from __future__ import annotations

from collections.abc import Iterable
from pathlib import Path
from typing import TYPE_CHECKING

import moderngl
import numpy as np
from PIL import Image

from manim.constants import *
from manim.mobject.opengl.opengl_mobject import OpenGLMobject
from manim.utils.bezier import integer_interpolate, interpolate
from manim.utils.color import *
from manim.utils.config_ops import _Data, _Uniforms
from manim.utils.images import change_to_rgba_array, get_full_raster_image_path
from manim.utils.iterables import listify
from manim.utils.space_ops import normalize_along_axis

if TYPE_CHECKING:
    import numpy.typing as npt

    from manim.typing import Point3D_Array, Vector3D_Array

__all__ = ["OpenGLSurface", "OpenGLTexturedSurface"]


class OpenGLSurface(OpenGLMobject):
    r"""Creates a Surface.

    Parameters
    ----------
    uv_func
        The function that defines the surface.
    u_range
        The range of the ``u`` variable: ``(u_min, u_max)``.
    v_range
        The range of the ``v`` variable: ``(v_min, v_max)``.
    resolution
        The number of samples taken of the surface.
    axes
        Axes on which the surface is to be drawn. Optional
        parameter used when coloring a surface by z-value.
    color
        Color of the surface. Defaults to grey.
    colorscale
        Colors of the surface. Optional parameter used when
        coloring a surface by values. Passing a list of
        colors and an axes will color the surface by z-value.
        Passing a list of tuples in the form ``(color, pivot)``
        allows user-defined pivots where the color transitions.
    colorscale_axis
        Defines the axis on which the colorscale is applied
        (0 = x, 1 = y, 2 = z), default is z-axis (2).
    opacity
        Opacity of the surface from 0 being fully transparent
        to 1 being fully opaque. Defaults to 1.
    """

    shader_dtype = [
        ("point", np.float32, (3,)),
        ("du_point", np.float32, (3,)),
        ("dv_point", np.float32, (3,)),
        ("color", np.float32, (4,)),
    ]
    shader_folder = "surface"

    def __init__(
        self,
        uv_func=None,
        u_range=None,
        v_range=None,
        # Resolution counts number of points sampled, which for
        # each coordinate is one more than the the number of
        # rows/columns of approximating squares
        resolution=None,
        axes=None,
        color=GREY,
        colorscale=None,
        colorscale_axis=2,
        opacity=1.0,
        gloss=0.3,
        shadow=0.4,
        prefered_creation_axis=1,
        # For du and dv steps.  Much smaller and numerical error
        # can crop up in the shaders.
        epsilon=1e-5,
        render_primitive=moderngl.TRIANGLES,
        depth_test=True,
        shader_folder=None,
        **kwargs: Any,
    ):
        self.passed_uv_func = uv_func
        self.u_range = u_range if u_range is not None else (0, 1)
        self.v_range = v_range if v_range is not None else (0, 1)
        # Resolution counts number of points sampled, which for
        # each coordinate is one more than the the number of
        # rows/columns of approximating squares
        self.resolution = resolution if resolution is not None else (101, 101)
        self.axes = axes
        self.colorscale = colorscale
        self.colorscale_axis = colorscale_axis
        self.prefered_creation_axis = prefered_creation_axis
        # For du and dv steps.  Much smaller and numerical error
        # can crop up in the shaders.
        self.epsilon = epsilon

        self.triangle_indices = None
        super().__init__(
            color=color,
            opacity=opacity,
            gloss=gloss,
            shadow=shadow,
            shader_folder=shader_folder if shader_folder is not None else "surface",
            render_primitive=render_primitive,
            depth_test=depth_test,
            **kwargs,
        )
        self.compute_triangle_indices()

    def uv_func(self, u, v):
        # To be implemented in subclasses
        if self.passed_uv_func:
            return self.passed_uv_func(u, v)
        return (u, v, 0.0)

    def init_points(self):
        dim = self.dim
        nu, nv = self.resolution
        u_range = np.linspace(*self.u_range, nu)
        v_range = np.linspace(*self.v_range, nv)

        # Get three lists:
        # - Points generated by pure uv values
        # - Those generated by values nudged by du
        # - Those generated by values nudged by dv
        point_lists = []
        for du, dv in [(0, 0), (self.epsilon, 0), (0, self.epsilon)]:
            uv_grid = np.array([[[u + du, v + dv] for v in v_range] for u in u_range])
            point_grid = np.apply_along_axis(lambda p: self.uv_func(*p), 2, uv_grid)
            point_lists.append(point_grid.reshape((nu * nv, dim)))
        # Rather than tracking normal vectors, the points list will hold on to the
        # infinitesimal nudged values alongside the original values.  This way, one
        # can perform all the manipulations they'd like to the surface, and normals
        # are still easily recoverable.
        self.set_points(np.vstack(point_lists))

