/* SPDX-FileCopyrightText: 2023 Blender Foundation
 *
 * SPDX-License-Identifier: GPL-2.0-or-later */

#include "workbench_private.hh"

#include "BKE_volume.h"
#include "BKE_volume_render.h"
#include "BLI_rand.h"
#include "DNA_fluid_types.h"
#include "DNA_modifier_types.h"

namespace blender::workbench {

void VolumePass::sync(SceneResources &resources)
{
  active_ = false;
  ps_.init();
  ps_.bind_ubo(WB_WORLD_SLOT, resources.world_buf);

  dummy_shadow_tx_.ensure_3d(GPU_RGBA8, int3(1), GPU_TEXTURE_USAGE_SHADER_READ, float4(1));
  dummy_volume_tx_.ensure_3d(GPU_RGBA8, int3(1), GPU_TEXTURE_USAGE_SHADER_READ, float4(0));
  dummy_coba_tx_.ensure_1d(GPU_RGBA8, 1, GPU_TEXTURE_USAGE_SHADER_READ, float4(0));

  stencil_tx_ = resources.depth_tx.stencil_view();
}

void VolumePass::object_sync_volume(Manager &manager,
                                    SceneResources &resources,
                                    const SceneState &scene_state,
                                    ObjectRef &ob_ref,
                                    float3 color)
{
  Object *ob = ob_ref.object;
  /* Create 3D textures. */
  Volume *volume = static_cast<Volume *>(ob->data);
  BKE_volume_load(volume, G.main);
  const VolumeGrid *volume_grid = BKE_volume_grid_active_get_for_read(volume);
  if (volume_grid == nullptr) {
    return;
  }

  DRWVolumeGrid *grid = DRW_volume_batch_cache_get_grid(volume, volume_grid);
  if (grid == nullptr) {
    return;
  }

  active_ = true;

  PassMain::Sub &sub_ps = ps_.sub("Volume Object SubPass");

  const bool use_slice = (volume->display.axis_slice_method == AXIS_SLICE_SINGLE);

  sub_ps.shader_set(get_shader(use_slice, false, volume->display.interpolation_method, false));

  const float density_scale = volume->display.density *
                              BKE_volume_density_scale(volume, ob->object_to_world);

  sub_ps.bind_texture("depthBuffer", &resources.depth_tx);
  sub_ps.bind_texture("stencil_tx", &stencil_tx_);
  sub_ps.bind_texture("densityTexture", grid->texture);
  /* TODO: implement shadow texture, see manta_smoke_calc_transparency. */
  sub_ps.bind_texture("shadowTexture", dummy_shadow_tx_);
  sub_ps.push_constant("activeColor", color);
  sub_ps.push_constant("densityScale", density_scale);
  sub_ps.push_constant("volumeObjectToTexture", float4x4(grid->object_to_texture));
  sub_ps.push_constant("volumeTextureToObject", float4x4(grid->texture_to_object));

  if (use_slice) {
    draw_slice_ps(
        manager, sub_ps, ob_ref, volume->display.slice_axis, volume->display.slice_depth);
  }
  else {
    float4x4 texture_to_world = float4x4(ob->object_to_world) * float4x4(grid->texture_to_object);
    float3 world_size = math::to_scale(texture_to_world);

    int3 resolution;
    GPU_texture_get_mipmap_size(grid->texture, 0, resolution);
    float3 slice_count = float3(resolution) * 5.0f;

    draw_volume_ps(manager, sub_ps, ob_ref, scene_state.sample, slice_count, world_size);
  }
}

void VolumePass::object_sync_modifier(Manager &manager,
                                      SceneResources &resources,
                                      const SceneState &scene_state,
                                      ObjectRef &ob_ref,
                                      ModifierData *md)
{
  Object *ob = ob_ref.object;

  FluidModifierData *modifier = reinterpret_cast<FluidModifierData *>(md);
  FluidDomainSettings &settings = *modifier->domain;

  if (!settings.fluid) {
    return;
  }

  bool can_load = false;
  if (settings.use_coba) {
    DRW_smoke_ensure_coba_field(modifier);
    can_load = settings.tex_field != nullptr;
  }
  else if (settings.type == FLUID_DOMAIN_TYPE_GAS) {
    DRW_smoke_ensure(modifier, settings.flags & FLUID_DOMAIN_USE_NOISE);
    can_load = settings.tex_density != nullptr || settings.tex_color != nullptr;
  }

  if (!can_load) {
    return;
  }

  active_ = true;

