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/* SPDX-License-Identifier: GPL-2.0-or-later
 * Copyright 2013 Blender Foundation. All rights reserved. */

/** \file
 * \ingroup shdnodes
 */

#include "node_shader_util.hh"

#include "UI_interface.h"
#include "UI_resources.h"

namespace blender::nodes::node_shader_vector_transform_cc {

static void node_declare(NodeDeclarationBuilder &b)
{
  b.add_input<decl::Vector>(N_("Vector"))
      .default_value({0.5f, 0.5f, 0.5f})
      .min(-10000.0f)
      .max(10000.0f);
  b.add_output<decl::Vector>(N_("Vector"));
}

static void node_shader_buts_vect_transform(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
  uiItemR(layout,
          ptr,
          "vector_type",
          UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND,
          nullptr,
          ICON_NONE);
  uiItemR(layout, ptr, "convert_from", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
  uiItemR(layout, ptr, "convert_to", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}

static void node_shader_init_vect_transform(bNodeTree * /*ntree*/, bNode *node)
{
  NodeShaderVectTransform *vect = MEM_cnew<NodeShaderVectTransform>("NodeShaderVectTransform");

  /* Convert World into Object Space per default */
  vect->convert_to = 1;

  node->storage = vect;
}

static const char *get_gpufn_name_from_to(short from, short to, bool is_direction)
{
  switch (from) {
    case SHD_VECT_TRANSFORM_SPACE_OBJECT:
      switch (to) {
        case SHD_VECT_TRANSFORM_SPACE_OBJECT:
          return nullptr;
        case SHD_VECT_TRANSFORM_SPACE_WORLD:
          return is_direction ? "direction_transform_object_to_world" :
                                "point_transform_object_to_world";
        case SHD_VECT_TRANSFORM_SPACE_CAMERA:
          return is_direction ? "direction_transform_object_to_view" :
                                "point_transform_object_to_view";
      }
      break;
    case SHD_VECT_TRANSFORM_SPACE_WORLD:
      switch (to) {
        case SHD_VECT_TRANSFORM_SPACE_WORLD:
          return nullptr;
        case SHD_VECT_TRANSFORM_SPACE_CAMERA:
          return is_direction ? "direction_transform_world_to_view" :
                                "point_transform_world_to_view";
        case SHD_VECT_TRANSFORM_SPACE_OBJECT:
          return is_direction ? "direction_transform_world_to_object" :
                                "point_transform_world_to_object";
      }
      break;
    case SHD_VECT_TRANSFORM_SPACE_CAMERA:
      switch (to) {
        case SHD_VECT_TRANSFORM_SPACE_CAMERA:
          return nullptr;
        case SHD_VECT_TRANSFORM_SPACE_WORLD:
          return is_direction ? "direction_transform_view_to_world" :
                                "point_transform_view_to_world";
        case SHD_VECT_TRANSFORM_SPACE_OBJECT:
          return is_direction ? "direction_transform_view_to_object" :
                                "point_transform_view_to_object";
      }
      break;
  }
  return nullptr;
}

static int gpu_shader_vect_transform(GPUMaterial *mat,
                                     bNode *node,
                                     bNodeExecData * /*execdata*/,
                                     GPUNodeStack *in,
                                     GPUNodeStack *out)
{
  struct GPUNodeLink *inputlink;

  NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;

  if (in[0].hasinput) {
    inputlink = in[0].link;
  }
  else {
    inputlink = GPU_constant(in[0].vec);
  }

  const bool is_direction = (nodeprop->type != SHD_VECT_TRANSFORM_TYPE_POINT);
  const char *func_name = get_gpufn_name_from_to(
      nodeprop->convert_from, nodeprop->convert_to, is_direction);

  if (func_name) {
    /* For cycles we have inverted Z */
    /* TODO: pass here the correct matrices */
    if (nodeprop->convert_from == SHD_VECT_TRANSFORM_SPACE_CAMERA &&
        nodeprop->convert_to != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
      GPU_link(mat, "invert_z", inputlink, &inputlink);
    }

    GPU_link(mat, func_name, inputlink, &out[0].link);

    if (nodeprop->convert_to == SHD_VECT_TRANSFORM_SPACE_CAMERA &&
        nodeprop->convert_from != SHD_VECT_TRANSFORM_SPACE_CAMERA) {
      GPU_link(mat, "invert_z", out[0].link, &out[0].link);
    }
  }
  else {
    GPU_link(mat, "set_rgb", inputlink, &out[0].link);
  }

  if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL) {
    GPU_link(mat, "vector_normalize", out[0].link, &out[0].link);
  }

  return true;
}

}  // namespace blender::nodes::node_shader_vector_transform_cc

void register_node_type_sh_vect_transform()
{
  namespace file_ns = blender::nodes::node_shader_vector_transform_cc;

  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_VECT_TRANSFORM, "Vector Transform", NODE_CLASS_OP_VECTOR);
  ntype.declare = file_ns::node_declare;
  ntype.draw_buttons = file_ns::node_shader_buts_vect_transform;
  ntype.initfunc = file_ns::node_shader_init_vect_transform;
  node_type_storage(
      &ntype, "NodeShaderVectTransform", node_free_standard_storage, node_copy_standard_storage);
  ntype.gpu_fn = file_ns::gpu_shader_vect_transform;

  nodeRegisterType(&ntype);
}