    def compute_triangle_indices(self):
        # TODO, if there is an event which changes
        # the resolution of the surface, make sure
        # this is called.
        nu, nv = self.resolution
        if nu == 0 or nv == 0:
            self.triangle_indices = np.zeros(0, dtype=int)
            return
        index_grid = np.arange(nu * nv).reshape((nu, nv))
        indices = np.zeros(6 * (nu - 1) * (nv - 1), dtype=int)
        indices[0::6] = index_grid[:-1, :-1].flatten()  # Top left
        indices[1::6] = index_grid[+1:, :-1].flatten()  # Bottom left
        indices[2::6] = index_grid[:-1, +1:].flatten()  # Top right
        indices[3::6] = index_grid[:-1, +1:].flatten()  # Top right
        indices[4::6] = index_grid[+1:, :-1].flatten()  # Bottom left
        indices[5::6] = index_grid[+1:, +1:].flatten()  # Bottom right
        self.triangle_indices = indices

    def get_triangle_indices(self):
        return self.triangle_indices

    def get_surface_points_and_nudged_points(
        self,
    ) -> tuple[Point3D_Array, Point3D_Array, Point3D_Array]:
        points = self.points
        k = len(points) // 3
        return points[:k], points[k : 2 * k], points[2 * k :]

    def get_unit_normals(self) -> Vector3D_Array:
        s_points, du_points, dv_points = self.get_surface_points_and_nudged_points()
        normals = np.cross(
            (du_points - s_points) / self.epsilon,
            (dv_points - s_points) / self.epsilon,
        )
        return normalize_along_axis(normals, 1)

    def pointwise_become_partial(self, smobject, a, b, axis=None):
        assert isinstance(smobject, OpenGLSurface)
        if axis is None:
            axis = self.prefered_creation_axis
        if a <= 0 and b >= 1:
            self.match_points(smobject)
            return self

        nu, nv = smobject.resolution
        self.set_points(
            np.vstack(
                [
                    self.get_partial_points_array(
                        arr.copy(),
                        a,
                        b,
                        (nu, nv, 3),
                        axis=axis,
                    )
                    for arr in smobject.get_surface_points_and_nudged_points()
                ],
            ),
        )
        return self

    def get_partial_points_array(self, points, a, b, resolution, axis):
        if len(points) == 0:
            return points
        nu, nv = resolution[:2]
        points = points.reshape(resolution)
        max_index = resolution[axis] - 1
        lower_index, lower_residue = integer_interpolate(0, max_index, a)
        upper_index, upper_residue = integer_interpolate(0, max_index, b)
        if axis == 0:
            points[:lower_index] = interpolate(
                points[lower_index],
                points[lower_index + 1],
                lower_residue,
            )
            points[upper_index + 1 :] = interpolate(
                points[upper_index],
                points[upper_index + 1],
                upper_residue,
            )
        else:
            shape = (nu, 1, resolution[2])
            points[:, :lower_index] = interpolate(
                points[:, lower_index],
                points[:, lower_index + 1],
                lower_residue,
            ).reshape(shape)
            points[:, upper_index + 1 :] = interpolate(
                points[:, upper_index],
                points[:, upper_index + 1],
                upper_residue,
            ).reshape(shape)
        return points.reshape((nu * nv, *resolution[2:]))

    def sort_faces_back_to_front(self, vect=OUT):
        tri_is = self.triangle_indices
        indices = list(range(len(tri_is) // 3))
        points = self.points

        def index_dot(index):
            return np.dot(points[tri_is[3 * index]], vect)

        indices.sort(key=index_dot)
        for k in range(3):
            tri_is[k::3] = tri_is[k::3][indices]
        return self

    # For shaders
    def get_shader_data(self):
        """Called by parent Mobject to calculate and return
        the shader data.

        Returns
        -------
        shader_dtype
            An array containing the shader data (vertices and
            color of each vertex)
        """
        s_points, du_points, dv_points = self.get_surface_points_and_nudged_points()
        shader_data = np.zeros(len(s_points), dtype=self.shader_dtype)
        if "points" not in self.locked_data_keys:
            shader_data["point"] = s_points
            shader_data["du_point"] = du_points
            shader_data["dv_point"] = dv_points
            if self.colorscale:
                if not hasattr(self, "color_by_val"):
                    self.color_by_val = self._get_color_by_value(s_points)
                shader_data["color"] = self.color_by_val
            else:
                self.fill_in_shader_color_info(shader_data)
        return shader_data

    def fill_in_shader_color_info(self, shader_data):
        """Fills in the shader color data when the surface
        is all one color.

        Parameters
        ----------
        shader_data
            The vertices of the surface.

        Returns
        -------
        shader_dtype
            An array containing the shader data (vertices and
            color of each vertex)
        """
        self.read_data_to_shader(shader_data, "color", "rgbas")
        return shader_data

    def _get_color_by_value(self, s_points):
        """Matches each vertex to a color associated to it's z-value.

        Parameters
        ----------
        s_points
           The vertices of the surface.

