// Copyright Contributors to the Open Shading Language project.
// SPDX-License-Identifier: BSD-3-Clause
// https://github.com/AcademySoftwareFoundation/OpenShadingLanguage

#include <OSL/oslconfig.h>

#include <OpenImageIO/imagebuf.h>
#include <OpenImageIO/imagebufalgo_util.h>
#include <OpenImageIO/thread.h>

#include <OSL/oslexec.h>

using namespace OSL;
using namespace OSL::pvt;

// avoid naming conflict with MSVC macro
#ifdef RGB
#    undef RGB
#endif

OSL_NAMESPACE_ENTER



bool
shade_image(ShadingSystem& shadingsys, ShaderGroup& group,
            const ShaderGlobals* defaultsg, OIIO::ImageBuf& buf,
            cspan<ustring> outputs, ShadeImageLocations shadelocations,
            OIIO::ROI roi, OIIO::parallel_options popt)
{
    using namespace OIIO;
    using namespace ImageBufAlgo;
    if (!roi.defined())
        roi = buf.roi();
    if (buf.spec().format != TypeDesc::FLOAT) {
#if OIIO_VERSION >= 20300
        buf.errorfmt(
            "Cannot OSL::shade_image() into a {} buffer, float is required",
            buf.spec().format);
#else
        buf.error(
            "Cannot OSL::shade_image() into a %s buffer, float is required",
            buf.spec().format);
#endif
        return false;
    }

    parallel_image(roi, popt, [&](OIIO::ROI roi) {
        // Request an OSL::PerThreadInfo for this thread.
        OSL::PerThreadInfo* thread_info = shadingsys.create_thread_info();

        // Request a shading context so that we can execute the shader.
        // We could get_context/release_context for each shading point,
        // but to save overhead, it's more efficient to reuse a context
        // within a thread.
        ShadingContext* ctx = shadingsys.get_context(thread_info);

        // Ensure the group has already been optimized
        shadingsys.optimize_group(&group, ctx);

        Matrix44 Mshad, Mobj;  // just let these be identity for now
        OIIO::ROI roi_full = buf.roi_full();
        int xres           = roi_full.width();
        int yres           = roi_full.height();
        int zres           = roi_full.depth();

        // Gather some information about the outputs once, rather than for
        // each pixel.
        const ShaderSymbol** output_sym = OSL_ALLOCA(const ShaderSymbol*,
                                                     outputs.size());
        TypeDesc* output_type           = OSL_ALLOCA(TypeDesc, outputs.size());
        int* output_nchans              = OSL_ALLOCA(int, outputs.size());
        for (int i = 0; i < int(outputs.size()); ++i) {
            output_sym[i]    = shadingsys.find_symbol(group, outputs[i]);
            output_type[i]   = shadingsys.symbol_typedesc(output_sym[i]);
            output_nchans[i] = output_type[i].numelements()
                               * output_type[i].aggregate;
        }

        // Set up shader globals and a little test grid of points to shade.
        // Note that some of the fields can be set up once and used for all of
        // the shades. Others need to be changed for every point shaded.
        //
        // Note that because we are shading a single object that is a flat image
        // plane, a lot of this is simplified. In a real 3D render, most of
        // these fields would need to be reset for every shade.
        ShaderGlobals sg;
        if (defaultsg) {
            // If the caller passed a default SG template, use it to initialize
            // the sg and in particular to set all the constant fields.
            memcpy((char*)&sg, (const char*)defaultsg, sizeof(ShaderGlobals));
        } else {
            // No SG template was passed, so set up reasonable defaults.
            memset((char*)&sg, 0, sizeof(ShaderGlobals));
            // Set "shader" space to be Mshad.  In a real renderer, this may be
            // different for each shader group.
            sg.shader2common = OSL::TransformationPtr(&Mshad);
            // Set "object" space to be Mobj.  In a real renderer, this may be
            // different for each object.
            sg.object2common = OSL::TransformationPtr(&Mobj);
            // Just make it look like all shades are the result of 'raytype' rays.
            sg.raytype = 0;  // default ray type
            // Set the surface area of the patch to 1 (which it is).  This is
            // only used for light shaders that call the surfacearea() function.
            sg.surfacearea = 1;
            // Derivs are constant across the image
            if (shadelocations == ShadePixelCenters) {
                sg.dudx = 1.0f / xres;  // sg.dudy is already 0
                sg.dvdy = 1.0f / yres;  // sg.dvdx is already 0
            } else {
                sg.dudx = 1.0f / std::max(1, (xres - 1));
                sg.dvdy = 1.0f / std::max(1, (yres - 1));
            }
            // Derivatives with respect to x,y
            sg.dPdx = Vec3(1.0f, 0.0f, 0.0f);
            sg.dPdy = Vec3(0.0f, 1.0f, 0.0f);
            sg.dPdz = Vec3(0.0f, 0.0f, 1.0f);
            // Tangents of P with respect to surface u,v
            sg.dPdu = Vec3(xres, 0.0f, 0.0f);
            sg.dPdv = Vec3(0.0f, yres, 0.0f);
            sg.dPdz = Vec3(0.0f, 0.0f, zres);
            // That also implies that our normal points to (0,0,1)
            sg.N  = Vec3(0, 0, 1);
            sg.Ng = Vec3(0, 0, 1);
            // In our SimpleRenderer, the "renderstate" itself just a pointer to
            // the ShaderGlobals.
            // sg.renderstate = &sg;
        }

        // Loop over all pixels in the image (in x and y)...
        for (OIIO::ImageBuf::Iterator<float> p(buf, roi); !p.done(); ++p) {
            // Set the shader globals that vary from point to pixel to pixel
            sg.P = Vec3(p.x(), p.y(), p.z());
            if (shadelocations == ShadePixelCenters) {
                sg.u = float(p.x() - roi_full.xbegin + 0.5f) / xres;
                sg.v = float(p.y() - roi_full.ybegin + 0.5f) / yres;
                // float w = float(p.z()-roi_full.zbegin+0.5f) / zres;
            } else {
                sg.u = (xres == 1)
                           ? 0.5f
                           : float(p.x() - roi_full.xbegin) / (xres - 1);
                sg.v = (yres == 1)
                           ? 0.5f
                           : float(p.y() - roi_full.ybegin) / (yres - 1);
                // float w = (zres == 1) ? 0.5f : float(p.z()-roi_full.zbegin) / (zres - 1);
            }

            // Actually run the shader for this point
            shadingsys.execute(*ctx, group, sg);

            // Save all the designated outputs.
            int chan = 0;
            for (int i = 0; i < int(outputs.size()); ++i) {
                const void* data = shadingsys.symbol_address(*ctx,
                                                             output_sym[i]);
                if (!data)
                    continue;  // Skip if symbol isn't found
                TypeDesc t = output_type[i];
                int tvals  = output_nchans[i];
                if (chan + tvals > buf.nchannels())
                    break;
                if (t.basetype == TypeDesc::FLOAT) {
                    for (int c = 0; c < tvals; ++c)
                        p[chan++] = ((const float*)data)[c];
                } else if (t.basetype == TypeDesc::INT) {
                    for (int c = 0; c < int(t.numelements()) * t.aggregate; ++c)
                        p[chan++] = ((const int*)data)[c];
                }
                // N.B. Drop any outputs that aren't float- or int-based
            }
        }

        // We're done shading with this context.
        shadingsys.release_context(ctx);
        shadingsys.destroy_thread_info(thread_info);
    });  // end of parallel_image
    return true;
}



OSL_NAMESPACE_EXIT
