#############################################################################
#
# Author: Michel F. SANNER
#
# Copyright: M. Sanner TSRI 2000
#
#############################################################################

#
# $Header: /mnt/raid/services/cvs/python/packages/share1.5/DejaVu/Displayable.py,v 1.57.6.2 2017/02/08 20:23:12 sanner Exp $
#
# $Id: Displayable.py,v 1.57.6.2 2017/02/08 20:23:12 sanner Exp $
#
from math import pi, exp, sin
from time import time

from opengltk.OpenGL import GL
import types, os
import numpy
import Materials, viewerConst
from viewerFns import getkw
from colorTool import OneColor, glMaterialWithCheck, resetMaterialMemory
from mglutil.util.callback import CallbackFunction

import DejaVu

class OutLine:
    """Base class for wire frame used for outlined polygons"""

    def Reset(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	"""Reset members to default values"""

	self.factor = 1.5
	self.unit = 0.000001
	self.lineWidth = 1
	self.color = [0., 0., 0., .3]
        self.colorAsMaterial = False # set to True to use Object's material
                                     # to color lines
	self.dpyList = None
        self.lighting = False

        
    def Set(self, redo=0,**kw):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	"""Set members"""

	val = getkw(kw, 'factor')
	if val is not None:
	    assert type(val).__name__ == 'float'
	    self.factor = val

	val = getkw(kw, 'unit')
	if val is not None:
	    assert type(val).__name__ == 'float'
	    self.unit = val

	val = getkw(kw, 'lineWidth')
	if val is not None:
	    assert val >= 1
	    self.lineWidth = int(val)

	val = getkw(kw, 'color')
	if val is not None:
	    color = OneColor( val )
	    if color: self.color = color

	val = getkw(kw, 'lighting')
	if val is not None:
	    assert val in [False, True]
	    self.lighting = val

	val = getkw(kw, 'colorAsMaterial')
	if val is not None:
	    assert val in [False,True]
	    self.colorAsMaterial = val

        if self.geom.viewer is not None:
            #self.geom.RedoDisplayList()
            self.geom.viewer.deleteOpenglList()
        
	if len(kw):
	    print 'WARNING2: Keyword(s) %s not used' % kw.keys()


    def __init__(self, geom, **kw):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()

        self.geom = geom
	self.Reset()
	self.Set( factor = getkw(kw, 'factor'),
		  unit = getkw(kw, 'unit'),
		  lineWidth = getkw(kw, 'lineWidth'),
		  color = getkw(kw, 'color') )

	if len(kw):
	    print 'WARNING3: Keyword(s) %s not used' % kw.keys()


    def __repr__(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	return '<%s> factor=%5.2f unit=%5.2f lineWidth=%5.2f color=%s' % \
	       (self.__class__, self.factor, self.unit, self.lineWidth,
		str(self.color) )


class LineStipple:
    """Base class for line stippling information"""

    def Reset(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	"""Reset members to default values"""

	self.factor = 1
	self.pattern = 0x7878

    
    def Set(self, **kw):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	"""Set members"""

	val = getkw(kw, 'factor')
	if val:
	    assert type(val).__name__ == 'int' and val > 0
	    self.factor = val

	val = getkw(kw, 'pattern')
	if val:
	    assert val > 0x0000 and val < 0xFFFF
	    self.pattern = val

	if len(kw):
	    print 'WARNING4: Keyword(s) %s not used' % kw.keys()


    def __init__(self, **kw):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()

	self.Reset()
	self.Set( factor = getkw(kw, 'factor'),
		  pattern = getkw(kw, 'pattern'))

	if len(kw):
	    print 'WARNING5: Keyword(s) %s not used' % kw.keys()


    def __repr__(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	return '<%s> factor=%f pattern=%s' % ( self.__class__,
		self.factor, hex(self.pattern) )


class PolygonStipple:
    """Base class for polygon stippling information"""

    def Reset(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	"""Reset members to default values"""

	self.pattern = numpy.ones( (128,)) * 0xFF
	self.pattern = self.pattern.astype('B')
    
    def Set(self, **kw):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	"""Set members"""

	val = getkw(kw, 'pattern')
	if val is not None:
	    assert type(val).__name__ == 'ndarray'
	    assert val.shape[0] == 128
	    assert val.dtype.char == 'B'
	    self.pattern = val

	if len(kw):
	    print 'WARNING6: Keyword(s) %s not used' % kw.keys()


    def __init__(self, **kw):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()

	self.Reset()
	self.Set( pattern = getkw(kw, 'pattern'))

	if len(kw):
	    print 'WARNING7: Keyword(s) %s not used' % kw.keys()


    def __repr__(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	return '<%s>\n pattern=%s' % ( self.__class__, map(hex,self.pattern) )


class Displayable:
    """Base class for all object that can be viewed"""

    def Set(self, **kw):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        """set data for this object"""

