# ##### BEGIN GPL LICENSE BLOCK #####

#
#  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.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>
from bpy.types import Panel
from bl_ui.space_view3d import (
    VIEW3D_PT_shading_lighting,
    VIEW3D_PT_shading_color,
    VIEW3D_PT_shading_options,
)


class RenderButtonsPanel:
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"
    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)


class RENDER_PT_context(Panel):
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"
    bl_options = {'HIDE_HEADER'}
    bl_label = ""

    @classmethod
    def poll(cls, context):
        return context.scene

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        scene = context.scene
        rd = scene.render

        if rd.has_multiple_engines:
            layout.prop(rd, "engine", text="Render Engine")


class RENDER_PT_color_management(RenderButtonsPanel, Panel):
    bl_label = "Color Management"
    bl_options = {'DEFAULT_CLOSED'}
    bl_order = 100
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        scene = context.scene
        view = scene.view_settings

        flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)

        col = flow.column()
        col.prop(scene.display_settings, "display_device")

        col.separator()

        col.prop(view, "view_transform")
        col.prop(view, "look")

        col = flow.column()
        col.prop(view, "exposure")
        col.prop(view, "gamma")

        col.separator()

        col.prop(scene.sequencer_colorspace_settings, "name", text="Sequencer")


class RENDER_PT_color_management_curves(RenderButtonsPanel, Panel):
    bl_label = "Use Curves"
    bl_parent_id = "RENDER_PT_color_management"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}

    def draw_header(self, context):

        scene = context.scene
        view = scene.view_settings

        self.layout.prop(view, "use_curve_mapping", text="")

    def draw(self, context):
        layout = self.layout

        scene = context.scene
        view = scene.view_settings

        layout.use_property_split = False
        layout.use_property_decorate = False  # No animation.

        layout.enabled = view.use_curve_mapping

        layout.template_curve_mapping(view, "curve_mapping", type='COLOR', levels=True)


class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
    bl_label = "Ambient Occlusion"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw_header(self, context):
        scene = context.scene
        props = scene.eevee
        self.layout.prop(props, "use_gtao", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        scene = context.scene
        props = scene.eevee

        layout.active = props.use_gtao
        col = layout.column()
        col.prop(props, "gtao_distance")
        col.prop(props, "gtao_factor")
        col.prop(props, "gtao_quality")
        col.prop(props, "use_gtao_bent_normals")
        col.prop(props, "use_gtao_bounce")


class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
    bl_label = "Motion Blur"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw_header(self, context):
        scene = context.scene
        props = scene.eevee
        self.layout.prop(props, "use_motion_blur", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        scene = context.scene
        props = scene.eevee

        layout.active = props.use_motion_blur
        col = layout.column()
        col.prop(props, "motion_blur_samples")
        col.prop(props, "motion_blur_shutter")


class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
    bl_label = "Depth of Field"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        scene = context.scene
        props = scene.eevee

        col = layout.column()
        col.prop(props, "bokeh_max_size")
        # Not supported yet
        # col.prop(props, "bokeh_threshold")


class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
    bl_label = "Bloom"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw_header(self, context):
        scene = context.scene
        props = scene.eevee
        self.layout.prop(props, "use_bloom", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        scene = context.scene
        props = scene.eevee

        layout.active = props.use_bloom
        col = layout.column()
        col.prop(props, "bloom_threshold")
        col.prop(props, "bloom_knee")
        col.prop(props, "bloom_radius")
        col.prop(props, "bloom_color")
        col.prop(props, "bloom_intensity")
        col.prop(props, "bloom_clamp")


class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
    bl_label = "Volumetrics"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        scene = context.scene
        props = scene.eevee

        col = layout.column(align=True)
        col.prop(props, "volumetric_start")
        col.prop(props, "volumetric_end")

        col = layout.column()
        col.prop(props, "volumetric_tile_size")
        col.prop(props, "volumetric_samples")
        col.prop(props, "volumetric_sample_distribution", text="Distribution")


class RENDER_PT_eevee_volumetric_lighting(RenderButtonsPanel, Panel):
    bl_label = "Volumetric Lighting"
    bl_parent_id = "RENDER_PT_eevee_volumetric"
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    def draw_header(self, context):
        scene = context.scene
        props = scene.eevee
        self.layout.prop(props, "use_volumetric_lights", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        scene = context.scene
        props = scene.eevee

        layout.active = props.use_volumetric_lights
        layout.prop(props, "volumetric_light_clamp", text="Light Clamping")


class RENDER_PT_eevee_volumetric_shadows(RenderButtonsPanel, Panel):
    bl_label = "Volumetric Shadows"
    bl_parent_id = "RENDER_PT_eevee_volumetric"
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    def draw_header(self, context):
        scene = context.scene
        props = scene.eevee
        self.layout.prop(props, "use_volumetric_shadows", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        scene = context.scene
        props = scene.eevee

