# SPDX-License-Identifier: GPL-2.0-or-later

"""Declare stage set and surrounding (camera, lights, environment) properties controllable in UI"""
import bpy
from bpy.utils import register_class, unregister_class
from bpy.types import PropertyGroup
from bpy.props import (
    FloatVectorProperty,
    StringProperty,
    BoolProperty,
    IntProperty,
    FloatProperty,
    EnumProperty,
    PointerProperty,
)

from .shading_properties import (
    brush_texture_update,
)

# ---------------------------------------------------------------- #
# Camera POV properties.
# ---------------------------------------------------------------- #


class RenderPovSettingsCamera(PropertyGroup):

    """Declare camera properties controllable in UI and translated to POV."""

    # DOF Toggle
    dof_enable: BoolProperty(
        name="Depth Of Field", description="Enable POV Depth Of Field ", default=False
    )

    # Aperture (Intensity of the Blur)
    dof_aperture: FloatProperty(
        name="Aperture",
        description="Similar to a real camera's aperture effect over focal blur (though not "
        "in physical units and independent of focal length). "
        "Increase to get more blur",
        min=0.01,
        max=1.00,
        default=0.50,
    )

    # Aperture adaptive sampling
    dof_samples_min: IntProperty(
        name="Samples Min",
        description="Minimum number of rays to use for each pixel",
        min=1,
        max=128,
        default=3,
    )

    dof_samples_max: IntProperty(
        name="Samples Max",
        description="Maximum number of rays to use for each pixel",
        min=1,
        max=128,
        default=9,
    )

    dof_variance: IntProperty(
        name="Variance",
        description="Minimum threshold (fractional value) for adaptive DOF sampling (up "
        "increases quality and render time). The value for the variance should "
        "be in the range of the smallest displayable color difference",
        min=1,
        max=100000,
        soft_max=10000,
        default=8192,
    )

    dof_confidence: FloatProperty(
        name="Confidence",
        description="Probability to reach the real color value. Larger confidence values "
        "will lead to more samples, slower traces and better images",
        min=0.01,
        max=0.99,
        default=0.20,
    )

    normal_enable: BoolProperty(name="Perturbated Camera", default=False)

    cam_normal: FloatProperty(name="Normal Strength", min=0.0, max=1.0, default=0.001)

    normal_patterns: EnumProperty(
        name="Pattern",
        description="",
        items=(
            ("agate", "Agate", ""),
            ("boxed", "Boxed", ""),
            ("bumps", "Bumps", ""),
            ("cells", "Cells", ""),
            ("crackle", "Crackle", ""),
            ("dents", "Dents", ""),
            ("granite", "Granite", ""),
            ("leopard", "Leopard", ""),
            ("marble", "Marble", ""),
            ("onion", "Onion", ""),
            ("pavement", "Pavement", ""),
            ("planar", "Planar", ""),
            ("quilted", "Quilted", ""),
            ("ripples", "Ripples", ""),
            ("radial", "Radial", ""),
            ("spherical", "Spherical", ""),
            ("spiral1", "Spiral1", ""),
            ("spiral2", "Spiral2", ""),
            ("spotted", "Spotted", ""),
            ("square", "Square", ""),
            ("tiling", "Tiling", ""),
            ("waves", "Waves", ""),
            ("wood", "Wood", ""),
            ("wrinkles", "Wrinkles", ""),
        ),
        default="agate",
    )

    turbulence: FloatProperty(name="Turbulence", min=0.0, max=100.0, default=0.1)

    scale: FloatProperty(name="Scale", min=0.0, default=1.0)

    # ----------------------------------- CustomPOV Code ----------------------------------- #
    # Only DUMMIES below for now:
    replacement_text: StringProperty(
        name="Texts in blend file",
        description="Type the declared name in custom POV code or an external .inc "
        "it points at. camera {} expected",
        default="",
    )


# ---------------------------------------------------------------- #
# Light POV properties.
# ---------------------------------------------------------------- #
class RenderPovSettingsLight(PropertyGroup):

    """Declare light properties controllable in UI and translated to POV."""

    # former Space properties from  removed Blender Internal
    use_limited_texture_context: BoolProperty(
        name="",
        description="Use the limited version of texture user (for ‘old shading’ mode)",
        default=True,
    )

    texture_context: EnumProperty(
        name="Texture context",
        description="Type of texture data to display and edit",
        items=(
            ("MATERIAL", "", "Show material textures", "MATERIAL", 0),  # "Show material textures"
            ("WORLD", "", "Show world textures", "WORLD", 1),  # "Show world textures"
            ("LAMP", "", "Show lamp textures", "LIGHT", 2),  # "Show lamp textures"
            (
                "PARTICLES",
                "",
                "Show particles textures",
                "PARTICLES",
                3,
            ),  # "Show particles textures"
            (
                "LINESTYLE",
                "",
                "Show linestyle textures",
                "LINE_DATA",
                4,
            ),  # "Show linestyle textures"
            (
                "OTHER",
                "",
                "Show other data textures",
                "TEXTURE_DATA",
                5,
            ),  # "Show other data textures"
        ),
        default="MATERIAL",
    )

