// Amplify Shader Editor - Visual Shader Editing Tool
// Copyright (c) Amplify Creations, Lda <info@amplify.pt>

using System;
using UnityEngine;
using UnityEditor;

namespace AmplifyShaderEditor
{
	[Serializable]
	[NodeAttributes( "Split", "Vector Operators", "Formerly known as Break To Components. Breaks the input data into its individual components", null, KeyCode.B, tags: "split Break To Components" )]
	public sealed class BreakToComponentsNode : ParentNode
	{
		private const string RenameInfo = "This node was formerly known as Break To Components and was renamed to Split to decrease its canvas size.";
		private WirePortDataType m_currentType = WirePortDataType.FLOAT;
		private readonly string[] ColorPortNames = { "R", "G", "B", "A" };
		private readonly string[] VectorPortNames = { "X", "Y", "Z", "W" };

		protected override void CommonInit( int uniqueId )
		{
			base.CommonInit( uniqueId );
			AddInputPort( WirePortDataType.FLOAT, false, Constants.EmptyPortValue );
			for( int i = 0; i < 16; i++ )
			{
				AddOutputPort( WirePortDataType.FLOAT, Constants.EmptyPortValue );
				m_outputPorts[ i ].IndexPreviewOffset = 1;
				if( i != 0 )
				{
					m_outputPorts[ i ].Visible = false;
				}
			}
			m_previewShaderGUID = "5f58f74a202ba804daddec838b75207d";
		}

		public override void RenderNodePreview()
		{
			//Runs at least one time
			if( !m_initialized )
			{
				// nodes with no preview don't update at all
				PreviewIsDirty = false;
				return;
			}

			if( !PreviewIsDirty )
				return;

			SetPreviewInputs();
			if( !Preferences.User.DisablePreviews )
			{
				int count = m_outputPorts.Count;
				for( int i = 0 ; i < count ; i++ )
				{
					RenderTexture temp = RenderTexture.active;
					RenderTexture.active = m_outputPorts[ i ].OutputPreviewTexture;
					Graphics.Blit( null , m_outputPorts[ i ].OutputPreviewTexture , PreviewMaterial , Mathf.Min( i , 3 ) );
					RenderTexture.active = temp;
				}
			}
			PreviewIsDirty = m_continuousPreviewRefresh;
		}

		public override RenderTexture PreviewTexture
		{
			get
			{
				return m_inputPorts[ 0 ].InputPreviewTexture( ContainerGraph );
			}
		}

		public override void DrawProperties()
		{
			base.DrawProperties();
			EditorGUILayout.HelpBox( RenameInfo, MessageType.Warning );
		}

		void UpdateOutputs( WirePortDataType newType )
		{
			//this only happens when on initial load
			if( newType == WirePortDataType.OBJECT )
				return;

			m_currentType = newType;
			switch( newType )
			{
				case WirePortDataType.OBJECT:
				{
					m_outputPorts[ 0 ].ChangeProperties( Constants.EmptyPortValue, WirePortDataType.OBJECT, false );
					m_outputPorts[ 0 ].Visible = true;
					for( int i = 1; i < m_outputPorts.Count; i++ )
					{
						m_outputPorts[ i ].Visible = false;
					}
				}
				break;
				case WirePortDataType.FLOAT:
				{
					m_outputPorts[ 0 ].ChangeProperties( Constants.EmptyPortValue, WirePortDataType.FLOAT, false );
					m_outputPorts[ 0 ].Visible = true;
					for( int i = 1; i < m_outputPorts.Count; i++ )
					{
						m_outputPorts[ i ].Visible = false;
					}
				}
				break;
				case WirePortDataType.FLOAT2:
				{
					for( int i = 0; i < 2; i++ )
					{
						m_outputPorts[ i ].ChangeProperties( VectorPortNames[ i ], WirePortDataType.FLOAT, false );
						m_outputPorts[ i ].Visible = true;
					}
					for( int i = 2; i < m_outputPorts.Count; i++ )
					{
						m_outputPorts[ i ].Visible = false;
					}
				}
				break;
				case WirePortDataType.FLOAT3:
				{
					for( int i = 0; i < 3; i++ )
					{
						m_outputPorts[ i ].ChangeProperties( VectorPortNames[ i ], WirePortDataType.FLOAT, false );
						m_outputPorts[ i ].Visible = true;
					}
					for( int i = 3; i < m_outputPorts.Count; i++ )
					{
						m_outputPorts[ i ].Visible = false;
					}
				}
				break;
				case WirePortDataType.FLOAT4:
				{
					for( int i = 0; i < 4; i++ )
					{
						m_outputPorts[ i ].ChangeProperties( VectorPortNames[ i ], WirePortDataType.FLOAT, false );
						m_outputPorts[ i ].Visible = true;
					}
					for( int i = 4; i < m_outputPorts.Count; i++ )
					{
						m_outputPorts[ i ].Visible = false;
					}
				}
				break;
				case WirePortDataType.FLOAT3x3:
				{
					for( int i = 0; i < 9; i++ )
					{
						m_outputPorts[ i ].ChangeProperties( "[" + (int)( i / 3 ) + "][" + i % 3 + "]", WirePortDataType.FLOAT, false );
						m_outputPorts[ i ].Visible = true;
					}
					for( int i = 9; i < m_outputPorts.Count; i++ )
					{
						m_outputPorts[ i ].Visible = false;
					}
				}
				break;
				case WirePortDataType.FLOAT4x4:
				{
					for( int i = 0; i < 16; i++ )
					{
						m_outputPorts[ i ].ChangeProperties( "[" + (int)( i / 4 ) + "][" + i % 4 + "]", WirePortDataType.FLOAT, false );
						m_outputPorts[ i ].Visible = true;
					}
				}
				break;
				case WirePortDataType.COLOR:
				{
					for( int i = 0; i < 4; i++ )
					{
						m_outputPorts[ i ].ChangeProperties( ColorPortNames[ i ], WirePortDataType.FLOAT, false );
						m_outputPorts[ i ].Visible = true;
					}
					for( int i = 4; i < m_outputPorts.Count; i++ )
					{
						m_outputPorts[ i ].Visible = false;
					}
				}
				break;
				case WirePortDataType.INT:
				{
					m_outputPorts[ 0 ].Visible = true;
					m_outputPorts[ 0 ].ChangeProperties( Constants.EmptyPortValue, WirePortDataType.INT, false );
					for( int i = 1; i < m_outputPorts.Count; i++ )
					{
						m_outputPorts[ i ].Visible = false;
					}
				}
				break;
			}
			m_sizeIsDirty = true;
		}

