/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2005 Blender Foundation.
 * All rights reserved.
 */

#include "../node_shader_util.h"

/* **************** OUTPUT ******************** */

static bNodeSocketTemplate sh_node_displacement_in[] = {
    {SOCK_FLOAT, N_("Height"), 0.00f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
    {SOCK_FLOAT, N_("Midlevel"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
    {SOCK_FLOAT, N_("Scale"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
    {SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
    {-1, ""},
};

static bNodeSocketTemplate sh_node_displacement_out[] = {
    {SOCK_VECTOR, N_("Displacement"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
    {-1, ""},
};

static void node_shader_init_displacement(bNodeTree *UNUSED(ntree), bNode *node)
{
  node->custom1 = SHD_SPACE_OBJECT; /* space */

  /* Set default value here for backwards compatibility. */
  LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
    if (STREQ(sock->name, "Midlevel")) {
      ((bNodeSocketValueFloat *)sock->default_value)->value = 0.5f;
    }
  }
}

static int gpu_shader_displacement(GPUMaterial *mat,
                                   bNode *node,
                                   bNodeExecData *UNUSED(execdata),
                                   GPUNodeStack *in,
                                   GPUNodeStack *out)
{
  if (!in[3].link) {
    GPU_link(mat,
             "direction_transform_m4v3",
             GPU_builtin(GPU_VIEW_NORMAL),
             GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
             &in[3].link);
  }

  if (node->custom1 == SHD_SPACE_OBJECT) {
    return GPU_stack_link(
        mat, node, "node_displacement_object", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
  }
  else {
    return GPU_stack_link(
        mat, node, "node_displacement_world", in, out, GPU_builtin(GPU_OBJECT_MATRIX));
  }
}

/* node type definition */
void register_node_type_sh_displacement(void)
{
  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_DISPLACEMENT, "Displacement", NODE_CLASS_OP_VECTOR, 0);
  node_type_socket_templates(&ntype, sh_node_displacement_in, sh_node_displacement_out);
  node_type_storage(&ntype, "", NULL, NULL);
  node_type_init(&ntype, node_shader_init_displacement);
  node_type_gpu(&ntype, gpu_shader_displacement);

  nodeRegisterType(&ntype);
}
