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

#include "node_shader_util.hh"

namespace blender::nodes::node_shader_bsdf_glossy_cc {

static void node_declare(NodeDeclarationBuilder &b)
{
  b.add_input<decl::Color>(N_("Color")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
  b.add_input<decl::Float>(N_("Roughness"))
      .default_value(0.5f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Vector>(N_("Normal")).hide_value();
  b.add_input<decl::Float>(N_("Weight")).unavailable();
  b.add_output<decl::Shader>(N_("BSDF"));
}

static void node_shader_init_glossy(bNodeTree * /*ntree*/, bNode *node)
{
  node->custom1 = SHD_GLOSSY_GGX;
}

static int node_shader_gpu_bsdf_glossy(GPUMaterial *mat,
                                       bNode *node,
                                       bNodeExecData * /*execdata*/,
                                       GPUNodeStack *in,
                                       GPUNodeStack *out)
{
  if (!in[2].link) {
    GPU_link(mat, "world_normals_get", &in[2].link);
  }

  if (node->custom1 == SHD_GLOSSY_SHARP) {
    GPU_link(mat, "set_value_zero", &in[1].link);
  }

  GPU_material_flag_set(mat, GPU_MATFLAG_GLOSSY);

  float use_multi_scatter = (node->custom1 == SHD_GLOSSY_MULTI_GGX) ? 1.0f : 0.0f;

  return GPU_stack_link(mat, node, "node_bsdf_glossy", in, out, GPU_constant(&use_multi_scatter));
}

}  // namespace blender::nodes::node_shader_bsdf_glossy_cc

/* node type definition */
void register_node_type_sh_bsdf_glossy()
{
  namespace file_ns = blender::nodes::node_shader_bsdf_glossy_cc;

  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_BSDF_GLOSSY, "Glossy BSDF", NODE_CLASS_SHADER);
  ntype.declare = file_ns::node_declare;
  node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
  node_type_init(&ntype, file_ns::node_shader_init_glossy);
  node_type_gpu(&ntype, file_ns::node_shader_gpu_bsdf_glossy);

  nodeRegisterType(&ntype);
}