# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.

import bpy
from ...io.com.gltf2_io import TextureInfo
from .gltf2_blender_texture import texture
from ...io.com.gltf2_io_constants import GLTF_IOR
from ..exp.material.extensions.gltf2_blender_image import TmpImageGuard, make_temp_image_copy #TODO move to com


def specular(mh, location_specular,
                 location_specular_tint,
                 specular_socket,
                 specular_tint_socket,
                 original_specular_socket,
                 original_specularcolor_socket,
                 location_original_specular,
                 location_original_specularcolor):
    x_specular, y_specular = location_specular
    x_tint, y_tint = location_specular_tint

    if specular_socket is None:
        return
    if specular_tint_socket is None:
        return

    try:
        ext = mh.pymat.extensions['KHR_materials_specular']
    except Exception:
        return

    import numpy as np

    # Retrieve image names
    try:
        tex_info = mh.pymat.pbr_metallic_roughness.base_color_texture
        pytexture = mh.gltf.data.textures[tex_info.index]
        pyimg = mh.gltf.data.images[pytexture.source]
        base_color_image_name = pyimg.blender_image_name
    except:
        base_color_image_name =  None

    # First check if we need a texture or not -> retrieve all info needed
    specular_factor = ext.get('specularFactor', 1.0)
    tex_specular_info = ext.get('specularTexture')
    if tex_specular_info is not None:
        tex_specular_info = TextureInfo.from_dict(tex_specular_info)

    specular_color_factor = np.array(ext.get('specularColorFactor', [1.0, 1.0, 1.0])[:3])
    tex_specular_color_info = ext.get('specularColorTexture')
    if tex_specular_color_info is not None:
        tex_specular_color_info = TextureInfo.from_dict(tex_specular_color_info)

    base_color_not_linked = base_color_image_name is None
    base_color = np.array(mh.pymat.pbr_metallic_roughness.base_color_factor or [1, 1, 1])
    tex_base_color = mh.pymat.pbr_metallic_roughness.base_color_texture
    base_color = base_color[:3]

    try:
        ext_transmission = mh.pymat.extensions['KHR_materials_transmission']
        transmission_factor = ext_transmission.get('transmissionFactor', 0)
        tex_transmission_info = ext_transmission.get('transmissionTexture')
        if tex_transmission_info is not None:
            tex_transmission_info = TextureInfo.from_dict(tex_transmission_info)
            pytexture = mh.gltf.data.textures[tex_transmission_info.index]
            pyimg = mh.gltf.data.images[pytexture.source]
            transmission_image_name = pyimg.blender_image_name
        else:
            transmission_image_name = None
    except Exception:
        transmission_factor = 0
        tex_transmission_info = None
        transmission_image_name = None

    transmission_not_linked = transmission_image_name is None

    try:
        ext_ior = mh.pymat.extensions['KHR_materials_ior']
        ior = ext_ior.get('ior', GLTF_IOR)
    except:
        ior = GLTF_IOR

    use_texture = tex_specular_info is not None or tex_specular_color_info is not None \
        or transmission_not_linked is False or base_color_not_linked is False


    # Before creating converted textures,
    # Also plug non converted data into glTF PBR Non Converted Extensions node
    original_specular(  mh,
                        specular_factor,
                        tex_specular_info,
                        specular_color_factor,
                        tex_specular_color_info,
                        original_specular_socket,
                        original_specularcolor_socket,
                        location_original_specular,
                        location_original_specularcolor
                        )


    if not use_texture:

        def luminance(c):
            return 0.3 * c[0] + 0.6 * c[1] + 0.1 * c[2]

        def normalize(c):
            assert(len(c) == 3)
            l = luminance(c)
            if l == 0:
                return c
            return np.array([c[0] / l, c[1] / l, c[2] / l])

        f0_from_ior = ((ior - 1)/(ior + 1))**2
        lum_specular_color = luminance(specular_color_factor)
        if transmission_factor != 1.0:
            blender_specular = ((lum_specular_color - transmission_factor) / (1 - transmission_factor)) * (1 / 0.08) * f0_from_ior
        else:
            # Avoid division by 0
            blender_specular = 1.0
        if not all([i == 0 for i in normalize(base_color) - 1]):
            blender_specular_tint = luminance((normalize(specular_color_factor) - 1) / (normalize(base_color) - 1))
            if blender_specular_tint < 0 or blender_specular_tint > 1:
                # TODOExt Warning clamping
                blender_specular_tint = np.maximum(np.minimum(blender_specular_tint, 1), 0)
        else:
            blender_specular_tint = 1.0

        specular_socket.default_value = blender_specular
        specular_tint_socket.default_value = blender_specular_tint
        # Note: blender_specular can be greater 1. The Blender documentation permits this.