        layout.active = props.use_volumetric_shadows
        layout.prop(props, "volumetric_shadow_samples", text="Shadow Samples")


class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
    bl_label = "Subsurface Scattering"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        scene = context.scene
        props = scene.eevee

        col = layout.column()
        col.prop(props, "sss_samples")
        col.prop(props, "sss_jitter_threshold")
        col.prop(props, "use_sss_separate_albedo")


class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
    bl_label = "Screen Space Reflections"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw_header(self, context):
        scene = context.scene
        props = scene.eevee
        self.layout.prop(props, "use_ssr", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        scene = context.scene
        props = scene.eevee

        col = layout.column()
        col.active = props.use_ssr
        col.prop(props, "use_ssr_refraction", text="Refraction")
        col.prop(props, "use_ssr_halfres")
        col.prop(props, "ssr_quality")
        col.prop(props, "ssr_max_roughness")
        col.prop(props, "ssr_thickness")
        col.prop(props, "ssr_border_fade")
        col.prop(props, "ssr_firefly_fac")


class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
    bl_label = "Shadows"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        scene = context.scene
        props = scene.eevee

        col = layout.column()
        col.prop(props, "shadow_method")
        col.prop(props, "shadow_cube_size", text="Cube Size")
        col.prop(props, "shadow_cascade_size", text="Cascade Size")
        col.prop(props, "use_shadow_high_bitdepth")
        col.prop(props, "use_soft_shadows")
        col.prop(props, "light_threshold")


class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
    bl_label = "Sampling"
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        scene = context.scene
        props = scene.eevee

        col = layout.column(align=True)
        col.prop(props, "taa_render_samples", text="Render")
        col.prop(props, "taa_samples", text="Viewport")

        col = layout.column()
        col.prop(props, "use_taa_reprojection")


class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
    bl_label = "Indirect Lighting"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        scene = context.scene
        props = scene.eevee

        col = layout.column()
        col.operator("scene.light_cache_bake", text="Bake Indirect Lighting", icon='RENDER_STILL')
        col.operator("scene.light_cache_bake", text="Bake Cubemap Only", icon='LIGHTPROBE_CUBEMAP').subset = 'CUBEMAPS'
        col.operator("scene.light_cache_free", text="Delete Lighting Cache")

        cache_info = scene.eevee.gi_cache_info
        if cache_info:
            col.label(text=cache_info)

        col.prop(props, "gi_auto_bake")

        col.prop(props, "gi_diffuse_bounces")
        col.prop(props, "gi_cubemap_resolution")
        col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion")
        col.prop(props, "gi_irradiance_smoothing")
        col.prop(props, "gi_glossy_clamp")
        col.prop(props, "gi_filter_quality")


class RENDER_PT_eevee_indirect_lighting_display(RenderButtonsPanel, Panel):
    bl_label = "Display"
    bl_parent_id = "RENDER_PT_eevee_indirect_lighting"
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        scene = context.scene
        props = scene.eevee

        row = layout.row(align=True)
        row.prop(props, "gi_cubemap_display_size", text="Cubemap Size")
        row.prop(props, "gi_show_cubemaps", text="", toggle=True)

        row = layout.row(align=True)
        row.prop(props, "gi_irradiance_display_size", text="Irradiance Size")
        row.prop(props, "gi_show_irradiance", text="", toggle=True)


class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
    bl_label = "Film"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        scene = context.scene
        rd = scene.render

        col = layout.column()
        col.prop(rd, "filter_size")
        col.prop(rd, "film_transparent", text="Transparent")


class RENDER_PT_eevee_film_overscan(RenderButtonsPanel, Panel):
    bl_label = "Overscan"
    bl_parent_id = "RENDER_PT_eevee_film"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    def draw_header(self, context):

        scene = context.scene
        props = scene.eevee

        self.layout.prop(props, "use_overscan", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        scene = context.scene
        props = scene.eevee

        layout.active = props.use_overscan
        layout.prop(props, "overscan_size", text="Size")


class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
    bl_label = "Hair"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_EEVEE'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        rd = scene.render

        layout.use_property_split = True

        layout.prop(rd, "hair_type", expand=True)
        layout.prop(rd, "hair_subdiv")


class RENDER_PT_opengl_sampling(RenderButtonsPanel, Panel):
    bl_label = "Sampling"
    COMPAT_ENGINES = {'BLENDER_WORKBENCH'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        scene = context.scene
        props = scene.display

        col = layout.column()
        col.prop(props, "render_aa", text="Render")
        col.prop(props, "viewport_aa", text="Viewport Render")


