/**
 * @author sunag / http://www.sunag.com.br/
 */

import { TempNode } from '../core/TempNode.js';
import { Vector2Node } from '../inputs/Vector2Node.js';
import { FunctionNode } from '../core/FunctionNode.js';
import { UVNode } from '../accessors/UVNode.js';
import { NormalNode } from '../accessors/NormalNode.js';
import { PositionNode } from '../accessors/PositionNode.js';

function NormalMapNode( value, scale ) {

	TempNode.call( this, 'v3' );

	this.value = value;
	this.scale = scale || new Vector2Node( 1, 1 );

}

NormalMapNode.Nodes = ( function () {

	var perturbNormal2Arb = new FunctionNode( [

		// Per-Pixel Tangent Space Normal Mapping
		// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html

		"vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 map, vec2 mUv, vec2 normalScale ) {",

		// Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988

		"	vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );",
		"	vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );",
		"	vec2 st0 = dFdx( mUv.st );",
		"	vec2 st1 = dFdy( mUv.st );",

		"	float scale = sign( st1.t * st0.s - st0.t * st1.s );", // we do not care about the magnitude

		"	vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );",
		"	vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );",
		"	vec3 N = normalize( surf_norm );",
		"	mat3 tsn = mat3( S, T, N );",

		"	vec3 mapN = map * 2.0 - 1.0;",

		"	mapN.xy *= normalScale;",
		"	mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );",

		"	return normalize( tsn * mapN );",

		"}"

	].join( "\n" ), null, { derivatives: true } );

	return {
		perturbNormal2Arb: perturbNormal2Arb
	};

} )();

NormalMapNode.prototype = Object.create( TempNode.prototype );
NormalMapNode.prototype.constructor = NormalMapNode;
NormalMapNode.prototype.nodeType = "NormalMap";

NormalMapNode.prototype.generate = function ( builder, output ) {

	if ( builder.isShader( 'fragment' ) ) {

		var perturbNormal2Arb = builder.include( NormalMapNode.Nodes.perturbNormal2Arb );

		this.normal = this.normal || new NormalNode();
		this.position = this.position || new PositionNode( PositionNode.VIEW );
		this.uv = this.uv || new UVNode();

		return builder.format( perturbNormal2Arb + '( -' + this.position.build( builder, 'v3' ) + ', ' +
			this.normal.build( builder, 'v3' ) + ', ' +
			this.value.build( builder, 'v3' ) + ', ' +
			this.uv.build( builder, 'v2' ) + ', ' +
			this.scale.build( builder, 'v2' ) + ' )', this.getType( builder ), output );

	} else {

		console.warn( "THREE.NormalMapNode is not compatible with " + builder.shader + " shader." );

		return builder.format( 'vec3( 0.0 )', this.getType( builder ), output );

	}

};

NormalMapNode.prototype.copy = function ( source ) {

	TempNode.prototype.copy.call( this, source );

	this.value = source.value;
	this.scale = source.scale;

};

NormalMapNode.prototype.toJSON = function ( meta ) {

	var data = this.getJSONNode( meta );

	if ( ! data ) {

		data = this.createJSONNode( meta );

		data.value = this.value.toJSON( meta ).uuid;
		data.scale = this.scale.toJSON( meta ).uuid;

	}

	return data;

};

export { NormalMapNode };
