/* SPDX-FileCopyrightText: 2005 Blender Authors
 *
 * SPDX-License-Identifier: GPL-2.0-or-later */

#include "node_shader_util.hh"

#include "UI_interface_layout.hh"
#include "UI_resources.hh"

namespace blender {

namespace nodes::node_shader_bsdf_hair_cc {

static void node_declare(NodeDeclarationBuilder &b)
{
  const bNodeTree *ntree = b.tree_or_null();
  const bool is_gpu_internal = ntree && (ntree->flag & NTREE_IS_GPU_SHADER_INTERNAL);

  b.add_input<decl::Color>("Color"_ustr).default_value({0.8f, 0.8f, 0.8f, 1.0f});
  b.add_input<decl::Float>("Offset"_ustr)
      .default_value(0.0f)
      .min(-M_PI_2)
      .max(M_PI_2)
      .subtype(PROP_ANGLE);
  b.add_input<decl::Float>("RoughnessU"_ustr)
      .default_value(0.1f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Float>("RoughnessV"_ustr)
      .default_value(1.0f)
      .min(0.0f)
      .max(1.0f)
      .subtype(PROP_FACTOR);
  b.add_input<decl::Vector>("Tangent"_ustr).hide_value();
  b.add_input<decl::Float>("Weight"_ustr).available(is_gpu_internal);
  b.add_output<decl::Shader>("BSDF"_ustr);
}

static void node_shader_buts_hair(ui::Layout &layout, bContext * /*C*/, PointerRNA *ptr)
{
  layout.prop(ptr, "component", ui::ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}

static int node_shader_gpu_bsdf_hair(GPUMaterial *mat,
                                     bNode *node,
                                     bNodeExecData * /*execdata*/,
                                     GPUNodeStack *in,
                                     GPUNodeStack *out)
{
  GPU_material_flag_set(mat, GPU_MATFLAG_DIFFUSE);

  return GPU_stack_link(mat, node, "node_bsdf_hair", in, out);
}

}  // namespace nodes::node_shader_bsdf_hair_cc

/* node type definition */
void register_node_type_sh_bsdf_hair()
{
  namespace file_ns = nodes::node_shader_bsdf_hair_cc;

  static bke::bNodeType ntype;

  sh_node_type_base(&ntype, "ShaderNodeBsdfHair"_ustr, SH_NODE_BSDF_HAIR);
  ntype.ui_name = "Hair BSDF";
  ntype.ui_description = "Reflection and transmission shaders optimized for hair rendering";
  ntype.enum_name_legacy = "BSDF_HAIR";
  ntype.nclass = NODE_CLASS_SHADER;
  ntype.declare = file_ns::node_declare;
  ntype.gather_link_search_ops = search_link_ops_for_shader_bsdf_node;
  ntype.add_ui_poll = object_cycles_shader_nodes_poll;
  ntype.draw_buttons = file_ns::node_shader_buts_hair;
  ntype.default_width = bke::NodeWidth::_160;
  ntype.gpu_fn = file_ns::node_shader_gpu_bsdf_hair;

  bke::node_register_type(ntype);
}

}  // namespace blender
