/**
 * @file class3\deferred\multiPointLightF.glsl
 *
 * $LicenseInfo:firstyear=2022&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2022, Linden Research, Inc.
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 *
 * This library 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
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 *
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

/*[EXTRA_CODE_HERE]*/

out vec4 frag_color;

uniform sampler2D depthMap;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform sampler2D     lightFunc;

uniform vec3  env_mat[3];
uniform float sun_wash;
uniform int   light_count;
uniform vec4  light[LIGHT_COUNT];     // .w = size; see C++ fullscreen_lights.push_back()
uniform vec4  light_col[LIGHT_COUNT]; // .a = falloff

uniform vec2  screen_res;
uniform float far_z;
uniform mat4  inv_proj;

in vec4 vary_fragcoord;

void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
vec4 getPosition(vec2 pos_screen);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
vec2 getScreenXY(vec4 clip);
vec2 getScreenCoord(vec4 clip);
vec3 srgb_to_linear(vec3 c);
vec3 legacy_adjust(vec3 c);

// Util
vec3 hue_to_rgb(float hue);

vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, 
                    float perceptualRoughness, 
                    float metallic,
                    vec3 n, // normal
                    vec3 v, // surface point to camera
                    vec3 l); //surface point to light


void main()
{
#if defined(LOCAL_LIGHT_KILL)
    discard;  // Bail immediately
#else
    vec3 final_color = vec3(0, 0, 0);
    vec2 tc          = getScreenCoord(vary_fragcoord);
    vec3 pos         = getPosition(tc).xyz;
    if (pos.z < far_z)
    {
        discard;
    }

    float envIntensity; // not used for this shader
    vec3 n;
    vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()

    vec4 spec    = texture(specularRect, tc);
    vec3 diffuse = texture(diffuseRect, tc).rgb;

    vec3  h, l, v = -normalize(pos);
    float nh, nv, vh, lightDist;

    if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
    {
        vec3 colorEmissive = texture(emissiveRect, tc).rgb;
        vec3 orm = spec.rgb;
        float perceptualRoughness = orm.g;
        float metallic = orm.b;
        vec3 f0 = vec3(0.04);
        vec3 baseColor = diffuse.rgb;
        
        vec3 diffuseColor = baseColor.rgb*(vec3(1.0)-f0);
        diffuseColor *= 1.0 - metallic;

        vec3 specularColor = mix(f0, baseColor.rgb, metallic);

        for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx)
        {
            vec3  lightColor = light_col[ light_idx ].rgb; // Already in linear, see pipeline.cpp: volume->getLightLinearColor();
            float falloff    = light_col[ light_idx ].a;
            float lightSize  = light[ light_idx ].w;
            vec3  lv         = light[ light_idx ].xyz - pos;

            lightDist = length(lv);

            float dist = lightDist / lightSize;
            if (dist <= 1.0)
            {
                lv /= lightDist;

                float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);

                vec3 intensity = dist_atten * lightColor * 3.9;

                final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv);
            }
        }
    }
    else
    {
        diffuse.rgb = legacy_adjust(diffuse.rgb);
        diffuse = srgb_to_linear(diffuse);
        spec.rgb = srgb_to_linear(spec.rgb);

        // As of OSX 10.6.7 ATI Apple's crash when using a variable size loop
        for (int i = 0; i < LIGHT_COUNT; ++i)
        {
            vec3  lv   = light[i].xyz - pos;
            float dist = length(lv);
            dist /= light[i].w;
            if (dist <= 1.0)
            {
                float nl = dot(n, lv);
                if (nl > 0.0)
                {
                    float lightDist;
                    calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);

                    float fa         = light_col[i].a;
                    float dist_atten = calcLegacyDistanceAttenuation(dist, fa);

                    float lit = nl * dist_atten;

                    vec3 col = light_col[i].rgb * lit * diffuse;

                    if (spec.a > 0.0)
                    {
                        lit        = min(nl * 6.0, 1.0) * dist_atten;
                        float fres = pow(1 - vh, 5) * 0.4 + 0.5;

                        float gtdenom = 2 * nh;
                        float gt      = max(0, min(gtdenom * nv / vh, gtdenom * nl / vh));

                        if (nh > 0.0)
                        {
                            float scol = fres * texture(lightFunc, vec2(nh, spec.a)).r * gt / (nh * nl);
                            col += lit * scol * light_col[i].rgb * spec.rgb;
                        }
                    }

                    final_color += col;
                }
            }
        }
    }

    frag_color.rgb = max(final_color, vec3(0));
    frag_color.a   = 0.0;
#endif // LOCAL_LIGHT_KILL
}
