#
# Copyright 2011, Blender Foundation.
#
# 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 2
# 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, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#

# <pep8 compliant>

import bpy
from bpy.props import (BoolProperty,
                       EnumProperty,
                       FloatProperty,
                       IntProperty,
                       PointerProperty)

import math

from . import enums


class CyclesRenderSettings(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.Scene.cycles = PointerProperty(type=cls, name="Cycles Render Settings", description="Cycles render settings")

        cls.device = EnumProperty(name="Device", description="Device to use for rendering",
            items=enums.devices, default="CPU")

        cls.gpu_type = EnumProperty(name="GPU Type", description="Processing system to use on the GPU",
            items=enums.gpu_type, default="CUDA")

        cls.feature_set = EnumProperty(name="Feature Set", description="Feature set to use for rendering",
            items=enums.feature_set, default="SUPPORTED")

        cls.shading_system = EnumProperty(name="Shading System", description="Shading system to use for rendering",
            items=enums.shading_systems, default="GPU_COMPATIBLE")

        cls.samples = IntProperty(name="Samples", description="Number of samples to render for each pixel",
            default=10, min=1, max=2147483647)
        cls.preview_samples = IntProperty(name="Preview Samples", description="Number of samples to render in the viewport, unlimited if 0",
            default=10, min=0, max=2147483647)
        cls.preview_pause = BoolProperty(name="Pause Preview", description="Pause all viewport preview renders",
            default=False)

        cls.no_caustics = BoolProperty(name="No Caustics", description="Leave out caustics, resulting in a darker image with less noise",
            default=False)
        cls.blur_caustics = FloatProperty(name="Blur Caustics", description="Blur caustics to reduce noise",
            default=0.0, min=0.0, max=1.0)

        cls.min_bounces = IntProperty(name="Min Bounces", description="Minimum number of bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)",
            default=3, min=0, max=1024)
        cls.max_bounces = IntProperty(name="Max Bounces", description="Total maximum number of bounces",
            default=8, min=0, max=1024)

        cls.diffuse_bounces = IntProperty(name="Diffuse Bounces", description="Maximum number of diffuse reflection bounces, bounded by total maximum",
            default=128, min=0, max=1024)
        cls.glossy_bounces = IntProperty(name="Glossy Bounces", description="Maximum number of glossy reflection bounces, bounded by total maximum",
            default=128, min=0, max=1024)
        cls.transmission_bounces = IntProperty(name="Transmission Bounces", description="Maximum number of transmission bounces, bounded by total maximum",
            default=128, min=0, max=1024)

        cls.transparent_min_bounces = IntProperty(name="Transparent Min Bounces", description="Minimum number of transparent bounces, setting this lower than the maximum enables probalistic path termination (faster but noisier)",
            default=8, min=0, max=1024)
        cls.transparent_max_bounces = IntProperty(name="Transparent Max Bounces", description="Maximum number of transparent bounces",
            default=8, min=0, max=1024)
        cls.use_transparent_shadows = BoolProperty(name="Transparent Shadows", description="Use transparency of surfaces for rendering shadows",
            default=True)

        cls.film_exposure = FloatProperty(name="Exposure", description="Image brightness scale",
            default=1.0, min=0.0, max=10.0)
        cls.film_transparent = BoolProperty(name="Transparent", description="World background is transparent",
            default=False)

        cls.filter_type = EnumProperty(name="Filter Type", description="Pixel filter type",
            items=enums.filter_types, default="GAUSSIAN")
        cls.filter_width = FloatProperty(name="Filter Width", description="Pixel filter width",
            default=1.5, min=0.01, max=10.0)

        cls.seed = IntProperty(name="Seed", description="Seed value for integrator to get different noise patterns",
            default=0, min=0, max=2147483647)

        cls.debug_tile_size = IntProperty(name="Tile Size", description="",
            default=1024, min=1, max=4096)
        cls.debug_min_size = IntProperty(name="Min Size", description="",
            default=64, min=1, max=4096)
        cls.debug_reset_timeout = FloatProperty(name="Reset timeout", description="",
            default=0.1, min=0.01, max=10.0)
        cls.debug_cancel_timeout = FloatProperty(name="Cancel timeout", description="",
            default=0.1, min=0.01, max=10.0)
        cls.debug_text_timeout = FloatProperty(name="Text timeout", description="",
            default=1.0, min=0.01, max=10.0)

        cls.debug_bvh_type = EnumProperty(name="Viewport BVH Type", description="Choose between faster updates, or faster render",
            items=enums.bvh_types, default="DYNAMIC_BVH")
        cls.debug_use_spatial_splits = BoolProperty(name="Use Spatial Splits", description="Use BVH spatial splits: longer builder time, faster render",
            default=False)

