo.glFramebufferTexture2D(glfbo.GL_FRAMEBUFFER, glfbo.GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0)
                    
                    self.paintGL(region=(x, h-y-h2, w2, h2), viewport=(0, 0, w2, h2))  # only render sub-region
                    glBindTexture(GL_TEXTURE_2D, tex) # fixes issue #366
                    
                    ## read texture back to array
                    data = glGetTexImage(GL_TEXTURE_2D, 0, format, type)
                    data = np.frombuffer(data, dtype=np.ubyte).reshape(texwidth,texwidth,4)[::-1, ...]
                    output[y+padding:y2-padding, x+padding:x2-padding] = data[-(h2-padding):-padding, padding:w2-padding]
                    
        finally:
            self.opts['viewport'] = None
            glfbo.glBindFramebuffer(glfbo.GL_FRAMEBUFFER, 0)
            glBindTexture(GL_TEXTURE_2D, 0)
            if tex is not None:
                glDeleteTextures([tex])
            if fb is not None:
                glfbo.glDeleteFramebuffers([fb])
            if depth_buf is not None:
                glDeleteRenderbuffers(1, [depth_buf])

        return output
