File: //var/www/aspa/three/addons/nodes/lighting/AnalyticLightNode.js
import LightingNode from './LightingNode.js';
import { NodeUpdateType } from '../core/constants.js';
import { uniform } from '../core/UniformNode.js';
import { addNodeClass } from '../core/Node.js';
import { /*vec2,*/ vec3, vec4 } from '../shadernode/ShaderNode.js';
import { reference } from '../accessors/ReferenceNode.js';
import { texture } from '../accessors/TextureNode.js';
import { positionWorld } from '../accessors/PositionNode.js';
import { normalWorld } from '../accessors/NormalNode.js';
import { WebGPUCoordinateSystem } from 'three';
//import { add } from '../math/OperatorNode.js';
import { Color, DepthTexture, NearestFilter, LessCompare } from 'three';
let overrideMaterial = null;
class AnalyticLightNode extends LightingNode {
	constructor( light = null ) {
		super();
		this.updateType = NodeUpdateType.FRAME;
		this.light = light;
		this.rtt = null;
		this.shadowNode = null;
		this.color = new Color();
		this._defaultColorNode = uniform( this.color );
		this.colorNode = this._defaultColorNode;
		this.isAnalyticLightNode = true;
	}
	getCacheKey() {
		return super.getCacheKey() + '-' + ( this.light.id + '-' + ( this.light.castShadow ? '1' : '0' ) );
	}
	getHash() {
		return this.light.uuid;
	}
	setupShadow( builder ) {
		let shadowNode = this.shadowNode;
		if ( shadowNode === null ) {
			if ( overrideMaterial === null ) {
				overrideMaterial = builder.createNodeMaterial();
				overrideMaterial.fragmentNode = vec4( 0, 0, 0, 1 );
				overrideMaterial.isShadowNodeMaterial = true; // Use to avoid other overrideMaterial override material.fragmentNode unintentionally when using material.shadowNode
			}
			const shadow = this.light.shadow;
			const rtt = builder.getRenderTarget( shadow.mapSize.width, shadow.mapSize.height );
			const depthTexture = new DepthTexture();
			depthTexture.minFilter = NearestFilter;
			depthTexture.magFilter = NearestFilter;
			depthTexture.image.width = shadow.mapSize.width;
			depthTexture.image.height = shadow.mapSize.height;
			depthTexture.compareFunction = LessCompare;
			rtt.depthTexture = depthTexture;
			shadow.camera.updateProjectionMatrix();
			//
			const bias = reference( 'bias', 'float', shadow );
			const normalBias = reference( 'normalBias', 'float', shadow );
			let shadowCoord = uniform( shadow.matrix ).mul( positionWorld.add( normalWorld.mul( normalBias ) ) );
			shadowCoord = shadowCoord.xyz.div( shadowCoord.w );
			const frustumTest = shadowCoord.x.greaterThanEqual( 0 )
				.and( shadowCoord.x.lessThanEqual( 1 ) )
				.and( shadowCoord.y.greaterThanEqual( 0 ) )
				.and( shadowCoord.y.lessThanEqual( 1 ) )
				.and( shadowCoord.z.lessThanEqual( 1 ) );
			let coordZ = shadowCoord.z.add( bias );
			if ( builder.renderer.coordinateSystem === WebGPUCoordinateSystem ) {
				coordZ = coordZ.mul( 2 ).sub( 1 ); // WebGPU: Convertion [ 0, 1 ] to [ - 1, 1 ]
			}
			shadowCoord = vec3(
				shadowCoord.x,
				shadowCoord.y.oneMinus(), // follow webgpu standards
				coordZ
			);
			const textureCompare = ( depthTexture, shadowCoord, compare ) => texture( depthTexture, shadowCoord ).compare( compare );
			//const textureCompare = ( depthTexture, shadowCoord, compare ) => compare.step( texture( depthTexture, shadowCoord ) );
			// BasicShadowMap
			shadowNode = textureCompare( depthTexture, shadowCoord.xy, shadowCoord.z );
			// PCFShadowMap
			/*
			const mapSize = reference( 'mapSize', 'vec2', shadow );
			const radius = reference( 'radius', 'float', shadow );
			const texelSize = vec2( 1 ).div( mapSize );
			const dx0 = texelSize.x.negate().mul( radius );
			const dy0 = texelSize.y.negate().mul( radius );
			const dx1 = texelSize.x.mul( radius );
			const dy1 = texelSize.y.mul( radius );
			const dx2 = dx0.mul( 2 );
			const dy2 = dy0.mul( 2 );
			const dx3 = dx1.mul( 2 );
			const dy3 = dy1.mul( 2 );
			shadowNode = add(
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx0, dy0 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( 0, dy0 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx1, dy0 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx2, dy2 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( 0, dy2 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx3, dy2 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx0, 0 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx2, 0 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy, shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx3, 0 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx1, 0 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx2, dy3 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( 0, dy3 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx3, dy3 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx0, dy1 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( 0, dy1 ) ), shadowCoord.z ),
				textureCompare( depthTexture, shadowCoord.xy.add( vec2( dx1, dy1 ) ), shadowCoord.z )
			).mul( 1 / 17 );
			*/
			//
			const shadowColor = texture( rtt.texture, shadowCoord );
			this.rtt = rtt;
			this.colorNode = this.colorNode.mul( frustumTest.mix( 1, shadowNode.mix( shadowColor.a.mix( 1, shadowColor ), 1 ) ) );
			this.shadowNode = shadowNode;
			//
			this.updateBeforeType = NodeUpdateType.RENDER;
		}
	}
	setup( builder ) {
		if ( this.light.castShadow ) this.setupShadow( builder );
		else if ( this.shadowNode !== null ) this.disposeShadow();
	}
	updateShadow( frame ) {
		const { rtt, light } = this;
		const { renderer, scene } = frame;
		const currentOverrideMaterial = scene.overrideMaterial;
		scene.overrideMaterial = overrideMaterial;
		rtt.setSize( light.shadow.mapSize.width, light.shadow.mapSize.height );
		light.shadow.updateMatrices( light );
		const currentRenderTarget = renderer.getRenderTarget();
		const currentRenderObjectFunction = renderer.getRenderObjectFunction();
		renderer.setRenderObjectFunction( ( object, ...params ) => {
			if ( object.castShadow === true ) {
				renderer.renderObject( object, ...params );
			}
		} );
		renderer.setRenderTarget( rtt );
		renderer.render( scene, light.shadow.camera );
		renderer.setRenderTarget( currentRenderTarget );
		renderer.setRenderObjectFunction( currentRenderObjectFunction );
		scene.overrideMaterial = currentOverrideMaterial;
	}
	disposeShadow() {
		this.rtt.dispose();
		this.shadowNode = null;
		this.rtt = null;
		this.colorNode = this._defaultColorNode;
	}
	updateBefore( frame ) {
		const { light } = this;
		if ( light.castShadow ) this.updateShadow( frame );
	}
	update( /*frame*/ ) {
		const { light } = this;
		this.color.copy( light.color ).multiplyScalar( light.intensity );
	}
}
export default AnalyticLightNode;
addNodeClass( 'AnalyticLightNode', AnalyticLightNode );