Editor/ShaderGraphPlus/Nodes Core/Result.cs
using Editor;


namespace ShaderGraphPlus;

/// <summary>
/// Final result
/// </summary>
[Title( "Material" ), Icon( "tonality" )]
[InternalNode]
public sealed class Result : BaseResult
{
	[JsonIgnore, Hide, Browsable( false )]
	public override Color NodeTitleColor => ShaderGraphPlusTheme.NodeHeaderColors.GraphResultNode;

	[Hide]
	public override string Title
	{
		get
		{
			var graph = Graph as ShaderGraphPlus;
			return $"{DisplayInfo.For( this ).Name} ( {graph.ShadingModel} )";
		}
	}

	[Hide]
	private bool IsLit => (Graph is ShaderGraphPlus shaderGraph && shaderGraph.ShadingModel == ShadingModel.Lit && shaderGraph.Domain != ShaderDomain.PostProcess);

	[Hide]
	private bool IsPostProcess => (Graph is ShaderGraphPlus shaderGraph && shaderGraph.Domain == ShaderDomain.PostProcess);

	// TODO :
	//[Hide]
	//private bool IsCustomLighting => (Graph is ShaderGraphPlus shaderGraph && shaderGraph.ShadingModel == ShadingModel.Custom );

	[Hide, JsonIgnore]
	public override bool CanPreview => false;

	[Hide]
	[Input( typeof( Vector3 ) )]
	public NodeInput Albedo { get; set; }

	[Hide]
	[Input( typeof( Vector3 ) )]
	[ShowIf( nameof( this.IsLit ), true )]
	public NodeInput Emission { get; set; }

	[Hide, NodeValueEditor( nameof( DefaultOpacity ) )]
	[Input( typeof( float ) )]
	public NodeInput Opacity { get; set; }

	[Hide]
	[Input( typeof( Vector3 ) )]
	[ShowIf( nameof( this.IsLit ), true )]
	public NodeInput Normal { get; set; }

	[Hide, NodeValueEditor( nameof( DefaultRoughness ) )]
	[Input( typeof( float ) )]
	[ShowIf( nameof( this.IsLit ), true )]
	public NodeInput Roughness { get; set; }

	[Hide, NodeValueEditor( nameof( DefaultMetalness ) )]
	[Input( typeof( float ) )]
	[ShowIf( nameof( this.IsLit ), true )]
	public NodeInput Metalness { get; set; }

	[Hide, NodeValueEditor( nameof( DefaultAmbientOcclusion ) )]
	[Input( typeof( float ) )]
	[ShowIf( nameof( this.IsLit ), true )]
	public NodeInput AmbientOcclusion { get; set; }

	[InputDefault( nameof( Opacity ) )]
	public float DefaultOpacity { get; set; } = 1.0f;

	[InputDefault( nameof( Roughness ) )]
	public float DefaultRoughness { get; set; } = 1.0f;
	[InputDefault( nameof( Metalness ) )]
	public float DefaultMetalness { get; set; } = 0.0f;
	[InputDefault( nameof( AmbientOcclusion ) )]
	public float DefaultAmbientOcclusion { get; set; } = 1.0f;

	[Hide, JsonIgnore]
	int _lastHashCode = 0;

	public override void OnFrame()
	{
		var hashCode = new HashCode();
		if ( Graph is ShaderGraphPlus shaderGraph )
		{
			hashCode.Add( shaderGraph.ShadingModel );
			hashCode.Add( shaderGraph.Domain );
		}
		var hc = hashCode.ToHashCode();
		if ( hc != _lastHashCode )
		{
			_lastHashCode = hc;

			CreateInputs();
			Update();
		}
	}

	[Hide]
	[Input( typeof( Vector3 ) )]
	[HideIf( nameof( IsPostProcess ), true )]
	public NodeInput PositionOffset { get; set; }

	// TODO :
	//[Hide]
	//[Input( typeof( Vector3 ) )]
	//[HideIf( nameof( IsCustomLighting ), true )]
	//public NodeInput CustomLighting { get; set; }

	//[JsonIgnore, Hide]
	//public override Color PrimaryColor => Color.Lerp( Theme.Blue, Color.White, 0.25f );

	public override NodeInput GetAlbedo() => Albedo;
	public override NodeInput GetEmission() => Emission;
	public override NodeInput GetOpacity() => Opacity;
	public override NodeInput GetNormal() => Normal;
	public override NodeInput GetRoughness() => Roughness;
	public override NodeInput GetMetalness() => Metalness;
	public override NodeInput GetAmbientOcclusion() => AmbientOcclusion;
	public override NodeInput GetPositionOffset() => PositionOffset;