    shadow_method: EnumProperty(
        name="Shadow",
        description="",
        items=(
            ("NOSHADOW", "No Shadow", "No Shadow"),
            ("RAY_SHADOW", "Ray Shadow", "Ray Shadow, Use ray tracing for shadow"),
        ),
        default="RAY_SHADOW",
    )

    active_texture_index: IntProperty(name="Index for texture_slots", default=0)

    use_halo: BoolProperty(
        name="Halo", description="Render spotlight with a volumetric halo", default=False
    )

    halo_intensity: FloatProperty(
        name="Halo intensity",
        description="Brightness of the spotlight halo cone",
        soft_min=0.0,
        soft_max=1.0,
        default=1.0,
    )

    shadow_ray_samples_x: IntProperty(
        name="Number of samples taken extra (samples x samples)", min=1, soft_max=64, default=1
    )

    shadow_ray_samples_y: IntProperty(
        name="Number of samples taken extra (samples x samples)", min=1, soft_max=64, default=1
    )

    shadow_ray_sample_method: EnumProperty(
        name="",
        description="Method for generating shadow samples: Adaptive QMC is fastest,"
        "Constant QMC is less noisy but slower",
        items=(
            ("ADAPTIVE_QMC", "", "Halton samples distribution", "", 0),
            ("CONSTANT_QMC", "", "QMC samples distribution", "", 1),
            (
                "CONSTANT_JITTERED",
                "",
                "Uses POV jitter keyword",
                "",
                2,
            ),  # "Show other data textures"
        ),
        default="CONSTANT_JITTERED",
    )

    use_jitter: BoolProperty(
        name="Jitter",
        description="Use noise for sampling (Constant Jittered sampling)",
        default=False,
    )


# ---------------------------------------------------------------- #
# World POV properties.
# ---------------------------------------------------------------- #
class RenderPovSettingsWorld(PropertyGroup):

    """Declare world properties controllable in UI and translated to POV."""

    # former Space properties from  removed Blender Internal
    use_limited_texture_context: BoolProperty(
        name="",
        description="Use the limited version of texture user (for ‘old shading’ mode)",
        default=True,
    )

    texture_context: EnumProperty(
        name="Texture context",
        description="Type of texture data to display and edit",
        items=(
            ("MATERIAL", "", "Show material textures", "MATERIAL", 0),  # "Show material textures"
            ("WORLD", "", "Show world textures", "WORLD", 1),  # "Show world textures"
            ("LIGHT", "", "Show lamp textures", "LIGHT", 2),  # "Show lamp textures"
            (
                "PARTICLES",
                "",
                "Show particles textures",
                "PARTICLES",
                3,
            ),  # "Show particles textures"
            (
                "LINESTYLE",
                "",
                "Show linestyle textures",
                "LINE_DATA",
                4,
            ),  # "Show linestyle textures"
            (
                "OTHER",
                "",
                "Show other data textures",
                "TEXTURE_DATA",
                5,
            ),  # "Show other data textures"
        ),
        default="MATERIAL",
    )

    use_sky_blend: BoolProperty(
        name="Blend Sky",
        description="Render background with natural progression from horizon to zenith",
        default=False,
    )

    use_sky_paper: BoolProperty(
        name="Paper Sky", description="Flatten blend or texture coordinates", default=False
    )

    use_sky_real: BoolProperty(
        name="Real Sky",
        description="Render background with a real horizon, relative to the camera angle",
        default=False,
    )

    horizon_color: FloatVectorProperty(
        name="Horizon Color",
        description="Color at the horizon",
        precision=4,
        step=0.01,
        min=0,
        soft_max=1,
        default=(0.050876, 0.050876, 0.050876),
        options={"ANIMATABLE"},
        subtype="COLOR",
    )

    zenith_color: FloatVectorProperty(
        name="Zenith Color",
        description="Color at the zenith",
        precision=4,
        step=0.01,
        min=0,
        soft_max=1,
        default=(0.0, 0.0, 0.0),
        options={"ANIMATABLE"},
        subtype="COLOR",
    )

    ambient_color: FloatVectorProperty(
        name="Ambient Color",
        description="Ambient color of the world",
        precision=4,
        step=0.01,
        min=0,
        soft_max=1,
        default=(0.0, 0.0, 0.0),
        options={"ANIMATABLE"},
        subtype="COLOR",
    )
    active_texture_index: IntProperty(
        name="Index for texture_slots", default=0, update=brush_texture_update
    )


classes = (
    RenderPovSettingsCamera,
    RenderPovSettingsLight,
    RenderPovSettingsWorld,
)


def register():
    for cls in classes:
        register_class(cls)

    bpy.types.Camera.pov = PointerProperty(type=RenderPovSettingsCamera)
    bpy.types.Light.pov = PointerProperty(type=RenderPovSettingsLight)
    bpy.types.World.pov = PointerProperty(type=RenderPovSettingsWorld)


def unregister():
    del bpy.types.Camera.pov
    del bpy.types.Light.pov
    del bpy.types.World.pov

    for cls in reversed(classes):
        unregister_class(cls)