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"""OpenGL shader program wrapper.
"""
import numpy as np
import os
import re

import OpenGL
from OpenGL.GL import *
from OpenGL.GL import shaders as gl_shader_utils


class ShaderProgramCache(object):
    """A cache for shader programs.
    """

    def __init__(self, shader_dir=None):
        self._program_cache = {}
        self.shader_dir = shader_dir
        if self.shader_dir is None:
            base_dir, _ = os.path.split(os.path.realpath(__file__))
            self.shader_dir = os.path.join(base_dir, 'shaders')

    def get_program(self, vertex_shader, fragment_shader,
                    geometry_shader=None, defines=None):
        """Get a program via a list of shader files to include in the program.

        Parameters
        ----------
        vertex_shader : str
            The vertex shader filename.
        fragment_shader : str
            The fragment shader filename.
        geometry_shader : str
            The geometry shader filename.
        defines : dict
            Defines and their values for the shader.

        Returns
        -------
        program : :class:`.ShaderProgram`
            The program.
        """
        shader_names = []
        if defines is None:
            defines = {}
        shader_filenames = [
            x for x in [vertex_shader, fragment_shader, geometry_shader]
            if x is not None
        ]
        for fn in shader_filenames:
            if fn is None:
                continue
            _, name = os.path.split(fn)
            shader_names.append(name)
        cid = OpenGL.contextdata.getContext()
        key = tuple([cid] + sorted(
            [(s,1) for s in shader_names] + [(d, defines[d]) for d in defines]
        ))

        if key not in self._program_cache:
            shader_filenames = [
                os.path.join(self.shader_dir, fn) for fn in shader_filenames
            ]
            if len(shader_filenames) == 2:
                shader_filenames.append(None)
            vs, fs, gs = shader_filenames
            self._program_cache[key] = ShaderProgram(
                vertex_shader=vs, fragment_shader=fs,
                geometry_shader=gs, defines=defines
            )
        return self._program_cache[key]

    def clear(self):
        for key in self._program_cache:
            self._program_cache[key].delete()
        self._program_cache = {}


class ShaderProgram(object):
    """A thin wrapper about OpenGL shader programs that supports easy creation,
    binding, and uniform-setting.

    Parameters
    ----------
    vertex_shader : str
        The vertex shader filename.
    fragment_shader : str
        The fragment shader filename.
    geometry_shader : str
        The geometry shader filename.
    defines : dict
        Defines and their values for the shader.
    """

    def __init__(self, vertex_shader, fragment_shader,
                 geometry_shader=None, defines=None):

        self.vertex_shader = vertex_shader
        self.fragment_shader = fragment_shader
        self.geometry_shader = geometry_shader

        self.defines = defines
        if self.defines is None:
            self.defines = {}

        self._program_id = None
        self._vao_id = None  # PYOPENGL BUG

        # DEBUG
        # self._unif_map = {}

    def _add_to_context(self):
        if self._program_id is not None:
            raise ValueError('Shader program already in context')
        shader_ids = []

        # Load vert shader
        shader_ids.append(gl_shader_utils.compileShader(
            self._load(self.vertex_shader), GL_VERTEX_SHADER)
        )
        # Load frag shader
        shader_ids.append(gl_shader_utils.compileShader(
            self._load(self.fragment_shader), GL_FRAGMENT_SHADER)
        )
        # Load geometry shader
        if self.geometry_shader is not None:
            shader_ids.append(gl_shader_utils.compileShader(
                self._load(self.geometry_shader), GL_GEOMETRY_SHADER)
            )

        # Bind empty VAO PYOPENGL BUG
        if self._vao_id is None:
            self._vao_id = glGenVertexArrays(1)
        glBindVertexArray(self._vao_id)