        # currently all these attributs are in GEOM
        # they should move here
        pass


    def __init__(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()

        self.materials = { GL.GL_FRONT:Materials.Materials(),
        		   GL.GL_BACK:Materials.Materials() }
        self.texture = None
        
        self.frontPolyMode = GL.GL_FILL
        self.backPolyMode = GL.GL_FILL
        self.frontAndBack = viewerConst.NO
        self.shading = GL.GL_SMOOTH
        self.lighting = viewerConst.NO
        self.culling = GL.GL_BACK
        #self.antiAliased = 0
        #self.antialiased = viewerConst.NO
        self.primitiveType = None
        
        self.inheritMaterial = viewerConst.YES
        self.inheritFrontPolyMode = viewerConst.YES
        self.inheritBackPolyMode = viewerConst.YES
        self.inheritShading = viewerConst.YES
        self.inheritLighting = viewerConst.YES
        self.inheritCulling = viewerConst.YES
        self.inheritPointWidth = viewerConst.YES
        self.inheritLineWidth = viewerConst.YES
        self.inheritStippleLines = viewerConst.YES
        self.inheritStipplePolygons = viewerConst.YES
        
        self.dpyList = None     # OpenGL display list used to draw this object
        self.lineWidth = 2
        self.pointWidth = 2

        from DejaVu.Transformable import Transformable
        if isinstance(self, Transformable):
        	self.drawOutline = (False, False)
        	self.outline = OutLine(self)
        	self.linestipple = LineStipple()
        	self.stippleLines = viewerConst.NO
        	self.polygonstipple = PolygonStipple()
        	self.stipplePolygons = viewerConst.NO

        self.transparent = viewerConst.NO

        self.depthMask = 1 # 0: zbuffer is readOnly for transparent objects
                           # 1: zbuffer is read write for transparent objects
        self.srcBlendFunc = GL.GL_SRC_ALPHA
        #self.dstBlendFunc = GL.GL_ONE #GL.GL_ONE_MINUS_SRC_COLOR
        # ONE_MINUS_SRC_ALPHA works for colorMapEditor
        self.dstBlendFunc = GL.GL_ONE_MINUS_SRC_ALPHA 

        # attribute used for flashing geometry
        self.flashInDuration = .5  # length of flash in seconds
        self.flashSolidDuration = .2  # length of flash in seconds
        self.flashOutDuration = .8  # length of flash in seconds
        self.flashIntervalTime = 10 # in ms
        self.flashStartTime = None # will be set when flash start

    ## version of flashing using after(ms, func)
    def _fadeOutT(self):
        dtime = time() - self.flashStartTime
        fraction = min(1.0, dtime/self.flashOutDuration)
        val =  exp(1.)/exp(1.+2*fraction)
        print fraction, val
        self.Set(opacity=val)
        self._setTransparent('implicit')
        vi = self.viewer
        vi.OneRedraw()
        if fraction<1.0:
            vi.master.after(self.flashIntervalTime, self._fadeOutT)
        else:
            self.Set(visible=0)

            
    def fadeOutT(self, duration=1.5, interval=10):
        self.flashOutDuration = duration
        self.flashIntervalTime = interval
        self.Set(visible=1)
        self.flashStartTime = time()
        self._fadeOutT()


    def _fadeInT(self):
        dtime = time() - self.flashStartTime
        fraction = min(1.0, dtime/self.flashInDuration)
        val = fraction*pi*.5
        vi = self.viewer
        #print fraction, val
        self.Set(opacity=val)
        self._setTransparent('implicit')
        vi.OneRedraw()
        if fraction<1.0:
            vi.master.after(self.flashIntervalTime, self._fadeInT)


    def fadeInT(self, duration=.5, interval=10):
        self.flashInDuration = duration
        self.flashIntervalTime = interval
        self.Set(visible=1, opacity=0.01, transparent=1, inheritMaterial=0)
        self._setTransparent('implicit')
        vi = self.viewer
        vi.OneRedraw()
        self.flashStartTime = time()
        self._fadeInT()


