# SPDX-FileCopyrightText: 2012-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later

from bpy.types import Menu, Panel, UIList, ViewLayer
from bpy.app.translations import contexts as i18n_contexts

from rna_prop_ui import PropertyPanel


class VIEWLAYER_UL_aov(UIList):
    @staticmethod
    def aov_icon(item):
        """
        :param item: AOV item to pick an icon for.
        :type item: :class:`bpy.types.AOV`
        :return: Icon identifier for *item*'s AOV type.
        :rtype: str
        """
        if not item.is_valid:
            return 'ERROR'

        aov_type = item.type

        if aov_type == 'VALUE':
            return 'NODE_SOCKET_FLOAT'
        elif aov_type == 'COLOR':
            return 'NODE_SOCKET_RGBA'
        else:
            raise ValueError("Unrecognized AOV type: " + aov_type)

    def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname):
        del icon
        row = layout.row()
        split = row.split(factor=0.65)
        split.row().prop(item, "name", text="", icon=self.aov_icon(item), emboss=False)
        split.row().prop(item, "type", text="", emboss=False)


class ViewLayerButtonsPanel:
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "view_layer"
    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)


class VIEWLAYER_PT_context_layer(ViewLayerButtonsPanel, Panel):
    bl_label = ""
    bl_options = {'HIDE_HEADER'}
    COMPAT_ENGINES = {
        'BLENDER_RENDER',
        'BLENDER_EEVEE',
        'BLENDER_WORKBENCH',
    }

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout

        window = context.window
        scene = context.scene

        layout.template_search(
            window, "view_layer",
            scene, "view_layers",
            new="scene.view_layer_add",
            unlink="scene.view_layer_remove",
        )


class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel):
    bl_label = "View Layer"
    COMPAT_ENGINES = {
        'BLENDER_RENDER',
        'BLENDER_EEVEE',
        'BLENDER_WORKBENCH',
    }

    def draw(self, context):
        layout = self.layout

        layout.use_property_split = True

        scene = context.scene
        rd = scene.render
        layer = context.view_layer

        col = layout.column()
        col.prop(layer, "use", text="Use for Rendering")
        col.prop(rd, "use_single_layer", text="Render Single Layer")


class VIEWLAYER_PT_layer_passes(ViewLayerButtonsPanel, Panel):
    bl_label = "Passes"
    COMPAT_ENGINES = {
        'BLENDER_EEVEE',
        'BLENDER_WORKBENCH',
    }

    def draw(self, context):
        pass


class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel):
    bl_label = "Data"
    bl_parent_id = "VIEWLAYER_PT_layer_passes"

    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        scene = context.scene
        view_layer = context.view_layer

        col = layout.column()
        col.prop(view_layer, "use_pass_combined")
        col.prop(view_layer, "use_pass_z")
        col.prop(view_layer, "use_pass_mist")
        col.prop(view_layer, "use_pass_normal")
        col.prop(view_layer, "use_pass_position")
        sub = col.column()
        sub.active = not scene.render.use_motion_blur
        sub.prop(view_layer, "use_pass_vector")
        col.prop(view_layer, "use_pass_grease_pencil", text="Grease Pencil")


class VIEWLAYER_PT_workbench_layer_passes_data(ViewLayerButtonsPanel, Panel):
    bl_label = "Data"
    bl_parent_id = "VIEWLAYER_PT_layer_passes"

    COMPAT_ENGINES = {'BLENDER_WORKBENCH'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        view_layer = context.view_layer

        col = layout.column()
        col.prop(view_layer, "use_pass_combined")
        col.prop(view_layer, "use_pass_z")
        col.prop(view_layer, "use_pass_grease_pencil", text="Grease Pencil")


class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel):
    bl_label = "Light"
    bl_translation_context = i18n_contexts.render_layer
    bl_parent_id = "VIEWLAYER_PT_layer_passes"
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    def draw(self, context):
        layout = self.layout

        layout.use_property_split = True
        layout.use_property_decorate = False

        view_layer = context.view_layer
        view_layer_eevee = view_layer.eevee

        col = layout.column(heading="Diffuse", align=True)
        col.prop(view_layer, "use_pass_diffuse_direct", text="Light", text_ctxt=i18n_contexts.render_layer)
        col.prop(view_layer, "use_pass_diffuse_color", text="Color")

        col = layout.column(heading="Specular", align=True)
        col.prop(view_layer, "use_pass_glossy_direct", text="Light", text_ctxt=i18n_contexts.render_layer)
        col.prop(view_layer, "use_pass_glossy_color", text="Color")

        col = layout.column(heading="Volume", heading_ctxt=i18n_contexts.id_id, align=True)
        col.prop(view_layer_eevee, "use_pass_volume_direct", text="Light", text_ctxt=i18n_contexts.render_layer)

        col = layout.column(heading="Other", align=True)
        col.prop(view_layer, "use_pass_emit", text="Emission")
        col.prop(view_layer, "use_pass_environment")
        col.prop(view_layer, "use_pass_shadow")
        col.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion")
        col.prop(view_layer_eevee, "use_pass_transparent", text="Transparent")

        col = layout.column()
        col.active = view_layer.use_pass_ambient_occlusion
        col.prop(view_layer_eevee, "ambient_occlusion_distance", text="Occlusion Distance")


class ViewLayerAOVPanelHelper(ViewLayerButtonsPanel):
    bl_label = "Shader AOV"