	private void CreateInputs()
	{
		var plugs = new List<IPlugIn>();
		var serialized = this.GetSerialized();
		foreach ( var property in serialized )
		{
			if ( property.TryGetAttribute<InputAttribute>( out var inputAttr ) )
			{
				if ( property.TryGetAttribute<ConditionalVisibilityAttribute>( out var conditionalVisibilityAttr ) )
				{
					if ( conditionalVisibilityAttr.TestCondition( this.GetSerialized() ) )
					{
						continue;
					}
				}
				var propertyInfo = typeof( Result ).GetProperty( property.Name );
				if ( propertyInfo is null ) continue;
				var info = new PlugInfo( propertyInfo );
				var displayInfo = info.DisplayInfo;
				displayInfo.Name = property.DisplayName;
				info.DisplayInfo = displayInfo;
				var plug = new BasePlugIn( this, info, info.Type );
				var oldPlug = Inputs.FirstOrDefault( x => x is BasePlugIn plugIn && plugIn.Info.DisplayInfo.Name == property.Name ) as BasePlugIn;
				if ( oldPlug is not null )
				{
					oldPlug.Info.Name = info.Name;
					oldPlug.Info.Type = info.Type;
					oldPlug.Info.DisplayInfo = info.DisplayInfo;
					var nodeInput = property.GetValue<NodeInput>();
					if ( nodeInput.IsValid && plug is IPlugIn plugIn )
					{
						var connectedNode = Graph.Nodes.FirstOrDefault( x => x is BaseNodePlus node && node.Identifier == nodeInput.Identifier ) as BaseNodePlus;
						plugIn.ConnectedOutput = connectedNode.Outputs.FirstOrDefault( x => x.Identifier == nodeInput.Output );
					}
					plugs.Add( oldPlug );
				}
				else
				{
					var nodeInput = property.GetValue<NodeInput>();
					if ( nodeInput.IsValid && plug is IPlugIn plugIn )
					{
						var connectedNode = Graph.Nodes.FirstOrDefault( x => x is BaseNodePlus node && node.Identifier == nodeInput.Identifier ) as BaseNodePlus;
						plugIn.ConnectedOutput = connectedNode.Outputs.FirstOrDefault( x => x.Identifier == nodeInput.Output );
					}
					plugs.Add( plug );
				}
			}
		}
		Inputs = plugs;
	}

}


public abstract class BaseResult : ShaderNodePlus
{
	[JsonIgnore, Hide, Browsable( false )]
	public override bool CanRemove => Graph.Nodes.Count( x => x is BaseResult ) > 1;

	public virtual NodeInput GetAlbedo() => new();
	public virtual NodeInput GetEmission() => new();
	public virtual NodeInput GetOpacity() => new();
	public virtual NodeInput GetNormal() => new();
	public virtual NodeInput GetRoughness() => new();
	public virtual NodeInput GetMetalness() => new();
	public virtual NodeInput GetAmbientOcclusion() => new();
	public virtual NodeInput GetPositionOffset() => new();

	public virtual Color GetDefaultAlbedo() => Color.White;
	public virtual Color GetDefaultEmission() => Color.Black;
	public virtual float GetDefaultOpacity() => 1.0f;
	public virtual Vector3 GetDefaultNormal() => new( 0, 0, 0 );
	public virtual float GetDefaultRoughness() => 1.0f;
	public virtual float GetDefaultMetalness() => 0.0f;
	public virtual float GetDefaultAmbientOcclusion() => 1.0f;
	public virtual Vector3 GetDefaultPositionOffset() => new( 0, 0, 0 );

	public NodeResult GetAlbedoResult( GraphCompiler compiler )
	{
		var albedoInput = GetAlbedo();
		if ( albedoInput.IsValid )
		{
			return compiler.ResultValue( albedoInput );
		}


		return compiler.ResultValue( GetDefaultAlbedo() );
	}

	public NodeResult GetEmissionResult( GraphCompiler compiler )
	{
		var emissionInput = GetEmission();
		if ( emissionInput.IsValid )
			return compiler.ResultValue( emissionInput );
		return compiler.ResultValue( GetDefaultEmission() );
	}

	public NodeResult GetOpacityResult( GraphCompiler compiler )
	{
		var opacityInput = GetOpacity();
		if ( opacityInput.IsValid )
			return compiler.ResultValue( opacityInput );
		return compiler.ResultValue( GetDefaultOpacity() );
	}

	public NodeResult GetNormalResult( GraphCompiler compiler )
	{
		var normalInput = GetNormal();
		if ( normalInput.IsValid )
			return compiler.ResultValue( normalInput );
		return compiler.ResultValue( GetDefaultNormal() );
	}

	public NodeResult GetRoughnessResult( GraphCompiler compiler )
	{
		var roughnessInput = GetRoughness();
		if ( roughnessInput.IsValid )
			return compiler.ResultValue( roughnessInput );
		return compiler.ResultValue( GetDefaultRoughness() );
	}

	public NodeResult GetMetalnessResult( GraphCompiler compiler )
	{
		var metalnessInput = GetMetalness();
		if ( metalnessInput.IsValid )
			return compiler.ResultValue( metalnessInput );
		return compiler.ResultValue( GetDefaultMetalness() );
	}

	public NodeResult GetAmbientOcclusionResult( GraphCompiler compiler )
	{
		var ambientOcclusionInput = GetAmbientOcclusion();
		if ( ambientOcclusionInput.IsValid )
			return compiler.ResultValue( ambientOcclusionInput );
		return compiler.ResultValue( GetDefaultAmbientOcclusion() );
	}

	public NodeResult GetPositionOffsetResult( GraphCompiler compiler )
	{
		var positionOffsetInput = GetPositionOffset();
		if ( positionOffsetInput.IsValid )
			return compiler.ResultValue( positionOffsetInput );
		return compiler.ResultValue( GetDefaultPositionOffset() );
	}
}