/* SPDX-FileCopyrightText: 2005 Blender Foundation. All rights reserved.
 *
 * SPDX-License-Identifier: GPL-2.0-or-later */

#include "node_shader_util.hh"
#include "node_util.hh"

#include "BKE_texture.h"

#include "BLI_math_vector.hh"

#include "NOD_multi_function.hh"

#include "UI_interface.hh"
#include "UI_resources.hh"

namespace blender::nodes::node_shader_tex_gradient_cc {

static void sh_node_tex_gradient_declare(NodeDeclarationBuilder &b)
{
  b.is_function_node();
  b.add_input<decl::Vector>("Vector").hide_value().implicit_field(
      NODE_DEFAULT_INPUT_POSITION_FIELD);
  b.add_output<decl::Color>("Color").no_muted_links();
  b.add_output<decl::Float>("Fac").no_muted_links();
}

static void node_shader_buts_tex_gradient(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
  layout->prop(ptr, "gradient_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}

static void node_shader_init_tex_gradient(bNodeTree * /*ntree*/, bNode *node)
{
  NodeTexGradient *tex = MEM_callocN<NodeTexGradient>(__func__);
  BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
  BKE_texture_colormapping_default(&tex->base.color_mapping);
  tex->gradient_type = SHD_BLEND_LINEAR;

  node->storage = tex;
}

static int node_shader_gpu_tex_gradient(GPUMaterial *mat,
                                        bNode *node,
                                        bNodeExecData * /*execdata*/,
                                        GPUNodeStack *in,
                                        GPUNodeStack *out)
{
  node_shader_gpu_default_tex_coord(mat, node, &in[0].link);
  node_shader_gpu_tex_mapping(mat, node, in, out);

  NodeTexGradient *tex = (NodeTexGradient *)node->storage;
  float gradient_type = tex->gradient_type;
  return GPU_stack_link(mat, node, "node_tex_gradient", in, out, GPU_constant(&gradient_type));
}

class GradientFunction : public mf::MultiFunction {
 private:
  int gradient_type_;

 public:
  GradientFunction(int gradient_type) : gradient_type_(gradient_type)
  {
    static const mf::Signature signature = []() {
      mf::Signature signature;
      mf::SignatureBuilder builder{"GradientFunction", signature};
      builder.single_input<float3>("Vector");
      builder.single_output<ColorGeometry4f>("Color", mf::ParamFlag::SupportsUnusedOutput);
      builder.single_output<float>("Fac");
      return signature;
    }();
    this->set_signature(&signature);
  }

  void call(const IndexMask &mask, mf::Params params, mf::Context /*context*/) const override
  {
    const VArray<float3> &vector = params.readonly_single_input<float3>(0, "Vector");

    MutableSpan<ColorGeometry4f> r_color =
        params.uninitialized_single_output_if_required<ColorGeometry4f>(1, "Color");
    MutableSpan<float> fac = params.uninitialized_single_output<float>(2, "Fac");

    const bool compute_color = !r_color.is_empty();

    switch (gradient_type_) {
      case SHD_BLEND_LINEAR: {
        mask.foreach_index([&](const int64_t i) { fac[i] = vector[i].x; });
        break;
      }
      case SHD_BLEND_QUADRATIC: {
        mask.foreach_index([&](const int64_t i) {
          const float r = std::max(vector[i].x, 0.0f);
          fac[i] = r * r;
        });
        break;
      }
      case SHD_BLEND_EASING: {
        mask.foreach_index([&](const int64_t i) {
          const float r = std::min(std::max(vector[i].x, 0.0f), 1.0f);
          const float t = r * r;
          fac[i] = (3.0f * t - 2.0f * t * r);
        });
        break;
      }
      case SHD_BLEND_DIAGONAL: {
        mask.foreach_index([&](const int64_t i) { fac[i] = (vector[i].x + vector[i].y) * 0.5f; });
        break;
      }
      case SHD_BLEND_RADIAL: {
        mask.foreach_index([&](const int64_t i) {
          fac[i] = atan2f(vector[i].y, vector[i].x) / (M_PI * 2.0f) + 0.5f;
        });
        break;
      }
      case SHD_BLEND_QUADRATIC_SPHERE: {
        mask.foreach_index([&](const int64_t i) {
          /* Bias a little bit for the case where input is a unit length vector,
           * to get exactly zero instead of a small random value depending
           * on float precision. */
          const float r = std::max(0.999999f - math::length(vector[i]), 0.0f);
          fac[i] = r * r;
        });
        break;
      }
      case SHD_BLEND_SPHERICAL: {
        mask.foreach_index([&](const int64_t i) {
          /* Bias a little bit for the case where input is a unit length vector,
           * to get exactly zero instead of a small random value depending
           * on float precision. */
          fac[i] = std::max(0.999999f - math::length(vector[i]), 0.0f);
        });
        break;
      }
    }
    if (compute_color) {
      mask.foreach_index(
          [&](const int64_t i) { r_color[i] = ColorGeometry4f(fac[i], fac[i], fac[i], 1.0f); });
    }
  }
};

