/*
 * Copyright 2011-2015 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "blender/blender_texture.h"

CCL_NAMESPACE_BEGIN

namespace {

/* Point density helpers. */

void density_texture_space_invert(float3& loc,
                                  float3& size)
{
	if(size.x != 0.0f) size.x = 0.5f/size.x;
	if(size.y != 0.0f) size.y = 0.5f/size.y;
	if(size.z != 0.0f) size.z = 0.5f/size.z;

	loc = loc*size - make_float3(0.5f, 0.5f, 0.5f);
}

}  /* namespace */

void point_density_texture_space(BL::Scene& b_scene,
                                 BL::ShaderNodeTexPointDensity& b_point_density_node,
                                 int settings,
                                 float3& loc,
                                 float3& size)
{
	BL::Object b_ob(b_point_density_node.object());
	if(!b_ob) {
		loc = make_float3(0.0f, 0.0f, 0.0f);
		size = make_float3(0.0f, 0.0f, 0.0f);
		return;
	}
	float3 min, max;
	b_point_density_node.calc_point_density_minmax(b_scene,
	                                               settings,
	                                               &min[0],
	                                               &max[0]);
	loc = (min + max) * 0.5f;
	size = (max - min) * 0.5f;
	density_texture_space_invert(loc, size);
}

CCL_NAMESPACE_END