    def _flashT(self):
        dtime = time() - self.flashStartTime
        fraction = dtime/self.flashInDuration
        if fraction < 1.0: # we are in fade in mode
            val = fraction*pi*.5
            
        else: # We are in fade out mode
            dtime -= self.flashInDuration
            fraction = dtime/self.flashSolidDuration
            if fraction < 1.0: # we are in solid mode
                val = 1.0
            else: # we are in fade out mode
                
               dtime -= self.flashSolidDuration
               fraction = min(1., dtime/self.flashOutDuration)
               val =  exp(1.)/exp(1.+2*fraction)

        vi = self.viewer
        #print fraction, val
        self.Set(opacity=val)
        self._setTransparent('implicit')
        vi.OneRedraw()
        if fraction<1.0:
            vi.master.after(self.flashIntervalTime, self._flashT)
        else:
            self.Set(visible=0)
            vi.OneRedraw()
            if self.after_cb:
                self.after_cb()


    def flashT(self, durationIn=.5, duration=.2, durationOut=.8, interval=10,
               after_cb=None):
        self.flashInDuration = durationIn
        self.flashOutDuration = durationOut
        self.flashSolidDuration = duration
        self.flashIntervalTime = interval
        self.after_cb = after_cb
        self.flashStartTime = time()
        self.Set(visible=1, opacity=0.01, transparent=1, inheritMaterial=0)
        self._flashT()

        
    ## version of flashing without using after(ms, func)
    def fadeOut(self, nbf=25):
        vi = self.viewer
        for i in numpy.arange(1., 3., 2./nbf):
            val = exp(1.)/exp(i)
            self.Set(opacity=val)
            self._setTransparent('implicit')
            vi.OneRedraw()
        self.Set(visible=0)
        vi.OneRedraw()


    def fadeIn(self, nbf=15):
        self.Set(visible=1, opacity=0.01, transparent=1, inheritMaterial=0)
        self._setTransparent('implicit')
        self.viewer.OneRedraw()
        vi = self.viewer
        for i in numpy.arange(0, pi*.5, (pi*.5)/nbf):
            val = sin(i)
            self.Set(opacity=val)
            self._setTransparent('implicit')
            vi.OneRedraw()


    def flash(self, nbfIn=5, nbfOut=25, fullPause=200):
        self.fadeIn(nbf=nbfIn)
        cb = CallbackFunction(self.fadeOut, nbf=nbfOut)
        self.viewer.master.after(fullPause, self.fadeOut)


    def InitMaterial(self, num=0):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	"""Setup GL material
only sets the material if binding mode is OVERALL or PER_INSTANCE (i.e. per
instance matrix) which are the 2 only material bindngs for which the material
is not set in the display list"""

        #import traceback
        #traceback.print_stack()
        #print 'InitMaterial', self.name
	prop = self.materials[GL.GL_FRONT]
	if self.frontAndBack: f = GL.GL_FRONT_AND_BACK
	else: f = GL.GL_FRONT
        resetMaterialMemory()
        
        b, p = prop.GetProperty(0)
        if prop.binding[0] == viewerConst.OVERALL:
	    glMaterialWithCheck(f, GL.GL_AMBIENT, p[0])
        elif prop.binding[0] == viewerConst.PER_INSTANCE:
	    glMaterialWithCheck(f, GL.GL_AMBIENT, p[num])

        b, p = prop.GetProperty(1)
	if prop.binding[1] == viewerConst.OVERALL:
	    glMaterialWithCheck(f, GL.GL_DIFFUSE, p[0])
        elif prop.binding[1] == viewerConst.PER_INSTANCE:
	    glMaterialWithCheck(f, GL.GL_DIFFUSE, p[num])
		
        b, p = prop.GetProperty(2)
	if prop.binding[2] == viewerConst.OVERALL:
	    glMaterialWithCheck(f, GL.GL_EMISSION, p[0])
        elif prop.binding[3] == viewerConst.PER_INSTANCE:
	    glMaterialWithCheck(f, GL.GL_EMISSION, p[num])

        b, p = prop.GetProperty(3)
	if prop.binding[2] == viewerConst.OVERALL:
	    glMaterialWithCheck(f, GL.GL_SPECULAR, p[0])
	elif prop.binding[2] == viewerConst.PER_INSTANCE:
	    glMaterialWithCheck(f, GL.GL_SPECULAR, p[num])

