/***

  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 "dropshadowfilter.h"

#include "widget/slider/floatslider.h"

namespace olive
{

#define super Node

const QString DropShadowFilter::kTextureInput = QStringLiteral("tex_in");
const QString DropShadowFilter::kColorInput = QStringLiteral("color_in");
const QString DropShadowFilter::kDistanceInput = QStringLiteral("distance_in");
const QString DropShadowFilter::kAngleInput = QStringLiteral("angle_in");
const QString DropShadowFilter::kSoftnessInput = QStringLiteral("radius_in");
const QString DropShadowFilter::kOpacityInput = QStringLiteral("opacity_in");
const QString DropShadowFilter::kFastInput = QStringLiteral("fast_in");

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

	AddInput(kColorInput, NodeValue::kColor,
			 QVariant::fromValue(Color(0.0, 0.0, 0.0)));

	AddInput(kDistanceInput, NodeValue::kFloat, 10.0);

	AddInput(kAngleInput, NodeValue::kFloat, 135.0);

	AddInput(kSoftnessInput, NodeValue::kFloat, 10.0);
	SetInputProperty(kSoftnessInput, QStringLiteral("min"), 0.0);

	AddInput(kOpacityInput, NodeValue::kFloat, 1.0);
	SetInputProperty(kOpacityInput, QStringLiteral("min"), 0.0);
	SetInputProperty(kOpacityInput, QStringLiteral("view"),
					 FloatSlider::kPercentage);

	AddInput(kFastInput, NodeValue::kBoolean, false);

	SetEffectInput(kTextureInput);
	SetFlag(kVideoEffect);
}

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

	SetInputName(kTextureInput, tr("Texture"));
	SetInputName(kColorInput, tr("Color"));
	SetInputName(kDistanceInput, tr("Distance"));
	SetInputName(kAngleInput, tr("Angle"));
	SetInputName(kSoftnessInput, tr("Softness"));
	SetInputName(kOpacityInput, tr("Opacity"));
	SetInputName(kFastInput, tr("Faster (Lower Quality)"));
}

ShaderCode DropShadowFilter::GetShaderCode(const ShaderRequest &request) const
{
	Q_UNUSED(request)
	return ShaderCode(
		FileFunctions::ReadFileAsString(":/shaders/dropshadow.frag"));
}

void DropShadowFilter::Value(const NodeValueRow &value,
							 const NodeGlobals &globals,
							 NodeValueTable *table) const
{
	if (TexturePtr tex = value[kTextureInput].toTexture()) {
		ShaderJob job(value);

		QString iterative = QStringLiteral("previous_iteration_in");

		job.Insert(QStringLiteral("resolution_in"),
				   NodeValue(NodeValue::kVec2, tex->virtual_resolution(),
							 this));
		job.Insert(iterative, value[kTextureInput]);

		if (!qIsNull(value[kSoftnessInput].toDouble())) {
			job.SetIterations(3, iterative);
		}

		table->Push(NodeValue::kTexture, tex->toJob(job), this);
	}
}

}
