# -*- coding: utf-8 -*-
# Copyright (c) 2014, Vispy Development Team.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.

from __future__ import division

import numpy as np

from .. import gloo
from .visual import Visual
from .shaders import ModularProgram
from .transforms import TransformCache

VERT = """
attribute vec2 pos;
varying vec4 v_pos;
void main() {
    v_pos = vec4(pos, 0, 1);
    gl_Position = v_pos;
}
"""

FRAG = """
varying vec4 v_pos;
uniform vec2 scale;

void main() {
    vec4 px_pos = $map_nd_to_doc(v_pos);

    // Compute vectors representing width, height of pixel in local coords
    float s = 1.;
    vec4 local_pos = $map_doc_to_local(px_pos);
    vec4 dx = $map_doc_to_local(px_pos + vec4(1.0 / s, 0, 0, 0)) - local_pos;
    vec4 dy = $map_doc_to_local(px_pos + vec4(0, 1.0 / s, 0, 0)) - local_pos;

    // Pixel length along each axis, rounded to the nearest power of 10
    vec2 px = s * vec2(abs(dx.x) + abs(dy.x), abs(dx.y) + abs(dy.y));
    float log10 = log(10.0);
    float sx = pow(10.0, floor(log(px.x) / log10)+1) * scale.x;
    float sy = pow(10.0, floor(log(px.y) / log10)+1) * scale.y;

    float max_alpha = 0.6;
    float x_alpha = 0.0;
    
    if (mod(local_pos.x, 1000 * sx) < px.x) {
        x_alpha = clamp(1 * sx/px.x, 0, max_alpha);
    }
    else if (mod(local_pos.x, 100 * sx) < px.x) {
        x_alpha = clamp(.1 * sx/px.x, 0, max_alpha);
    }
    else if (mod(local_pos.x, 10 * sx) < px.x) {
        x_alpha = clamp(0.01 * sx/px.x, 0, max_alpha);
    }

    float y_alpha = 0.0;
    if (mod(local_pos.y, 1000 * sy) < px.y) {
        y_alpha = clamp(1 * sy/px.y, 0, max_alpha);
    }
    else if (mod(local_pos.y, 100 * sy) < px.y) {
        y_alpha = clamp(.1 * sy/px.y, 0, max_alpha);
    }
    else if (mod(local_pos.y, 10 * sy) < px.y) {
        y_alpha = clamp(0.01 * sy/px.y, 0, max_alpha);
    }

    float alpha = (((log(max(x_alpha, y_alpha))/log(10.))+2) / 3);
    if (alpha == 0) {
        discard;
    }
    gl_FragColor = vec4(1, 1, 1, alpha);
}
"""


class GridLinesVisual(Visual):
    """ Displays regularly spaced grid lines in any coordinate system and at 
    any scale.
    """
    def __init__(self, scale=(1, 1), **kwargs):
        super(Visual, self).__init__(**kwargs)
        self._program = ModularProgram(VERT, FRAG)
        self._vbo = None
        self._scale = scale
        self._tr_cache = TransformCache()
        self.set_gl_state('additive', cull_face='front_and_back')

    def _buffer(self):
        if self._vbo is None:
            # quad covers entire view; frag. shader will deal with image shape
            quad = np.array([[-1, -1], [1, -1], [1, 1],
                             [-1, -1], [1, 1], [-1, 1]],
                            dtype=np.float32)
            self._vbo = gloo.VertexBuffer(quad)
        return self._vbo

    def draw(self, transforms):
        Visual.draw(self, transforms)

        doc_to_ndc = self._tr_cache.get([transforms.framebuffer_to_render, 
                                         transforms.document_to_framebuffer])
        self._tr_cache.roll()
        local_to_doc = transforms.visual_to_document

        self._program.frag['map_nd_to_doc'] = doc_to_ndc.inverse
        self._program.frag['map_doc_to_local'] = local_to_doc.inverse
        
        self._program.prepare()
        self._program['pos'] = self._buffer()
        self._program['scale'] = self._scale
        self._program.draw('triangles')

# -*- coding: utf-8 -*-
# Copyright (c) 2014, Vispy Development Team.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.

from __future__ import division

import numpy as np

from .. import gloo
from .visual import Visual
from .shaders import ModularProgram
from .transforms import TransformCache

VERT = """
attribute vec2 pos;
varying vec4 v_pos;
void main() {
    v_pos = vec4(pos, 0, 1);
    gl_Position = v_pos;
}
"""

FRAG = """
varying vec4 v_pos;
uniform vec2 scale;

void main() {
    vec4 px_pos = $map_nd_to_doc(v_pos);

    // Compute vectors representing width, height of pixel in local coords
    float s = 1.;
    vec4 local_pos = $map_doc_to_local(px_pos);
    vec4 dx = $map_doc_to_local(px_pos + vec4(1.0 / s, 0, 0, 0)) - local_pos;
    vec4 dy = $map_doc_to_local(px_pos + vec4(0, 1.0 / s, 0, 0)) - local_pos;

