/***

  Olive - Non-Linear Video Editor
  Copyright (C) 2022 Olive Team
  Modifications Copyright (C) 2025 mikesolar

  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 3 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, see <http://www.gnu.org/licenses/>.

***/

#include "mosaicfilternode.h"

namespace olive
{

const QString MosaicFilterNode::kTextureInput = QStringLiteral("tex_in");
const QString MosaicFilterNode::kHorizInput = QStringLiteral("horiz_in");
const QString MosaicFilterNode::kVertInput = QStringLiteral("vert_in");

#define super Node

MosaicFilterNode::MosaicFilterNode()
{
	AddInput(kTextureInput, NodeValue::kTexture,
			 InputFlags(kInputFlagNotKeyframable));

	AddInput(kHorizInput, NodeValue::kFloat, 32.0);
	SetInputProperty(kHorizInput, QStringLiteral("min"), 1.0);

	AddInput(kVertInput, NodeValue::kFloat, 18.0);
	SetInputProperty(kVertInput, QStringLiteral("min"), 1.0);

	SetFlag(kVideoEffect);
	SetEffectInput(kTextureInput);
}

void MosaicFilterNode::Retranslate()
{
	super::Retranslate();

	SetInputName(kTextureInput, tr("Texture"));
	SetInputName(kHorizInput, tr("Horizontal"));
	SetInputName(kVertInput, tr("Vertical"));
}

void MosaicFilterNode::Value(const NodeValueRow &value,
							 const NodeGlobals &globals,
							 NodeValueTable *table) const
{
	if (TexturePtr texture = value[kTextureInput].toTexture()) {
		if (texture && value[kHorizInput].toInt() != texture->width() &&
			value[kVertInput].toInt() != texture->height()) {
			ShaderJob job(value);

			// Mipmapping makes this look weird, so we just use bilinear for finding the color of each block
			job.SetInterpolation(kTextureInput, Texture::kLinear);

			table->Push(NodeValue::kTexture, texture->toJob(job), this);
		} else {
			table->Push(value[kTextureInput]);
		}
	}
}

ShaderCode MosaicFilterNode::GetShaderCode(const ShaderRequest &request) const
{
	Q_UNUSED(request)

	return ShaderCode(FileFunctions::ReadFileAsString(":/shaders/mosaic.frag"));
}

}