        return
    else:
        # Need to create a texture
        # First, retrieve and create all images needed

        # Base Color is already created
        # Transmission is already created
        # specularTexture is just created by original specular function
        specular_image_name = None
        try:
            pytexture = mh.gltf.data.textures[tex_specular_info.index]
            pyimg = mh.gltf.data.images[pytexture.source]
            specular_image_name = pyimg.blender_image_name
        except:
            specular_image_name =  None


        # specularColorTexture is just created by original specular function
        specularcolor_image_name = None
        try:
            pytexture = mh.gltf.data.textures[tex_specular_color_info.index]
            pyimg = mh.gltf.data.images[pytexture.source]
            specularcolor_image_name = pyimg.blender_image_name
        except:
            specularcolor_image_name =  None

        stack3 = lambda v: np.dstack([v]*3)

        texts = {
            base_color_image_name : 'basecolor',
            transmission_image_name : 'transmission',
            specularcolor_image_name : 'speccolor',
            specular_image_name: 'spec'
        }
        images = [(name, bpy.data.images[name]) for name in [base_color_image_name, transmission_image_name, specularcolor_image_name, specular_image_name] if name is not None]

        width = max(image[1].size[0] for image in images)
        height = max(image[1].size[1] for image in images)

        buffers = {}
        for name, image in images:
            tmp_buf = np.empty(width * height * 4, np.float32)

            if image.size[0] == width and image.size[1] == height:
                image.pixels.foreach_get(tmp_buf)
            else:
                # Image is the wrong size; make a temp copy and scale it.
                with TmpImageGuard() as guard:
                    make_temp_image_copy(guard, src_image=image)
                    tmp_image = guard.image
                    tmp_image.scale(width, height)
                    tmp_image.pixels.foreach_get(tmp_buf)

            buffers[texts[name]] = np.reshape(tmp_buf, [width, height, 4])
            buffers[texts[name]] = buffers[texts[name]][:,:,:3]

            # Manage factors
            if name == transmission_image_name:
                buffers[texts[name]] = stack3(buffers[texts[name]][:,:,0])  # Transmission : keep only R channel

                buffers[texts[name]] *= stack3(transmission_factor)

            elif name == base_color_image_name:
                buffers[texts[name]] *= base_color

            elif name == specularcolor_image_name:
                buffers[texts[name]] *= specular_color_factor

        # Create buffer if there is no image
        if 'basecolor' not in buffers.keys():
            buffers['basecolor'] = np.full((width, height, 3), base_color)
        if 'transmission' not in buffers.keys():
            buffers['transmission'] = np.full((width, height, 3), transmission_factor)
        if 'speccolor' not in buffers.keys():
            buffers['speccolor'] = np.full((width, height, 3), specular_color_factor)

        # Calculation

        luminance = lambda c: 0.3 * c[:,:,0] + 0.6 * c[:,:,1] + 0.1 * c[:,:,2]
        def normalize(c):
            l = luminance(c)
            if np.all(l == 0.0):
                return np.array(c)
            return c / stack3(l)

        f0_from_ior = ((ior - 1)/(ior + 1))**2
        lum_specular_color = stack3(luminance(buffers['speccolor']))
        if transmission_factor != 1.0:
            blender_specular = ((lum_specular_color - buffers['transmission']) / (1 - buffers['transmission'])) * (1 / 0.08) * f0_from_ior
        else:
            # Avoid division by 0
            blender_specular = np.full((width, height, 3), 1.0)
        if not np.all(normalize(buffers['basecolor']) - 1 == 0.0):
            blender_specular_tint = luminance((normalize(buffers['speccolor']) - 1) / (normalize(buffers['basecolor']) - 1))
            np.nan_to_num(blender_specular_tint, copy=False)
            blender_specular_tint = np.clip(blender_specular_tint, 0.0, 1.0)
            blender_specular_tint = stack3(blender_specular_tint)
        else:
            blender_specular_tint = stack3(np.ones((width, height)))

        blender_specular = np.dstack((blender_specular, np.ones((width, height)))) # Set alpha to 1
        blender_specular_tint = np.dstack((blender_specular_tint, np.ones((width, height)))) # Set alpha to 1