static void sh_node_gradient_tex_build_multi_function(NodeMultiFunctionBuilder &builder)
{
  const bNode &node = builder.node();
  NodeTexGradient *tex = (NodeTexGradient *)node.storage;
  builder.construct_and_set_matching_fn<GradientFunction>(tex->gradient_type);
}

NODE_SHADER_MATERIALX_BEGIN
#ifdef WITH_MATERIALX
{
  NodeTexGradient *tex = (NodeTexGradient *)node_->storage;
  const int gradient_type = tex->gradient_type;
  NodeItem vector = get_input_link("Vector", NodeItem::Type::Vector2);
  if (!vector) {
    vector = texcoord_node();
  }
  NodeItem res = empty();

  switch (gradient_type) {
    case SHD_BLEND_LINEAR:
      res = vector[0];
      break;
    case SHD_BLEND_QUADRATIC:
      res = vector[0];
      res = res * res;
      break;
    case SHD_BLEND_EASING:
      res = vector[0].clamp();
      res = res * res * (val(3.0f) - val(2.0f) * res);
      break;
    case SHD_BLEND_DIAGONAL:
      res = (vector[0] + vector[1]) * val(0.5f);
      break;
    case SHD_BLEND_RADIAL:
      res = vector[1].atan2(vector[0]) / val(float(M_PI * 2.0f)) + val(0.5f);
      break;
    case SHD_BLEND_QUADRATIC_SPHERE:
      res = (val(1.0f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
      res = res * res;
      break;
    case SHD_BLEND_SPHERICAL:
      res = (val(1.0f) - vector.dotproduct(vector).sqrt()).max(val(0.0f));
      break;
    default:
      BLI_assert_unreachable();
  }
  return res;
}
#endif
NODE_SHADER_MATERIALX_END

}  // namespace blender::nodes::node_shader_tex_gradient_cc

void register_node_type_sh_tex_gradient()
{
  namespace file_ns = blender::nodes::node_shader_tex_gradient_cc;

  static blender::bke::bNodeType ntype;

  common_node_type_base(&ntype, "ShaderNodeTexGradient", SH_NODE_TEX_GRADIENT);
  ntype.ui_name = "Gradient Texture";
  ntype.ui_description =
      "Generate interpolated color and intensity values based on the input vector";
  ntype.enum_name_legacy = "TEX_GRADIENT";
  ntype.nclass = NODE_CLASS_TEXTURE;
  ntype.declare = file_ns::sh_node_tex_gradient_declare;
  ntype.draw_buttons = file_ns::node_shader_buts_tex_gradient;
  ntype.initfunc = file_ns::node_shader_init_tex_gradient;
  blender::bke::node_type_storage(
      ntype, "NodeTexGradient", node_free_standard_storage, node_copy_standard_storage);
  ntype.gpu_fn = file_ns::node_shader_gpu_tex_gradient;
  ntype.build_multi_function = file_ns::sh_node_gradient_tex_build_multi_function;
  ntype.materialx_fn = file_ns::node_shader_materialx;

  blender::bke::node_register_type(ntype);
}