class RENDER_PT_opengl_film(RenderButtonsPanel, Panel):
    bl_label = "Film"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_WORKBENCH'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        rd = context.scene.render
        layout.prop(rd, "film_transparent", text="Transparent")


class RENDER_PT_opengl_lighting(RenderButtonsPanel, Panel):
    bl_label = "Lighting"
    COMPAT_ENGINES = {'BLENDER_WORKBENCH'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        VIEW3D_PT_shading_lighting.draw(self, context)


class RENDER_PT_opengl_color(RenderButtonsPanel, Panel):
    bl_label = "Color"
    COMPAT_ENGINES = {'BLENDER_WORKBENCH'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        VIEW3D_PT_shading_color._draw_color_type(self, context)


class RENDER_PT_opengl_options(RenderButtonsPanel, Panel):
    bl_label = "Options"
    COMPAT_ENGINES = {'BLENDER_WORKBENCH'}

    @classmethod
    def poll(cls, context):
        return (context.engine in cls.COMPAT_ENGINES)

    def draw(self, context):
        VIEW3D_PT_shading_options.draw(self, context)


class RENDER_PT_simplify(RenderButtonsPanel, Panel):
    bl_label = "Simplify"
    bl_options = {'DEFAULT_CLOSED'}
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}

    def draw_header(self, context):
        rd = context.scene.render
        self.layout.prop(rd, "use_simplify", text="")

    def draw(self, context):
        pass


class RENDER_PT_simplify_viewport(RenderButtonsPanel, Panel):
    bl_label = "Viewport"
    bl_parent_id = "RENDER_PT_simplify"
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        rd = context.scene.render

        layout.active = rd.use_simplify

        flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)

        col = flow.column()
        col.prop(rd, "simplify_subdivision", text="Max Subdivision")

        col = flow.column()
        col.prop(rd, "simplify_child_particles", text="Max Child Particles")

        col = flow.column()
        col.prop(rd, "use_simplify_smoke_highres", text="High-resolution Smoke")


class RENDER_PT_simplify_render(RenderButtonsPanel, Panel):
    bl_label = "Render"
    bl_parent_id = "RENDER_PT_simplify"
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True

        rd = context.scene.render

        layout.active = rd.use_simplify

        flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)

        col = flow.column()
        col.prop(rd, "simplify_subdivision_render", text="Max Subdivision")

        col = flow.column()
        col.prop(rd, "simplify_child_particles_render", text="Max Child Particles")


class RENDER_PT_simplify_greasepencil(RenderButtonsPanel, Panel):
    bl_label = "Grease Pencil"
    bl_parent_id = "RENDER_PT_simplify"
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
    bl_options = {'DEFAULT_CLOSED'}

    def draw_header(self, context):
        rd = context.scene.render
        self.layout.prop(rd, "simplify_gpencil", text="")

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        rd = context.scene.render

        layout.active = rd.simplify_gpencil

        col = layout.column()
        col.prop(rd, "simplify_gpencil_onplay", text="Playback Only")
        col.prop(rd, "simplify_gpencil_view_modifier", text="Modifiers")
        col.prop(rd, "simplify_gpencil_shader_fx", text="ShaderFX")
        col.prop(rd, "simplify_gpencil_blend", text="Layers Blending")

        col.prop(rd, "simplify_gpencil_view_fill")
        sub = col.column()
        sub.active = rd.simplify_gpencil_view_fill
        sub.prop(rd, "simplify_gpencil_remove_lines", text="Lines")


classes = (
    RENDER_PT_context,
    RENDER_PT_eevee_sampling,
    RENDER_PT_eevee_ambient_occlusion,
    RENDER_PT_eevee_bloom,
    RENDER_PT_eevee_depth_of_field,
    RENDER_PT_eevee_subsurface_scattering,
    RENDER_PT_eevee_screen_space_reflections,
    RENDER_PT_eevee_motion_blur,
    RENDER_PT_eevee_volumetric,
    RENDER_PT_eevee_volumetric_lighting,
    RENDER_PT_eevee_volumetric_shadows,
    RENDER_PT_eevee_hair,
    RENDER_PT_eevee_shadows,
    RENDER_PT_eevee_indirect_lighting,
    RENDER_PT_eevee_indirect_lighting_display,
    RENDER_PT_eevee_film,
    RENDER_PT_eevee_film_overscan,
    RENDER_PT_opengl_sampling,
    RENDER_PT_opengl_lighting,
    RENDER_PT_opengl_color,
    RENDER_PT_opengl_options,
    RENDER_PT_opengl_film,
    RENDER_PT_color_management,
    RENDER_PT_color_management_curves,
    RENDER_PT_simplify,
    RENDER_PT_simplify_viewport,
    RENDER_PT_simplify_render,
    RENDER_PT_simplify_greasepencil,
)

if __name__ == "__main__":  # only for live edit.
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
