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/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2018 Blender Foundation.
 */

/** \file
 * \ingroup eevee
 */

#pragma once

#include "BKE_studiolight.h"
#include "DNA_world_types.h"

#include "DRW_render.h"

namespace blender::eevee {

class Instance;

/* -------------------------------------------------------------------- */
/** \name Lookdev World Nodetree
 *
 * \{ */

class LookDevWorldNodeTree {
 private:
  bNodeTree *ntree_;
  bNodeSocketValueFloat *strength_socket_;

 public:
  LookDevWorldNodeTree();
  ~LookDevWorldNodeTree();

  bNodeTree *nodetree_get(float strength);
};

/** \} */

/* -------------------------------------------------------------------- */
/** \name Look Dev
 *
 * \{ */

class LookDev {
 private:
  Instance &inst_;
  /** Nodetree used to render the world reflection cubemap and irradiance. */
  LookDevWorldNodeTree world_tree;
  /** Compiled gpu material for the nodetree. Owned. */
  ListBase material = {nullptr, nullptr};
  /** Choosen studio light. */
  StudioLight *studiolight_ = nullptr;
  int studiolight_index_ = -1;
  /** Draw pass to draw the viewport background. */
  DRWPass *background_ps_ = nullptr;
  /** Parameters. */
  float instensity_ = -1.0f;
  float blur_ = -1.0f;
  float opacity_ = -1.0f;
  float rotation_ = -9999.0f;
  bool view_rotation_ = false;

  /** Overlay (reference spheres). */
  DRWPass *overlay_ps_ = nullptr;
  /** View based on main view with orthographic projection. Without this, shading is incorrect. */
  DRWView *view_ = nullptr;
  /** Selected LOD of the sphere mesh. */
  eDRWLevelOfDetail sphere_lod_;
  /** Screen space radius in pixels. */
  int sphere_size_ = 0;
  /** Lower right corner of the area where we can start drawing. */
  int2 anchor_;

 public:
  LookDev(Instance &inst) : inst_(inst){};
  ~LookDev()
  {
    GPU_material_free(&material);
  };

  void init(const int2 &output_res, const rcti *render_border);

  void sync_background(void);
  bool sync_world(void);
  void sync_overlay(void);

  bool render_background(void);
  void render_overlay(GPUFrameBuffer *view_fb);

  void rotation_get(float4x4 &r_mat);

 private:
  bool do_overlay(const int2 &output_res, const rcti *render_border);
};

/** \} */

}  // namespace blender::eevee