/**
 * $Id: SHD_output.c 32517 2010-10-16 14:32:17Z campbellbarton $
 *
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * 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) 2005 Blender Foundation.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

#include "../SHD_util.h"
#include "SHD_noise.h"

static float clouds(int basis, int hard, int depth, float size, float vec[3], float color[3])
{
	float p[3], pg[3], pb[3];

	mul_v3_v3fl(p, vec, 1.0f/size);

	pg[0]= p[1];
	pg[1]= p[0];
	pg[2]= p[2];

	pb[0]= p[1];
	pb[1]= p[2];
	pb[2]= p[0];

	color[0]= noise_turbulence(p, basis, depth, hard);
	color[1]= noise_turbulence(pg, basis, depth, hard);
	color[2]= noise_turbulence(pb, basis, depth, hard);

	return color[0];
}

/* **************** CLOUDS ******************** */

static bNodeSocketType sh_node_tex_clouds_in[]= {
	{	SOCK_VECTOR, 1, "Vector",		0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, SOCK_NO_VALUE},
	{	SOCK_VALUE, 1, "Size",			0.25f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
	{	-1, 0, ""	}
};

static bNodeSocketType sh_node_tex_clouds_out[]= {
	{	SOCK_RGBA, 0, "Color",		0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
	{	SOCK_VALUE, 0, "Fac",		0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
	{	-1, 0, ""	}
};

static void node_shader_init_tex_clouds(bNode *node)
{
	NodeTexClouds *tex = MEM_callocN(sizeof(NodeTexClouds), "NodeTexClouds");
	tex->basis = SHD_NOISE_PERLIN;
	tex->hard = 0;
	tex->depth = 2;

	node->storage = tex;
}

static void node_shader_exec_tex_clouds(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
	ShaderCallData *scd= (ShaderCallData*)data;
	NodeTexClouds *tex= (NodeTexClouds*)node->storage;
	bNodeSocket *vecsock = node->inputs.first;
	float vec[3], size;
	
	if(vecsock->link)
		nodestack_get_vec(vec, SOCK_VECTOR, in[0]);
	else
		copy_v3_v3(vec, scd->co);

	nodestack_get_vec(&size, SOCK_VALUE, in[1]);

	out[1]->vec[0]= clouds(tex->basis, tex->hard, tex->depth, size, vec, out[0]->vec);
}

static int node_shader_gpu_tex_clouds(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
	if(!in[0].link)
		in[0].link = GPU_attribute(CD_ORCO, "");

	return GPU_stack_link(mat, "node_tex_clouds", in, out);
}

/* node type definition */
void register_node_type_sh_tex_clouds(ListBase *lb)
{
	static bNodeType ntype;

	node_type_base(&ntype, SH_NODE_TEX_CLOUDS, "Clouds Texture", NODE_CLASS_TEXTURE, 0,
		sh_node_tex_clouds_in, sh_node_tex_clouds_out);
	node_type_size(&ntype, 150, 60, 200);
	node_type_init(&ntype, node_shader_init_tex_clouds);
	node_type_storage(&ntype, "NodeTexClouds", node_free_standard_storage, node_copy_standard_storage);
	node_type_exec(&ntype, node_shader_exec_tex_clouds);
	node_type_gpu(&ntype, node_shader_gpu_tex_clouds);

	nodeRegisterType(lb, &ntype);
};

