# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.

from io_scene_gltf2.blender.exp import gltf2_blender_gather_texture_info
from io_scene_gltf2.blender.exp import gltf2_blender_get


def detect_shadeless_material(blender_material, export_settings):
    """Detect if this material is "shadeless" ie. should be exported
    with KHR_materials_unlit. Returns None if not. Otherwise, returns
    a dict with info from parsing the node tree.
    """
    if not blender_material.use_nodes: return None

    # Old Background node detection (unlikely to happen)
    bg_socket = gltf2_blender_get.get_socket(blender_material, "Background")
    if bg_socket is not None:
        return {'rgb_socket': bg_socket}

    # Look for
    # * any color socket, connected to...
    # * optionally, the lightpath trick, connected to...
    # * optionally, a mix-with-transparent (for alpha), connected to...
    # * the output node

    info = {}

    for node in blender_material.node_tree.nodes:
        if node.type == 'OUTPUT_MATERIAL' and node.is_active_output:
            socket = node.inputs[0]
            break
    else:
        return None

    # Be careful not to misidentify a lightpath trick as mix-alpha.
    result = __detect_lightpath_trick(socket)
    if result is not None:
        socket = result['next_socket']
    else:
        result = __detect_mix_alpha(socket)
        if result is not None:
            socket = result['next_socket']
            info['alpha_socket'] = result['alpha_socket']

        result = __detect_lightpath_trick(socket)
        if result is not None:
            socket = result['next_socket']

    # Check if a color socket, or connected to a color socket
    if socket.type != 'RGBA':
        from_socket = gltf2_blender_get.previous_socket(socket)
        if from_socket is None: return None
        if from_socket.type != 'RGBA': return None

    info['rgb_socket'] = socket
    return info


def __detect_mix_alpha(socket):
    # Detects this (used for an alpha hookup)
    #
    #                  [   Mix   ]
    #  alpha_socket => [Factor   ] => socket
    # [Transparent] => [Shader   ]
    #   next_socket => [Shader   ]
    #
    # Returns None if not detected. Otherwise, a dict containing alpha_socket
    # and next_socket.
    prev = gltf2_blender_get.previous_node(socket)
    if prev is None or prev.type != 'MIX_SHADER': return None
    in1 = gltf2_blender_get.previous_node(prev.inputs[1])
    if in1 is None or in1.type != 'BSDF_TRANSPARENT': return None
    return {
        'alpha_socket': prev.inputs[0],
        'next_socket': prev.inputs[2],
    }


def __detect_lightpath_trick(socket):
    # Detects this (used to prevent casting light on other objects) See ex.
    # https://blender.stackexchange.com/a/21535/88681
    #
    #                 [   Lightpath  ]    [    Mix    ]
    #                 [ Is Camera Ray] => [Factor     ] => socket
    #                     (don't care) => [Shader     ]
    #      next_socket => [ Emission ] => [Shader     ]
    #
    # The Emission node can be omitted.
    # Returns None if not detected. Otherwise, a dict containing
    # next_socket.
    prev = gltf2_blender_get.previous_node(socket)
    if prev is None or prev.type != 'MIX_SHADER': return None
    in0 = gltf2_blender_get.previous_socket(prev.inputs[0])
    if in0 is None or in0.node.type != 'LIGHT_PATH': return None
    if in0.name != 'Is Camera Ray': return None
    next_socket = prev.inputs[2]

    # Detect emission
    prev = gltf2_blender_get.previous_node(next_socket)
    if prev is not None and prev.type == 'EMISSION':
        next_socket = prev.inputs[0]

    return {'next_socket': next_socket}


def gather_base_color_factor(info, export_settings):
    rgb, alpha = None, None

    if 'rgb_socket' in info:
        rgb = gltf2_blender_get.get_factor_from_socket(info['rgb_socket'], kind='RGB')
    if 'alpha_socket' in info:
        alpha = gltf2_blender_get.get_factor_from_socket(info['alpha_socket'], kind='VALUE')

    if rgb is None: rgb = [1.0, 1.0, 1.0]
    if alpha is None: alpha = 1.0

    rgba = [*rgb, alpha]
    if rgba == [1, 1, 1, 1]: return None
    return rgba


def gather_base_color_texture(info, export_settings):
    sockets = (info.get('rgb_socket'), info.get('alpha_socket'))
    sockets = tuple(s for s in sockets if s is not None)
    if sockets:
        # NOTE: separate RGB and Alpha textures will not get combined
        # because gather_image determines how to pack images based on the
        # names of sockets, and the names are hard-coded to a Principled
        # style graph.
        unlit_texture, unlit_use_active_uvmap = gltf2_blender_gather_texture_info.gather_texture_info(
            sockets[0],
            sockets,
            export_settings,
        )
        return unlit_texture, ["unlitTexture"] if unlit_use_active_uvmap else None
    return None, None