        # Check if we really need to create a texture
        blender_specular_tex_not_needed = np.all(np.isclose(blender_specular, blender_specular[0][0]))
        blender_specular_tint_tex_not_needed = np.all(np.isclose(blender_specular_tint, blender_specular_tint[0][0]))

        if blender_specular_tex_not_needed == True:
            lum = lambda c: 0.3 * c[0] + 0.6 * c[1] + 0.1 * c[2]
            specular_socket.default_value = lum(blender_specular[0][0][:3])
        else:
            blender_specular = np.reshape(blender_specular, width * height * 4)
            # Create images in Blender, width and height are dummy values, then set packed file data
            blender_image_spec = bpy.data.images.new('Specular', width, height)
            blender_image_spec.pixels.foreach_set(np.float32(blender_specular))
            blender_image_spec.pack()

            # Create Textures in Blender
            tex_info = tex_specular_info
            if tex_info is None:
                tex_info = tex_specular_color_info
            if tex_info is None:
                tex_info = tex_transmission_info
            if tex_info is None:
                tex_info = tex_base_color

            texture(
                mh,
                tex_info=tex_info,
                label='SPECULAR',
                location=(x_specular, y_specular),
                is_data=True,
                color_socket=specular_socket,
                forced_image=blender_image_spec
            )

        if blender_specular_tint_tex_not_needed == True:
            lum = lambda c: 0.3 * c[0] + 0.6 * c[1] + 0.1 * c[2]
            specular_tint_socket.default_value = lum(blender_specular_tint[0][0])
        else:
            blender_specular_tint = np.reshape(blender_specular_tint, width * height * 4)
            # Create images in Blender, width and height are dummy values, then set packed file data
            blender_image_tint = bpy.data.images.new('Specular Tint', width, height)
            blender_image_tint.pixels.foreach_set(np.float32(blender_specular_tint))
            blender_image_tint.pack()

            # Create Textures in Blender
            tex_info = tex_specular_color_info
            if tex_info is None:
                tex_info = tex_specular_info
            if tex_info is None:
                tex_info = tex_transmission_info
            if tex_info is None:
                tex_info = tex_base_color

            texture(
                mh,
                tex_info=tex_info,
                label='SPECULAR TINT',
                location=(x_tint, y_tint),
                is_data=True,
                color_socket=specular_tint_socket,
                forced_image=blender_image_tint
            )

def original_specular(  mh,
                        specular_factor,
                        tex_specular_info,
                        specular_color_factor,
                        tex_specular_color_info,
                        original_specular_socket,
                        original_specularcolor_socket,
                        location_original_specular,
                        location_original_specularcolor
                        ):

    x_specular, y_specular = location_original_specular
    x_specularcolor, y_specularcolor = location_original_specularcolor

    if tex_specular_info is None:
        original_specular_socket.default_value = specular_factor
    else:
        # Mix specular factor
        if specular_factor != 1.0:
            node = mh.node_tree.nodes.new('ShaderNodeMath')
            node.label = 'Specular Factor'
            node.location = x_specular - 140, y_specular
            node.operation = 'MULTIPLY'
            # Outputs
            mh.node_tree.links.new(original_specular_socket, node.outputs[0])
            # Inputs
            original_specular_socket = node.inputs[0]
            node.inputs[1].default_value = specular_factor
            x_specular -= 200

        texture(
            mh,
            tex_info=tex_specular_info,
            label='SPECULAR',
            location=(x_specular, y_specular),
            is_data=True,
            color_socket=None,
            alpha_socket=original_specular_socket
            )

    if tex_specular_color_info is None:
        specular_color_factor = list(specular_color_factor)
        specular_color_factor.extend([1.0])
        original_specularcolor_socket.default_value = specular_color_factor
    else:
            specular_color_factor = list(specular_color_factor) + [1.0]
            if specular_color_factor != [1.0, 1.0, 1.0, 1.0]:
                # Mix specularColorFactor
                node = mh.node_tree.nodes.new('ShaderNodeMix')
                node.label = 'SpecularColor Factor'
                node.data_type = 'RGBA'
                node.location = x_specularcolor - 140, y_specularcolor
                node.blend_type = 'MULTIPLY'
                # Outputs
                mh.node_tree.links.new(original_specularcolor_socket, node.outputs[2])
                # Inputs
                node.inputs['Factor'].default_value = 1.0
                original_specularcolor_socket = node.inputs[6]
                node.inputs[7].default_value = specular_color_factor
                x_specularcolor -= 200

            texture(
                mh,
                tex_info=tex_specular_color_info,
                label='SPECULAR COLOR',
                location=(x_specularcolor, y_specularcolor),
                color_socket=original_specularcolor_socket,
                )
