{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE QuasiQuotes       #-}
{-# LANGUAGE RecordWildCards   #-}
{-# LANGUAGE ApplicativeDo     #-}
{- HLINT ignore -}
module Reanimate.Builtin.Flip
  ( FlipSprite(..)
  , flipSprite
  , flipTransition
  , flipTransitionOpts
  ) where

import           Reanimate.Animation
import           Reanimate.Blender
import           Reanimate.Raster
import           Reanimate.Scene
import           Reanimate.Ease
import           Reanimate.Transition
import           Reanimate.Svg.Constructors

import           NeatInterpolation (text)
import qualified Data.Text           as T

data FlipSprite s = FlipSprite
  { fsSprite :: Sprite s
  , fsBend   :: Var s Double
  , fsZoom   :: Var s Double
  , fsWobble :: Var s Double
  }

flipSprite :: Animation -> Animation -> Scene s (FlipSprite s)
flipSprite front back = do
    bend <- newVar 0
    trans <- newVar 0
    rotX <- newVar 0
    sprite <- newSprite $ do
      getBend <- unVar bend
      getTrans <- unVar trans
      getRotX <- unVar rotX
      time <- spriteT
      dur <- spriteDuration
      return $
        let rotY = fromToS 0 pi (time/dur)
            frontTexture = svgAsPngFile (frameAt time $ setDuration dur front)
            backTexture = svgAsPngFile (flipXAxis $ frameAt time $ setDuration dur back)
           -- seq'ing frontTexture and backTexture is required to avoid segfaults. :(
        in frontTexture `seq` backTexture `seq`
           blender (script frontTexture backTexture getBend getTrans getRotX rotY)
    return FlipSprite
      { fsSprite = sprite
      , fsBend = bend
      , fsZoom = trans
      , fsWobble = rotX }

flipTransitionOpts :: Double -> Double -> Double -> Transition
flipTransitionOpts bend zoom wobble a b = sceneAnimation $ do
    FlipSprite{..} <- flipSprite a b
    fork $ tweenVar fsZoom dur   $ \v -> fromToS v zoom . oscillateS
    fork $ tweenVar fsBend dur   $ \v -> fromToS v bend . oscillateS
    fork $ tweenVar fsWobble dur $ \v -> fromToS v wobble . oscillateS
  where
    dur = max (duration a) (duration b)

flipTransition :: Transition
flipTransition = flipTransitionOpts bend zoom wobble
  where
    bend = 1/3
    zoom = 3
    wobble = -pi*0.10

script :: FilePath -> FilePath -> Double -> Double -> Double -> Double -> T.Text
script frontImage backImage bend transZ rotX rotY =
  let transZ_ = T.pack (show transZ)
      rotX_ = T.pack (show rotX)
      bend_ = T.pack (show bend)
      yScale_ = T.pack (show $ fromToS (9/2) 4 bend)
      frontImage_ = T.pack frontImage
      backImage_ = T.pack backImage
      rotY_ = T.pack (show rotY)
  in [text|
import os
import math

import bpy

light = bpy.data.objects['Light']
bpy.ops.object.select_all(action='DESELECT')
light.select_set(True)
bpy.ops.object.delete()


cam = bpy.data.objects['Camera']
cam.location = (0,0,22.22 + $transZ_)
cam.rotation_euler = (0, 0, 0)
bpy.ops.object.empty_add(location=(0.0, 0, 0))
focus_target = bpy.context.object
bpy.ops.object.select_all(action='DESELECT')
cam.select_set(True)
focus_target.select_set(True)
bpy.ops.object.parent_set()

focus_target.rotation_euler = ($rotX_, 0, 0)


origin = bpy.data.objects['Cube']
bpy.ops.object.select_all(action='DESELECT')
origin.select_set(True)
bpy.ops.object.delete()

x = $bend_
bpy.ops.mesh.primitive_plane_add()
plane = bpy.context.object
plane.scale = (16/2,$yScale_,1)
bpy.ops.object.shade_smooth()

bpy.context.object.active_material = bpy.data.materials['Material']
mat = bpy.context.object.active_material
mix = mat.node_tree.nodes.new('ShaderNodeMixShader')
geo = mat.node_tree.nodes.new('ShaderNodeNewGeometry')

mat.blend_method = 'HASHED'

image_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
gh_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
output = mat.node_tree.nodes['Material Output']

gh_mix = mat.node_tree.nodes.new('ShaderNodeMixShader')
transparent = mat.node_tree.nodes.new('ShaderNodeBsdfTransparent')

mat.node_tree.links.new(geo.outputs['Backfacing'], mix.inputs['Fac'])
mat.node_tree.links.new(mix.outputs['Shader'], output.inputs['Surface'])
mat.node_tree.links.new(image_node.outputs['Color'], mix.inputs[1])

#mat.node_tree.links.new(gh_node.outputs['Color'], mix.inputs[2])
mat.node_tree.links.new(gh_node.outputs['Color'], gh_mix.inputs[2])
mat.node_tree.links.new(gh_node.outputs['Alpha'], gh_mix.inputs['Fac'])
mat.node_tree.links.new(transparent.outputs['BSDF'], gh_mix.inputs[1])
mat.node_tree.links.new(gh_mix.outputs['Shader'], mix.inputs[2])

image_node.image = bpy.data.images.load('${frontImage_}')
image_node.interpolation = 'Closest'

gh_node.image = bpy.data.images.load('${backImage_}')
gh_node.interpolation = 'Closest'


modifier = plane.modifiers.new(name='Subsurf', type='SUBSURF')
modifier.levels = 7
modifier.render_levels = 7
modifier.subdivision_type = 'SIMPLE'

bpy.ops.object.empty_add(type='ARROWS',rotation=(math.pi/2,0,0))
empty = bpy.context.object

bendUp = plane.modifiers.new(name='Bend up', type='SIMPLE_DEFORM')
bendUp.deform_method = 'BEND'
bendUp.origin = empty
bendUp.deform_axis = 'X'
bendUp.factor = -math.pi*x

bendAround = plane.modifiers.new(name='Bend around', type='SIMPLE_DEFORM')
bendAround.deform_method = 'BEND'
bendAround.origin = empty
bendAround.deform_axis = 'Z'
bendAround.factor = -math.pi*2*x

bpy.context.view_layer.objects.active = plane
bpy.ops.object.modifier_apply(modifier='Subsurf')
bpy.ops.object.modifier_apply(modifier='Bend up')
bpy.ops.object.modifier_apply(modifier='Bend around')

bpy.ops.object.select_all(action='DESELECT')
plane.select_set(True);
bpy.ops.object.origin_clear()
bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')

plane.rotation_euler = (0, $rotY_, 0)

scn = bpy.context.scene

#scn.render.engine = 'CYCLES'
#scn.render.resolution_percentage = 10

scn.view_settings.view_transform = 'Standard'


scn.render.resolution_x = 2560
scn.render.resolution_y = 1440

scn.render.film_transparent = True

bpy.ops.render.render( write_still=True )
|]