    // Pixel length along each axis, rounded to the nearest power of 10
    vec2 px = s * vec2(abs(dx.x) + abs(dy.x), abs(dx.y) + abs(dy.y));
    float log10 = log(10.0);
    float sx = pow(10.0, floor(log(px.x) / log10)+1) * scale.x;
    float sy = pow(10.0, floor(log(px.y) / log10)+1) * scale.y;

    float max_alpha = 0.6;
    float x_alpha = 0.0;
    
    if (mod(local_pos.x, 1000 * sx) < px.x) {
        x_alpha = clamp(1 * sx/px.x, 0, max_alpha);
    }
    else if (mod(local_pos.x, 100 * sx) < px.x) {
        x_alpha = clamp(.1 * sx/px.x, 0, max_alpha);
    }
    else if (mod(local_pos.x, 10 * sx) < px.x) {
        x_alpha = clamp(0.01 * sx/px.x, 0, max_alpha);
    }

    float y_alpha = 0.0;
    if (mod(local_pos.y, 1000 * sy) < px.y) {
        y_alpha = clamp(1 * sy/px.y, 0, max_alpha);
    }
    else if (mod(local_pos.y, 100 * sy) < px.y) {
        y_alpha = clamp(.1 * sy/px.y, 0, max_alpha);
    }
    else if (mod(local_pos.y, 10 * sy) < px.y) {
        y_alpha = clamp(0.01 * sy/px.y, 0, max_alpha);
    }

    float alpha = (((log(max(x_alpha, y_alpha))/log(10.))+2) / 3);
    if (alpha == 0) {
        discard;
    }
    gl_FragColor = vec4(1, 1, 1, alpha);
}
"""


class GridLinesVisual(Visual):
    """ Displays regularly spaced grid lines in any coordinate system and at 
    any scale.
    """
    def __init__(self, scale=(1, 1), **kwargs):
        super(Visual, self).__init__(**kwargs)
        self._program = ModularProgram(VERT, FRAG)
        self._vbo = None
        self._scale = scale
        self._tr_cache = TransformCache()
        self.set_gl_state('additive', cull_face='front_and_back')

    def _buffer(self):
        if self._vbo is None:
            # quad covers entire view; frag. shader will deal with image shape
            quad = np.array([[-1, -1], [1, -1], [1, 1],
                             [-1, -1], [1, 1], [-1, 1]],
                            dtype=np.float32)
            self._vbo = gloo.VertexBuffer(quad)
        return self._vbo

    def draw(self, transforms):
        Visual.draw(self, transforms)

        doc_to_ndc = self._tr_cache.get([transforms.framebuffer_to_render, 
                                         transforms.document_to_framebuffer])
        self._tr_cache.roll()
        local_to_doc = transforms.visual_to_document

        self._program.frag['map_nd_to_doc'] = doc_to_ndc.inverse
        self._program.frag['map_doc_to_local'] = local_to_doc.inverse
        
        self._program.prepare()
        self._program['pos'] = self._buffer()
        self._program['scale'] = self._scale
        self._program.draw('triangles')

# -*- coding: utf-8 -*- # Copyright (c) 2014, Vispy Development Team. # Distributed under the (new) BSD License. See LICENSE.txt for more info. attribute vec2 pos; varying vec4 v_pos; void main() {     v_pos = vec4(pos, 0, 1);     gl_Position = v_pos; } varying vec4 v_pos; uniform vec2 scale;  void main() {     vec4 px_pos = $map_nd_to_doc(v_pos);      // Compute vectors representing width, height of pixel in local coords     float s = 1.;     vec4 local_pos = $map_doc_to_local(px_pos);     vec4 dx = $map_doc_to_local(px_pos + vec4(1.0 / s, 0, 0, 0)) - local_pos;     vec4 dy = $map_doc_to_local(px_pos + vec4(0, 1.0 / s, 0, 0)) - local_pos;      // Pixel length along each axis, rounded to the nearest power of 10     vec2 px = s * vec2(abs(dx.x) + abs(dy.x), abs(dx.y) + abs(dy.y));     float log10 = log(10.0);     float sx = pow(10.0, floor(log(px.x) / log10)+1) * scale.x;     float sy = pow(10.0, floor(log(px.y) / log10)+1) * scale.y;      float max_alpha = 0.6;     float x_alpha = 0.0;          if (mod(local_pos.x, 1000 * sx) < px.x) {         x_alpha = clamp(1 * sx/px.x, 0, max_alpha);     }     else if (mod(local_pos.x, 100 * sx) < px.x) {         x_alpha = clamp(.1 * sx/px.x, 0, max_alpha);     }     else if (mod(local_pos.x, 10 * sx) < px.x) {         x_alpha = clamp(0.01 * sx/px.x, 0, max_alpha);     }      float y_alpha = 0.0;     if (mod(local_pos.y, 1000 * sy) < px.y) {         y_alpha = clamp(1 * sy/px.y, 0, max_alpha);     }     else if (mod(local_pos.y, 100 * sy) < px.y) {         y_alpha = clamp(.1 * sy/px.y, 0, max_alpha);     }     else if (mod(local_pos.y, 10 * sy) < px.y) {         y_alpha = clamp(0.01 * sy/px.y, 0, max_alpha);     }      float alpha = (((log(max(x_alpha, y_alpha))/log(10.))+2) / 3);     if (alpha == 0) {         discard;     }     gl_FragColor = vec4(1, 1, 1, alpha); } Displays regularly spaced grid lines in any coordinate system and at      any scale. # quad covers entire view; frag. shader will deal with image shape