    def draw(self, context):
        layout = self.layout

        layout.use_property_split = True
        layout.use_property_decorate = False

        view_layer = context.view_layer

        row = layout.row()
        col = row.column()
        col.template_list("VIEWLAYER_UL_aov", "aovs", view_layer, "aovs", view_layer, "active_aov_index", rows=3)

        col = row.column()
        sub = col.column(align=True)
        sub.operator("scene.view_layer_add_aov", icon='ADD', text="")
        sub.operator("scene.view_layer_remove_aov", icon='REMOVE', text="")

        aov = view_layer.active_aov
        if aov and not aov.is_valid:
            layout.label(text="Conflicts with another render pass with the same name", icon='ERROR')


class VIEWLAYER_PT_layer_passes_aov(ViewLayerAOVPanelHelper, Panel):
    bl_parent_id = "VIEWLAYER_PT_layer_passes"
    COMPAT_ENGINES = {'BLENDER_EEVEE'}


class ViewLayerCryptomattePanelHelper(ViewLayerButtonsPanel):
    bl_label = "Cryptomatte"

    def draw(self, context):
        layout = self.layout

        layout.use_property_split = True
        layout.use_property_decorate = False

        view_layer = context.view_layer

        col = layout.column()
        col.prop(view_layer, "use_pass_cryptomatte_object", text="Object")
        col.prop(view_layer, "use_pass_cryptomatte_material", text="Material")
        col.prop(view_layer, "use_pass_cryptomatte_asset", text="Asset")
        col = layout.column()
        col.active = any((
            view_layer.use_pass_cryptomatte_object,
            view_layer.use_pass_cryptomatte_material,
            view_layer.use_pass_cryptomatte_asset,
        ))
        col.prop(view_layer, "pass_cryptomatte_depth", text="Levels")


class VIEWLAYER_PT_layer_passes_cryptomatte(ViewLayerCryptomattePanelHelper, Panel):
    bl_parent_id = "VIEWLAYER_PT_layer_passes"
    COMPAT_ENGINES = {'BLENDER_EEVEE'}


class VIEWLAYER_MT_lightgroup_sync(Menu):
    bl_label = "Lightgroup Sync"

    def draw(self, _context):
        layout = self.layout

        layout.operator("scene.view_layer_add_used_lightgroups", icon='ADD')
        layout.operator("scene.view_layer_remove_unused_lightgroups", icon='REMOVE')


class ViewLayerLightgroupsPanelHelper(ViewLayerButtonsPanel):
    bl_label = "Light Groups"

    def draw(self, context):
        layout = self.layout

        layout.use_property_split = True
        layout.use_property_decorate = False

        view_layer = context.view_layer

        row = layout.row()
        col = row.column()
        col.template_list(
            "UI_UL_list", "lightgroups", view_layer,
            "lightgroups", view_layer, "active_lightgroup_index", rows=3,
        )

        col = row.column()
        sub = col.column(align=True)
        sub.operator("scene.view_layer_add_lightgroup", icon='ADD', text="")
        sub.operator("scene.view_layer_remove_lightgroup", icon='REMOVE', text="")
        sub.separator()
        sub.menu("VIEWLAYER_MT_lightgroup_sync", icon='DOWNARROW_HLT', text="")


class VIEWLAYER_PT_layer_passes_lightgroups(ViewLayerLightgroupsPanelHelper, Panel):
    bl_parent_id = "VIEWLAYER_PT_layer_passes"
    COMPAT_ENGINES = {'CYCLES'}


class VIEWLAYER_PT_filter(ViewLayerButtonsPanel, Panel):
    bl_label = "Filter"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        scene = context.scene
        view_layer = context.view_layer

        col = layout.column(heading="Include")
        col.prop(view_layer, "use_sky", text="Environment")
        col.prop(view_layer, "use_solid", text="Surfaces")
        col.prop(view_layer, "use_strand", text="Curves")
        col.prop(view_layer, "use_volumes", text="Volumes")
        col.prop(view_layer, "use_grease_pencil", text="Grease Pencil")

        col = layout.column(heading="Use")
        sub = col.row()
        sub.prop(view_layer, "use_motion_blur", text="Motion Blur")
        sub.active = scene.render.use_motion_blur


class VIEWLAYER_PT_override(ViewLayerButtonsPanel, Panel):
    bl_label = "Override"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {
        'BLENDER_EEVEE',
        'CYCLES',
    }

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        view_layer = context.view_layer

        layout.prop(view_layer, "material_override")
        layout.prop(view_layer, "world_override")
        layout.prop(view_layer, "samples")


class VIEWLAYER_PT_layer_custom_props(PropertyPanel, Panel):
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "view_layer"
    _context_path = "view_layer"
    _property_type = ViewLayer


classes = (
    VIEWLAYER_MT_lightgroup_sync,
    VIEWLAYER_PT_context_layer,
    VIEWLAYER_PT_layer,
    VIEWLAYER_PT_layer_passes,
    VIEWLAYER_PT_workbench_layer_passes_data,
    VIEWLAYER_PT_eevee_layer_passes_data,
    VIEWLAYER_PT_eevee_layer_passes_light,
    VIEWLAYER_PT_layer_passes_cryptomatte,
    VIEWLAYER_PT_layer_passes_aov,
    VIEWLAYER_PT_layer_passes_lightgroups,
    VIEWLAYER_PT_filter,
    VIEWLAYER_PT_override,
    VIEWLAYER_PT_layer_custom_props,
    VIEWLAYER_UL_aov,
)

if __name__ == "__main__":  # only for live edit.
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