        Returns
        -------
        List
            A list of colors matching the vertex inputs.
        """
        if type(self.colorscale[0]) in (list, tuple):
            new_colors, pivots = [
                [i for i, j in self.colorscale],
                [j for i, j in self.colorscale],
            ]
        else:
            new_colors = self.colorscale

            pivot_min = self.axes.z_range[0]
            pivot_max = self.axes.z_range[1]
            pivot_frequency = (pivot_max - pivot_min) / (len(new_colors) - 1)
            pivots = np.arange(
                start=pivot_min,
                stop=pivot_max + pivot_frequency,
                step=pivot_frequency,
            )

        return_colors = []
        for point in s_points:
            axis_value = self.axes.point_to_coords(point)[self.colorscale_axis]
            if axis_value <= pivots[0]:
                return_colors.append(color_to_rgba(new_colors[0], self.opacity))
            elif axis_value >= pivots[-1]:
                return_colors.append(color_to_rgba(new_colors[-1], self.opacity))
            else:
                for i, pivot in enumerate(pivots):
                    if pivot > axis_value:
                        color_index = (axis_value - pivots[i - 1]) / (
                            pivots[i] - pivots[i - 1]
                        )
                        color_index = max(min(color_index, 1), 0)
                        temp_color = interpolate_color(
                            new_colors[i - 1],
                            new_colors[i],
                            color_index,
                        )
                        break
                return_colors.append(color_to_rgba(temp_color, self.opacity))

        return return_colors

    def get_shader_vert_indices(self):
        return self.get_triangle_indices()


class OpenGLSurfaceGroup(OpenGLSurface):
    def __init__(self, *parametric_surfaces, resolution=None, **kwargs):
        self.resolution = (0, 0) if resolution is None else resolution
        super().__init__(uv_func=None, **kwargs)
        self.add(*parametric_surfaces)

    def init_points(self):
        pass  # Needed?


class OpenGLTexturedSurface(OpenGLSurface):
    shader_dtype = [
        ("point", np.float32, (3,)),
        ("du_point", np.float32, (3,)),
        ("dv_point", np.float32, (3,)),
        ("im_coords", np.float32, (2,)),
        ("opacity", np.float32, (1,)),
    ]
    shader_folder = "textured_surface"
    im_coords = _Data()
    opacity = _Data()
    num_textures = _Uniforms()

    def __init__(
        self,
        uv_surface: OpenGLSurface,
        image_file: str | Path | npt.NDArray,
        dark_image_file: str | Path = None,
        image_mode: str | Iterable[str] = "RGBA",
        shader_folder: str | Path = None,
        **kwargs,
    ):
        self.uniforms = {}

        if not isinstance(uv_surface, OpenGLSurface):
            raise Exception("uv_surface must be of type OpenGLSurface")
        if isinstance(image_file, np.ndarray):
            image_file = change_to_rgba_array(image_file)

        # Set texture information
        if isinstance(image_mode, (str, Path)):
            image_mode = [image_mode] * 2
        image_mode_light, image_mode_dark = image_mode
        texture_paths = {
            "LightTexture": self.get_image_from_file(
                image_file,
                image_mode_light,
            ),
            "DarkTexture": self.get_image_from_file(
                dark_image_file or image_file,
                image_mode_dark,
            ),
        }
        if dark_image_file:
            self.num_textures = 2

        self.uv_surface = uv_surface
        self.uv_func = uv_surface.uv_func
        self.u_range = uv_surface.u_range
        self.v_range = uv_surface.v_range
        self.resolution = uv_surface.resolution
        self.gloss = self.uv_surface.gloss
        super().__init__(texture_paths=texture_paths, **kwargs)

    def get_image_from_file(
        self,
        image_file: str | Path,
        image_mode: str,
    ) -> Image.Image:
        image_file = get_full_raster_image_path(image_file)
        return Image.open(image_file).convert(image_mode)

    def init_data(self):
        super().init_data()
        self.im_coords = np.zeros((0, 2))
        self.opacity = np.zeros((0, 1))

    def init_points(self):
        nu, nv = self.uv_surface.resolution
        self.set_points(self.uv_surface.points)
        self.im_coords = np.array(
            [
                [u, v]
                for u in np.linspace(0, 1, nu)
                for v in np.linspace(1, 0, nv)  # Reverse y-direction
            ],
        )

    def init_colors(self):
        self.opacity = np.array([self.uv_surface.rgbas[:, 3]])

    def set_opacity(self, opacity, recurse=True):
        for mob in self.get_family(recurse):
            mob.opacity = np.array([[o] for o in listify(opacity)])
        return self

    def pointwise_become_partial(self, tsmobject, a, b, axis=1):
        super().pointwise_become_partial(tsmobject, a, b, axis)
        im_coords = self.im_coords
        im_coords[:] = tsmobject.im_coords
        if a <= 0 and b >= 1:
            return self
        nu, nv = tsmobject.resolution
        im_coords[:] = self.get_partial_points_array(im_coords, a, b, (nu, nv, 2), axis)
        return self

    def fill_in_shader_color_info(self, shader_data):
        self.read_data_to_shader(shader_data, "opacity", "opacity")
        self.read_data_to_shader(shader_data, "im_coords", "im_coords")
        return shader_data