        # Compile program
        self._program_id = gl_shader_utils.compileProgram(*shader_ids)

        # Unbind empty VAO PYOPENGL BUG
        glBindVertexArray(0)

    def _in_context(self):
        return self._program_id is not None

    def _remove_from_context(self):
        if self._program_id is not None:
            glDeleteProgram(self._program_id)
            glDeleteVertexArrays(1, [self._vao_id])
            self._program_id = None
            self._vao_id = None

    def _load(self, shader_filename):
        path, _ = os.path.split(shader_filename)

        with open(shader_filename) as f:
            text = f.read()

        def ifdef(matchobj):
            if matchobj.group(1) in self.defines:
                return '#if 1'
            else:
                return '#if 0'

        def ifndef(matchobj):
            if matchobj.group(1) in self.defines:
                return '#if 0'
            else:
                return '#if 1'

        ifdef_regex = re.compile(
            '#ifdef\\s+([a-zA-Z_][a-zA-Z_0-9]*)\\s*$', re.MULTILINE
        )
        ifndef_regex = re.compile(
            '#ifndef\\s+([a-zA-Z_][a-zA-Z_0-9]*)\\s*$', re.MULTILINE
        )
        text = re.sub(ifdef_regex, ifdef, text)
        text = re.sub(ifndef_regex, ifndef, text)

        for define in self.defines:
            value = str(self.defines[define])
            text = text.replace(define, value)

        return text

    def _bind(self):
        """Bind this shader program to the current OpenGL context.
        """
        if self._program_id is None:
            raise ValueError('Cannot bind program that is not in context')
        # glBindVertexArray(self._vao_id)
        glUseProgram(self._program_id)

    def _unbind(self):
        """Unbind this shader program from the current OpenGL context.
        """
        glUseProgram(0)

    def delete(self):
        """Delete this shader program from the current OpenGL context.
        """
        self._remove_from_context()

    def set_uniform(self, name, value, unsigned=False):
        """Set a uniform value in the current shader program.

        Parameters
        ----------
        name : str
            Name of the uniform to set.
        value : int, float, or ndarray
            Value to set the uniform to.
        unsigned : bool
            If True, ints will be treated as unsigned values.
        """
        try:
            # DEBUG
            # self._unif_map[name] = 1, (1,)
            loc = glGetUniformLocation(self._program_id, name)

            if loc == -1:
                raise ValueError('Invalid shader variable: {}'.format(name))

            if isinstance(value, np.ndarray):
                # DEBUG
                # self._unif_map[name] = value.size, value.shape
                if value.ndim == 1:
                    if (np.issubdtype(value.dtype, np.unsignedinteger) or
                            unsigned):
                        dtype = 'u'
                        value = value.astype(np.uint32)
                    elif np.issubdtype(value.dtype, np.integer):
                        dtype = 'i'
                        value = value.astype(np.int32)
                    else:
                        dtype = 'f'
                        value = value.astype(np.float32)
                    self._FUNC_MAP[(value.shape[0], dtype)](loc, 1, value)
                else:
                    self._FUNC_MAP[(value.shape[0], value.shape[1])](
                        loc, 1, GL_TRUE, value
                    )

            # Call correct uniform function
            elif isinstance(value, float):
                glUniform1f(loc, value)
            elif isinstance(value, int):
                if unsigned:
                    glUniform1ui(loc, value)
                else:
                    glUniform1i(loc, value)
            elif isinstance(value, bool):
                if unsigned:
                    glUniform1ui(loc, int(value))
                else:
                    glUniform1i(loc, int(value))
            else:
                raise ValueError('Invalid data type')
        except Exception:
            pass

    _FUNC_MAP = {
        (1,'u'): glUniform1uiv,
        (2,'u'): glUniform2uiv,
        (3,'u'): glUniform3uiv,
        (4,'u'): glUniform4uiv,
        (1,'i'): glUniform1iv,
        (2,'i'): glUniform2iv,
        (3,'i'): glUniform3iv,
        (4,'i'): glUniform4iv,
        (1,'f'): glUniform1fv,
        (2,'f'): glUniform2fv,
        (3,'f'): glUniform3fv,
        (4,'f'): glUniform4fv,
        (2,2): glUniformMatrix2fv,
        (2,3): glUniformMatrix2x3fv,
        (2,4): glUniformMatrix2x4fv,
        (3,2): glUniformMatrix3x2fv,
        (3,3): glUniformMatrix3fv,
        (3,4): glUniformMatrix3x4fv,
        (4,2): glUniformMatrix4x2fv,
        (4,3): glUniformMatrix4x3fv,
        (4,4): glUniformMatrix4fv,
    }