	if prop.binding[4] == viewerConst.OVERALL:
	    glMaterialWithCheck(f, GL.GL_SHININESS, float(prop.prop[4][0]))
	    #GL.glMaterialf(f, GL.GL_SHININESS, float(prop.prop[4][0]))
        elif prop.binding[4] == viewerConst.PER_INSTANCE:
	    glMaterialWithCheck(f, GL.GL_SHININESS, float(prop.prop[4][num]))
	    #GL.glMaterialf(f, GL.GL_SHININESS, float(prop.prop[4][num]))
            
	if not self.frontAndBack:
	    prop = self.materials[GL.GL_BACK]
	    f = GL.GL_BACK
            if prop.binding[0] == viewerConst.OVERALL:
		glMaterialWithCheck(f, GL.GL_AMBIENT, prop.prop[0][0])
            elif prop.binding[0] == viewerConst.PER_INSTANCE:
		glMaterialWithCheck(f, GL.GL_AMBIENT, prop.prop[0][num])
                
	    if prop.binding[1] == viewerConst.OVERALL:
		glMaterialWithCheck(f, GL.GL_DIFFUSE, prop.prop[1][0])
            elif prop.binding[1] == viewerConst.PER_INSTANCE:
		glMaterialWithCheck(f, GL.GL_DIFFUSE, prop.prop[1][num])
                
	    if prop.binding[2] == viewerConst.OVERALL:
		glMaterialWithCheck(f, GL.GL_SPECULAR, prop.prop[3][0])
            elif prop.binding[2] == viewerConst.PER_INSTANCE:
		glMaterialWithCheck(f, GL.GL_SPECULAR, prop.prop[3][num])

            if prop.binding[3] == viewerConst.OVERALL:
		glMaterialWithCheck(f, GL.GL_EMISSION, prop.prop[2][0])
            elif prop.binding[3] == viewerConst.PER_INSTANCE:
		glMaterialWithCheck(f, GL.GL_EMISSION, prop.prop[2][num])

	    if prop.binding[4] == viewerConst.OVERALL:
		glMaterialWithCheck(f, GL.GL_SHININESS, float(prop.prop[4][0]))
		#GL.glMaterialf(f, GL.GL_SHININESS, float(prop.prop[4][0]))
            elif prop.binding[4] == viewerConst.PER_INSTANCE:
                glMaterialWithCheck(f, GL.GL_SHININESS, float(prop.prop[4][num]))
                #GL.glMaterialf(f, GL.GL_SHININESS, float(prop.prop[4][num]))

    def InitColor(self, num=0):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
	"""Setup GL color (used when lighting is turned off)
only sets the color if binding mode is OVERALL or PER_INSTANCE (i.e. per
instance matrix) which are the 2 only colors which are not set in the
display list"""

        
        prop = self.materials[GL.GL_FRONT]
        if prop.binding[1] == viewerConst.OVERALL:
            material = prop.prop[prop.diff][0]
            if not material.flags.contiguous:
                material = numpy.array(material,copy=1)
            GL.glColor4fv ( material.tolist() )
        elif prop.binding[1] == viewerConst.PER_INSTANCE:
            material = prop.prop[prop.diff][num]
            if not material.flags.contiguous:
                material = numpy.array(material,copy=1)
            GL.glColor4fv ( material.tolist() )
## =======

##         mat = self.materials[GL.GL_FRONT]
##         # without tolist() we hang if array is not contiguous !
## 	GL.glColor4fv ( mat.prop[mat.diff][0].tolist() )
## >>>>>>> 1.8.2.1


    def _WidthAndStipple(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        """Set the line or points width
"""
        #print "_WidthAndStipple", self.stippleLines , self.inheritStippleLines , self

        GL.glPointSize(self.getPointWidth())

