/**************************************************************************/
/*  camera_attributes_storage.cpp                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/**************************************************************************/

#include "camera_attributes_storage.h"

RendererCameraAttributes *RendererCameraAttributes::singleton = nullptr;
uint64_t RendererCameraAttributes::auto_exposure_counter = 2;

RendererCameraAttributes::RendererCameraAttributes() {
	singleton = this;
}

RendererCameraAttributes::~RendererCameraAttributes() {
	singleton = nullptr;
}

RID RendererCameraAttributes::camera_attributes_allocate() {
	return camera_attributes_owner.allocate_rid();
}

void RendererCameraAttributes::camera_attributes_initialize(RID p_rid) {
	camera_attributes_owner.initialize_rid(p_rid, CameraAttributes());
}

void RendererCameraAttributes::camera_attributes_free(RID p_rid) {
	camera_attributes_owner.free(p_rid);
}

void RendererCameraAttributes::camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
	dof_blur_quality = p_quality;
	dof_blur_use_jitter = p_use_jitter;
}

void RendererCameraAttributes::camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
	dof_blur_bokeh_shape = p_shape;
}

void RendererCameraAttributes::camera_attributes_set_dof_blur(RID p_camera_attributes, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL(cam_attributes);
#ifdef DEBUG_ENABLED
	if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility" && (p_far_enable || p_near_enable)) {
		WARN_PRINT_ONCE_ED("DoF blur is only available when using the Forward+ or Mobile renderers.");
	}
#endif
	cam_attributes->dof_blur_far_enabled = p_far_enable;
	cam_attributes->dof_blur_far_distance = p_far_distance;
	cam_attributes->dof_blur_far_transition = p_far_transition;

	cam_attributes->dof_blur_near_enabled = p_near_enable;
	cam_attributes->dof_blur_near_distance = p_near_distance;
	cam_attributes->dof_blur_near_transition = p_near_transition;

	cam_attributes->dof_blur_amount = p_amount;
}

bool RendererCameraAttributes::camera_attributes_get_dof_far_enabled(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, false);
	return cam_attributes->dof_blur_far_enabled;
}

float RendererCameraAttributes::camera_attributes_get_dof_far_distance(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0.0);
	return cam_attributes->dof_blur_far_distance;
}

float RendererCameraAttributes::camera_attributes_get_dof_far_transition(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0.0);
	return cam_attributes->dof_blur_far_transition;
}

bool RendererCameraAttributes::camera_attributes_get_dof_near_enabled(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, false);
	return cam_attributes->dof_blur_near_enabled;
}

float RendererCameraAttributes::camera_attributes_get_dof_near_distance(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0.0);
	return cam_attributes->dof_blur_near_distance;
}

float RendererCameraAttributes::camera_attributes_get_dof_near_transition(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0.0);
	return cam_attributes->dof_blur_near_transition;
}

float RendererCameraAttributes::camera_attributes_get_dof_blur_amount(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0.0);
	return cam_attributes->dof_blur_amount;
}

void RendererCameraAttributes::camera_attributes_set_exposure(RID p_camera_attributes, float p_multiplier, float p_exposure_normalization) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL(cam_attributes);
	cam_attributes->exposure_multiplier = p_multiplier;
	cam_attributes->exposure_normalization = p_exposure_normalization;
}

float RendererCameraAttributes::camera_attributes_get_exposure_normalization_factor(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 1.0);

	return cam_attributes->exposure_multiplier * cam_attributes->exposure_normalization;
}

void RendererCameraAttributes::camera_attributes_set_auto_exposure(RID p_camera_attributes, bool p_enable, float p_min_sensitivity, float p_max_sensitivity, float p_speed, float p_scale) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL(cam_attributes);
	if (!cam_attributes->use_auto_exposure && p_enable) {
		cam_attributes->auto_exposure_version = ++auto_exposure_counter;
	}
#ifdef DEBUG_ENABLED
	if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility" && p_enable) {
		WARN_PRINT_ONCE_ED("Auto exposure is only available when using the Forward+ or Mobile renderers.");
	}
#endif
	cam_attributes->use_auto_exposure = p_enable;
	cam_attributes->auto_exposure_min_sensitivity = p_min_sensitivity;
	cam_attributes->auto_exposure_max_sensitivity = p_max_sensitivity;
	cam_attributes->auto_exposure_adjust_speed = p_speed;
	cam_attributes->auto_exposure_scale = p_scale;
}

float RendererCameraAttributes::camera_attributes_get_auto_exposure_min_sensitivity(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0.0);
	return cam_attributes->auto_exposure_min_sensitivity;
}

float RendererCameraAttributes::camera_attributes_get_auto_exposure_max_sensitivity(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0.0);
	return cam_attributes->auto_exposure_max_sensitivity;
}

float RendererCameraAttributes::camera_attributes_get_auto_exposure_adjust_speed(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0.0);
	return cam_attributes->auto_exposure_adjust_speed;
}

float RendererCameraAttributes::camera_attributes_get_auto_exposure_scale(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0.0);
	return cam_attributes->auto_exposure_scale;
}

uint64_t RendererCameraAttributes::camera_attributes_get_auto_exposure_version(RID p_camera_attributes) {
	CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
	ERR_FAIL_NULL_V(cam_attributes, 0);
	return cam_attributes->auto_exposure_version;
}