  PassMain::Sub &sub_ps = ps_.sub("Volume Modifier SubPass");

  const bool use_slice = settings.axis_slice_method == AXIS_SLICE_SINGLE;

  sub_ps.shader_set(get_shader(use_slice, settings.use_coba, settings.interp_method, true));

  if (settings.use_coba) {
    const bool show_flags = settings.coba_field == FLUID_DOMAIN_FIELD_FLAGS;
    const bool show_pressure = settings.coba_field == FLUID_DOMAIN_FIELD_PRESSURE;
    const bool show_phi = ELEM(settings.coba_field,
                               FLUID_DOMAIN_FIELD_PHI,
                               FLUID_DOMAIN_FIELD_PHI_IN,
                               FLUID_DOMAIN_FIELD_PHI_OUT,
                               FLUID_DOMAIN_FIELD_PHI_OBSTACLE);

    sub_ps.push_constant("showFlags", show_flags);
    sub_ps.push_constant("showPressure", show_pressure);
    sub_ps.push_constant("showPhi", show_phi);
    sub_ps.push_constant("gridScale", settings.grid_scale);

    if (show_flags) {
      sub_ps.bind_texture("flagTexture", settings.tex_field);
    }
    else {
      sub_ps.bind_texture("densityTexture", settings.tex_field);
    }

    if (!show_flags && !show_pressure && !show_phi) {
      sub_ps.bind_texture("transferTexture", settings.tex_coba);
    }
  }
  else {
    bool use_constant_color = ((settings.active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
                               (settings.active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0);

    sub_ps.push_constant("activeColor",
                         use_constant_color ? float3(settings.active_color) : float3(1));

    sub_ps.bind_texture("densityTexture",
                        settings.tex_color ? settings.tex_color : settings.tex_density);
    sub_ps.bind_texture("flameTexture",
                        settings.tex_flame ? settings.tex_flame : dummy_volume_tx_);
    sub_ps.bind_texture("flameColorTexture",
                        settings.tex_flame ? settings.tex_flame_coba : dummy_coba_tx_);
    sub_ps.bind_texture("shadowTexture", settings.tex_shadow);
  }

  sub_ps.push_constant("densityScale", 10.0f * settings.display_thickness);
  sub_ps.bind_texture("depthBuffer", &resources.depth_tx);
  sub_ps.bind_texture("stencil_tx", &stencil_tx_);

  if (use_slice) {
    draw_slice_ps(manager, sub_ps, ob_ref, settings.slice_axis, settings.slice_depth);
  }
  else {
    float3 world_size;
    BKE_object_dimensions_get(ob, world_size);

    float3 slice_count = float3(settings.res) * std::max(0.001f, settings.slice_per_voxel);

    draw_volume_ps(manager, sub_ps, ob_ref, scene_state.sample, slice_count, world_size);
  }
}

void VolumePass::draw(Manager &manager, View &view, SceneResources &resources)
{
  if (!active_) {
    return;
  }
  fb_.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(resources.color_tx));
  fb_.bind();
  manager.submit(ps_, view);
}

GPUShader *VolumePass::get_shader(bool slice, bool coba, int interpolation, bool smoke)
{
  GPUShader *&shader = shaders_[slice][coba][interpolation][smoke];

  if (shader == nullptr) {
    std::string create_info_name = "workbench_next_volume";
    create_info_name += (smoke) ? "_smoke" : "_object";
    switch (interpolation) {
      case VOLUME_DISPLAY_INTERP_LINEAR:
        create_info_name += "_linear";
        break;
      case VOLUME_DISPLAY_INTERP_CUBIC:
        create_info_name += "_cubic";
        break;
      case VOLUME_DISPLAY_INTERP_CLOSEST:
        create_info_name += "_closest";
        break;
      default:
        BLI_assert_unreachable();
    }
    create_info_name += (coba) ? "_coba" : "_no_coba";
    create_info_name += (slice) ? "_slice" : "_no_slice";
    shader = GPU_shader_create_from_info_name(create_info_name.c_str());
  }
  return shader;
}

void VolumePass::draw_slice_ps(
    Manager &manager, PassMain::Sub &ps, ObjectRef &ob_ref, int slice_axis_enum, float slice_depth)
{
  float4x4 view_mat_inv;
  DRW_view_viewmat_get(nullptr, view_mat_inv.ptr(), true);

  const int axis = (slice_axis_enum == SLICE_AXIS_AUTO) ?
                       axis_dominant_v3_single(view_mat_inv[2]) :
                       slice_axis_enum - 1;

  float3 dimensions;
  BKE_object_dimensions_get(ob_ref.object, dimensions);
  /* 0.05f to achieve somewhat the same opacity as the full view. */
  float step_length = std::max(1e-16f, dimensions[axis] * 0.05f);

  ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL);
  ps.push_constant("slicePosition", slice_depth);
  ps.push_constant("sliceAxis", axis);
  ps.push_constant("stepLength", step_length);

  ps.draw(DRW_cache_quad_get(), manager.resource_handle(ob_ref));
}

void VolumePass::draw_volume_ps(Manager &manager,
                                PassMain::Sub &ps,
                                ObjectRef &ob_ref,
                                int taa_sample,
                                float3 slice_count,
                                float3 world_size)
{
  double noise_offset;
  BLI_halton_1d(3, 0.0, taa_sample, &noise_offset);

  int max_slice = std::max({UNPACK3(slice_count)});
  float step_length = math::length((1.0f / slice_count) * world_size);

  ps.state_set(DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT);
  ps.push_constant("samplesLen", max_slice);
  ps.push_constant("stepLength", step_length);
  ps.push_constant("noiseOfs", float(noise_offset));

  ps.draw(DRW_cache_cube_get(), manager.resource_handle(ob_ref));
}

}  // namespace blender::workbench