    @classmethod
    def unregister(cls):
        del bpy.types.Scene.cycles


class CyclesCameraSettings(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.Camera.cycles = PointerProperty(type=cls, name="Cycles Camera Settings", description="Cycles camera settings")

        cls.aperture_size = FloatProperty(name="Aperture Size", description="Radius of the aperture for depth of field",
            default=0.0, min=0.0, max=10.0)
        cls.aperture_blades = IntProperty(name="Aperture Blades", description="Number of blades in aperture for polygonal bokeh (at least 3)",
            default=0, min=0, max=100)
        cls.aperture_rotation = FloatProperty(name="Aperture Rotation", description="Rotation of blades in aperture",
            default=0, soft_min=-math.pi, soft_max=math.pi, subtype='ANGLE')

    @classmethod
    def unregister(cls):
        del bpy.types.Camera.cycles


class CyclesMaterialSettings(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.Material.cycles = PointerProperty(type=cls, name="Cycles Material Settings", description="Cycles material settings")
        cls.sample_as_light = BoolProperty(name="Sample as Lamp", description="Use direct light sampling for this material, disabling may reduce overall noise for large objects that emit little light compared to other light sources", default=True)
        cls.homogeneous_volume = BoolProperty(name="Homogeneous Volume", description="When using volume rendering, assume volume has the same density everywhere, for faster rendering", default=False)

    @classmethod
    def unregister(cls):
        del bpy.types.Material.cycles


class CyclesLampSettings(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.Lamp.cycles = PointerProperty(type=cls, name="Cycles Lamp Settings", description="Cycles lamp settings")
        cls.cast_shadow = BoolProperty(name="Cast Shadow", description="Lamp casts shadows", default=True)

    @classmethod
    def unregister(cls):
        del bpy.types.Lamp.cycles


class CyclesWorldSettings(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.World.cycles = PointerProperty(type=cls, name="Cycles World Settings", description="Cycles world settings")

    @classmethod
    def unregister(cls):
        del bpy.types.World.cycles


class CyclesVisibilitySettings(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.Object.cycles_visibility = PointerProperty(type=cls, name="Cycles Visibility Settings", description="Cycles visibility settings")

        cls.camera = BoolProperty(name="Camera", description="Object visibility for camera rays", default=True)
        cls.diffuse = BoolProperty(name="Diffuse", description="Object visibility for diffuse reflection rays", default=True)
        cls.glossy = BoolProperty(name="Glossy", description="Object visibility for glossy reflection rays", default=True)
        cls.transmission = BoolProperty(name="Transmission", description="Object visibility for transmission rays", default=True)
        cls.shadow = BoolProperty(name="Shadow", description="Object visibility for shadow rays", default=True)

    @classmethod
    def unregister(cls):
        del bpy.types.Object.cycles_visibility


class CyclesMeshSettings(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.Mesh.cycles = PointerProperty(type=cls, name="Cycles Mesh Settings", description="Cycles mesh settings")
        bpy.types.Curve.cycles = PointerProperty(type=cls, name="Cycles Mesh Settings", description="Cycles mesh settings")
        bpy.types.MetaBall.cycles = PointerProperty(type=cls, name="Cycles Mesh Settings", description="Cycles mesh settings")

        cls.displacement_method = EnumProperty(name="Displacement Method", description="Method to use for the displacement",
            items=enums.displacement_methods, default="BUMP")
        cls.use_subdivision = BoolProperty(name="Use Subdivision", description="Subdivide mesh for rendering",
            default=False)
        cls.dicing_rate = FloatProperty(name="Dicing Rate", description="", default=1.0, min=0.001, max=1000.0)

    @classmethod
    def unregister(cls):
        del bpy.types.Mesh.cycles
        del bpy.types.Curve.cycles
        del bpy.types.MetaBall.cycles


def register():
    bpy.utils.register_class(CyclesRenderSettings)
    bpy.utils.register_class(CyclesCameraSettings)
    bpy.utils.register_class(CyclesMaterialSettings)
    bpy.utils.register_class(CyclesLampSettings)
    bpy.utils.register_class(CyclesWorldSettings)
    bpy.utils.register_class(CyclesVisibilitySettings)
    bpy.utils.register_class(CyclesMeshSettings)


def unregister():
    bpy.utils.unregister_class(CyclesRenderSettings)
    bpy.utils.unregister_class(CyclesCameraSettings)
    bpy.utils.unregister_class(CyclesMaterialSettings)
    bpy.utils.unregister_class(CyclesLampSettings)
    bpy.utils.unregister_class(CyclesWorldSettings)
    bpy.utils.unregister_class(CyclesMeshSettings)
    bpy.utils.unregister_class(CyclesVisibilitySettings)
