# routines to support generating panda3d models

import subprocess
import cv2
import math
import os.path

def make_textures(src_dir, project_dir, image_list, resolution=256):
    dst_dir = project_dir + '/Textures/'
    if not os.path.exists(dst_dir):
        print("Notice: creating texture directory =", dst_dir)
        os.makedirs(dst_dir)
    for image in image_list:
        src = src_dir + image.name
        dst = dst_dir + image.name
        if not os.path.exists(dst):
            subprocess.run(['convert', '-resize', '%dx%d!' % (resolution, resolution), src, dst])
        
def make_textures_opencv(src_dir, project_dir, image_list, resolution=256):
    dst_dir = os.path.join(project_dir, 'Textures')
    if not os.path.exists(dst_dir):
        print("Notice: creating texture directory =", dst_dir)
        os.makedirs(dst_dir)
    for image in image_list:
        src = image.image_file
        dst = os.path.join(dst_dir, image.name + '.JPG')
        print(src, '->', dst)
        if not os.path.exists(dst):
            src = cv2.imread(src, flags=cv2.IMREAD_ANYCOLOR|cv2.IMREAD_ANYDEPTH|cv2.IMREAD_IGNORE_ORIENTATION)
            height, width = src.shape[:2]
            # downscale image first
            method = cv2.INTER_AREA  # cv2.INTER_AREA
            scale = cv2.resize(src, (0,0),
                               fx=resolution/float(width),
                               fy=resolution/float(height),
                               interpolation=method)
            # convert to hsv color space
            hsv = cv2.cvtColor(scale, cv2.COLOR_BGR2HSV)
            hue,sat,val = cv2.split(hsv)
            # adaptive histogram equalization on 'value' channel
            clahe = cv2.createCLAHE(clipLimit=3.0, tileGridSize=(8,8))
            aeq = clahe.apply(val)
            # recombine
            hsv = cv2.merge((hue,sat,aeq))
            # convert back to rgb
            result = cv2.cvtColor(hsv, cv2.COLOR_HSV2BGR)
            cv2.imwrite(dst, result)
            print("Texture %dx%d %s" % (resolution, resolution, dst))
            
def generate(image_list, group, ref_image=False, src_dir=".", project_dir=".", base_name="quick", version=1.0, trans=0.0, resolution=512 ):
    # make the textures if needed
    make_textures_opencv(src_dir, project_dir, image_list, resolution)
    
    max_roll = 30.0
    max_pitch = 30.0
    min_agl = 50.0
    min_time = 0.0 # the further into the flight hopefully the better the filter convergence

    ref_lon = None
    ref_lat = None

    for g in group:
        image = image_list[g]
        if len(image.grid_list) == 0:
            continue

        root, ext = os.path.splitext(image.name)
        name = os.path.join( project_dir, "Textures", root + ".egg" )
        print("EGG file name:", name)

        f = open(name, "w")
        f.write("<CoordinateSystem> { Z-Up }\n\n")
        f.write("<Texture> tex { \"" + image.name + ".JPG\" }\n\n")
        f.write("<VertexPool> surface {\n")

        # this is contructed in a weird way, but we generate the 2d
        # iteration in the same order that the original grid_list was
        # constucted so it works.
        steps = int(math.sqrt(len(image.grid_list))) - 1
        dx = 1.0 / float(steps)
        dy = 1.0 / float(steps)
        y = 1.0
        n = 1
        for j in range(steps+1):
            x = 0.0
            for i in range(steps+1):
                v = image.grid_list[n-1]
                f.write("  <Vertex> %d {\n" % n)
                f.write("    %.2f %.2f %.2f\n" % (v[0], v[1], v[2]))
                f.write("    <UV> { %.5f %.5f }\n" % (x, y))
                f.write("  }\n")
                x += dx
                n += 1
            y -= dy
        f.write("}\n\n")

        f.write("<Group> surface {\n")
        
        y = 1.0
        n = 1
        for j in range(steps):
            x = 0.0
            for i in range(steps):
                c = (j * (steps+1)) + i + 1
                d = ((j+1) * (steps+1)) + i + 1
                f.write("  <Polygon> {\n")
                f.write("   <TRef> { tex }\n")
                f.write("   <Normal> { 0 0 1 }\n")
                f.write("   <VertexRef> { %d %d %d %d <Ref> { surface } }\n" \
                        % (d, d+1, c+1, c))
                f.write("  }\n")
                x += dx
                n += 1
            y -= dy

        f.write("}\n")
        f.close()


@@ -2319,201 +2319,8 @@
    %0A
-    max_roll = 30.0%0A    max_pitch = 30.0%0A    min_agl = 50.0%0A    min_time = 0.0 # the further into the flight hopefully the better the filter convergence%0A%0A    ref_lon = None%0A    ref_lat = None%0A%0A
     

Remove some left over cruft.