/*
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2013 Blender Foundation.
 * All rights reserved.
 */

/** \file
 * \ingroup shdnodes
 */

#include "node_shader_util.h"

/* **************** SEPARATE HSV ******************** */
static bNodeSocketTemplate sh_node_sephsv_in[] = {
    {SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f},
    {-1, 0, ""},
};
static bNodeSocketTemplate sh_node_sephsv_out[] = {
    {SOCK_FLOAT, 0, N_("H")},
    {SOCK_FLOAT, 0, N_("S")},
    {SOCK_FLOAT, 0, N_("V")},
    {-1, 0, ""},
};

static void node_shader_exec_sephsv(void *UNUSED(data),
                                    int UNUSED(thread),
                                    bNode *UNUSED(node),
                                    bNodeExecData *UNUSED(execdata),
                                    bNodeStack **in,
                                    bNodeStack **out)
{
  float col[3];
  nodestack_get_vec(col, SOCK_VECTOR, in[0]);

  rgb_to_hsv(col[0], col[1], col[2], &out[0]->vec[0], &out[1]->vec[0], &out[2]->vec[0]);
}

static int gpu_shader_sephsv(GPUMaterial *mat,
                             bNode *node,
                             bNodeExecData *UNUSED(execdata),
                             GPUNodeStack *in,
                             GPUNodeStack *out)
{
  return GPU_stack_link(mat, node, "separate_hsv", in, out);
}

void register_node_type_sh_sephsv(void)
{
  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_SEPHSV, "Separate HSV", NODE_CLASS_CONVERTOR, 0);
  node_type_socket_templates(&ntype, sh_node_sephsv_in, sh_node_sephsv_out);
  node_type_exec(&ntype, NULL, NULL, node_shader_exec_sephsv);
  node_type_gpu(&ntype, gpu_shader_sephsv);

  nodeRegisterType(&ntype);
}

/* **************** COMBINE HSV ******************** */
static bNodeSocketTemplate sh_node_combhsv_in[] = {
    {SOCK_FLOAT, 1, N_("H"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED},
    {SOCK_FLOAT, 1, N_("S"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED},
    {SOCK_FLOAT, 1, N_("V"), 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, PROP_UNSIGNED},
    {-1, 0, ""},
};
static bNodeSocketTemplate sh_node_combhsv_out[] = {
    {SOCK_RGBA, 0, N_("Color")},
    {-1, 0, ""},
};

static void node_shader_exec_combhsv(void *UNUSED(data),
                                     int UNUSED(thread),
                                     bNode *UNUSED(node),
                                     bNodeExecData *UNUSED(execdata),
                                     bNodeStack **in,
                                     bNodeStack **out)
{
  float h, s, v;
  nodestack_get_vec(&h, SOCK_FLOAT, in[0]);
  nodestack_get_vec(&s, SOCK_FLOAT, in[1]);
  nodestack_get_vec(&v, SOCK_FLOAT, in[2]);

  hsv_to_rgb(h, s, v, &out[0]->vec[0], &out[0]->vec[1], &out[0]->vec[2]);
}

static int gpu_shader_combhsv(GPUMaterial *mat,
                              bNode *node,
                              bNodeExecData *UNUSED(execdata),
                              GPUNodeStack *in,
                              GPUNodeStack *out)
{
  return GPU_stack_link(mat, node, "combine_hsv", in, out);
}

void register_node_type_sh_combhsv(void)
{
  static bNodeType ntype;

  sh_node_type_base(&ntype, SH_NODE_COMBHSV, "Combine HSV", NODE_CLASS_CONVERTOR, 0);
  node_type_socket_templates(&ntype, sh_node_combhsv_in, sh_node_combhsv_out);
  node_type_exec(&ntype, NULL, NULL, node_shader_exec_combhsv);
  node_type_gpu(&ntype, gpu_shader_combhsv);

  nodeRegisterType(&ntype);
}