		public override void OnConnectedOutputNodeChanges( int outputPortId, int otherNodeId, int otherPortId, string name, WirePortDataType type )
		{
			base.OnConnectedOutputNodeChanges( outputPortId, otherNodeId, otherPortId, name, type );

			if(  UIUtils.IsLoading || m_isNodeBeingCopied )
				return;

			m_inputPorts[ 0 ].MatchPortToConnection();
			UpdateOutputs( m_inputPorts[ 0 ].DataType );
		}

		public override void OnInputPortConnected( int portId, int otherNodeId, int otherPortId, bool activateNode = true )
		{
			base.OnInputPortConnected( portId, otherNodeId, otherPortId, activateNode );

			if( UIUtils.IsLoading || m_isNodeBeingCopied )
				return;

			m_inputPorts[ 0 ].MatchPortToConnection();
			UpdateOutputs( m_inputPorts[ 0 ].DataType );
		}

		public override void WriteToString( ref string nodeInfo, ref string connectionsInfo )
		{
			base.WriteToString( ref nodeInfo, ref connectionsInfo );
			IOUtils.AddFieldValueToString( ref nodeInfo, m_currentType );
		}

		public override void ReadFromString( ref string[] nodeParams )
		{
			base.ReadFromString( ref nodeParams );
			UpdateOutputs( (WirePortDataType)Enum.Parse( typeof( WirePortDataType ), GetCurrentParam( ref nodeParams ) ) );
		}

		public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar )
		{
			if( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) )
			{
				return ReturnByType( m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ), outputId );
			}

			string value = string.Empty;
			value = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector );

			int channelsUsed = 0;
			for( int i = 0; i < m_outputPorts.Count; i++ )
			{
				if( m_outputPorts[ i ].IsConnected )
					channelsUsed++;
			}
			string varName = "break" + OutputId;
			if( channelsUsed > 1 )
			{
				//RegisterLocalVariable( 0, value, ref dataCollector, varName );
				dataCollector.AddLocalVariable( UniqueId, CurrentPrecisionType, m_inputPorts[ 0 ].DataType, varName, value );
				m_outputPorts[ 0 ].SetLocalValue( varName, dataCollector.PortCategory );


				value = varName;
			}

			return ReturnByType( value, outputId );
		}

		private string ReturnByType( string value, int outputId )
		{
			switch( m_inputPorts[ 0 ].DataType )
			{
				case WirePortDataType.OBJECT:
				case WirePortDataType.FLOAT:
				case WirePortDataType.INT:
				{
					return value;
				}
				case WirePortDataType.FLOAT2:
				case WirePortDataType.FLOAT3:
				case WirePortDataType.FLOAT4:
				{
					return GetOutputVectorItem( 0, outputId + 1, value );
				}
				case WirePortDataType.COLOR:
				{
					return GetOutputColorItem( 0, outputId + 1, value );
				}
				case WirePortDataType.FLOAT3x3:
				{
					return value + "[ " + ( (int)( outputId / 3 ) ) + " ][ " + ( outputId % 3 ) + " ]";
				}
				case WirePortDataType.FLOAT4x4:
				{
					return value + "[ " + ( (int)( outputId / 4 ) ) + " ][ " + ( outputId % 4 ) + " ]";
				}
			}
			return value;
		}
	}
}