        GL.glLineWidth(self.getLineWidth())

        if self.getStippleLines() in (True, 1):
            GL.glEnable(GL.GL_LINE_STIPPLE)
            ls = self.linestipple
            GL.glLineStipple(ls.factor, ls.pattern)
        else:
            GL.glDisable(GL.GL_LINE_STIPPLE)

        if self.getStipplePolygons() in (True, 1):
            GL.glEnable(GL.GL_POLYGON_STIPPLE)
            ps = self.polygonstipple
            GL.glPolygonStipple(self.polygonstipple.pattern)
        else:
            GL.glDisable(GL.GL_POLYGON_STIPPLE)
        # HACK windows 10 machines show all surface with screendoor
        # transparency unless this glDisable(GL.GL_POLYGON_STIPPLE) us called
        # here
        if os.name == 'nt':
            GL.glDisable(GL.GL_POLYGON_STIPPLE)

    def getPointWidth(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        #print "getPointWidth", self.name
        obj = self
        while obj.inheritPointWidth:
            if obj.parent:
                obj = obj.parent
            else:
                break
        return obj.pointWidth


    def getLineWidth(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        #print "getLineWidth", self.name
        obj = self
        while obj.inheritLineWidth:
            if obj.parent:
                obj = obj.parent
            else:
                break
        return obj.lineWidth


    def getStippleLines(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        #print "getStippleLines", self.name
        obj = self
        while obj.inheritStippleLines:
            if obj.parent:
                obj = obj.parent
            else:
                break
        return obj.stippleLines


    def getStipplePolygons(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        #print "getStipplePolygons", self.name
        obj = self
        while obj.inheritStipplePolygons:
            if obj.parent:
                obj = obj.parent
            else:
                break
        return obj.stipplePolygons


#    def _AntiAliasing(self):
#	"""Turn line or points antialiasing on or of"""
#
#	if self.antialiased==viewerConst.YES:
#	    if self.primitiveType == GL.GL_POINTS or \
#	       self.frontPolyMode == GL.GL_POINT or \
#	       self.backPolyMode == GL.GL_POINT:
#		GL.glEnable(GL.GL_POINT_SMOOTH)
#
#	    elif self.primitiveType in viewerConst.LINES_PRIMITIVES or \
#		 self.frontPolyMode == GL.GL_LINE or \
#		 self.backPolyMode == GL.GL_LINE:
#		GL.glEnable(GL.GL_LINE_SMOOTH)
#
#	    GL.glEnable(GL.GL_BLEND)
#	else:
#	    GL.glDisable(GL.GL_LINE_SMOOTH)
#	    GL.glDisable(GL.GL_BLEND)


    def SetupGL(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        """Setup OpenGL rendering state for this object
"""
        #print "SetupGL", self

        if not self.inheritMaterial:
            self.InitMaterial()
            self.InitColor()

        if self.GetLighting():
            #glEnable(GL_LIGHTING)
            if self.viewer is not None:
                self.viewer.enableOpenglLighting()

            shading = self.GetShading()

	    if shading != GL.GL_NONE:
                if self.normals is not None:
                    if (shading==GL.GL_SMOOTH and \
                        len(self.normals)!=len(self.vertexSet)) or \
                        (shading==GL.GL_FLAT and \
                         len(self.normals)!=len(self.faceSet)):
                        self.GetNormals()
                        self.viewer.objectsNeedingRedo[self] = None

		GL.glShadeModel(shading)

	else: # no lighting
	    GL.glDisable(GL.GL_LIGHTING)

	if not self.inheritCulling:
	    if self.culling in (GL.GL_BACK, GL.GL_FRONT, GL.GL_FRONT_AND_BACK):
		GL.glCullFace(self.culling)
		GL.glEnable(GL.GL_CULL_FACE)
	    else: GL.glDisable(GL.GL_CULL_FACE)

	if not self.inheritFrontPolyMode:
            mode =self.frontPolyMode
            if self.frontPolyMode==viewerConst.OUTLINED:
                mode = GL.GL_FILL
	    if self.frontAndBack:
		GL.glPolygonMode(GL.GL_FRONT_AND_BACK, mode)
	    else:
		GL.glPolygonMode(GL.GL_FRONT, mode)

	if not self.inheritBackPolyMode:
            mode = self.backPolyMode
            if self.backPolyMode==viewerConst.OUTLINED:
                mode = GL.GL_FILL
	    GL.glPolygonMode(GL.GL_BACK, mode)

	#self._AntiAliasing()
	self._WidthAndStipple()


    def showOwnGui(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        #print "showOwnGui", self
        if self.ownGui is None:
            self.createOwnGui()
        if self.ownGui.winfo_ismapped() == 0:
            self.ownGui.deiconify()
        self.ownGui.lift()


    def hideOwnGui(self):
        if __debug__:
         if hasattr(DejaVu, 'functionName'): DejaVu.functionName()
        #print "hideOwnGui", self
        if (self.ownGui is not None) and (self.ownGui.winfo_ismapped() == 0):
            self.ownGui.withdraw()


