/* SPDX-License-Identifier: Apache-2.0
 * Copyright 2011-2022 Blender Foundation */

#pragma once

#include "kernel/camera/projection.h"

#include "kernel/film/light_passes.h"

#include "kernel/integrator/guiding.h"
#include "kernel/integrator/path_state.h"
#include "kernel/integrator/shadow_catcher.h"

#include "kernel/geom/geom.h"

#include "kernel/light/light.h"

#include "kernel/bvh/bvh.h"

CCL_NAMESPACE_BEGIN

ccl_device_forceinline bool integrator_intersect_terminate(KernelGlobals kg,
                                                           IntegratorState state,
                                                           const int shader_flags)
{

  /* Optional AO bounce termination.
   * We continue evaluating emissive/transparent surfaces and volumes, similar
   * to direct lighting. Only if we know there are none can we terminate the
   * path immediately. */
  if (path_state_ao_bounce(kg, state)) {
    if (shader_flags & (SD_HAS_TRANSPARENT_SHADOW | SD_HAS_EMISSION)) {
      INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
    }
    else if (!integrator_state_volume_stack_is_empty(kg, state)) {
      INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_AFTER_VOLUME;
    }
    else {
      return true;
    }
  }

  /* Load random number state. */
  RNGState rng_state;
  path_state_rng_load(state, &rng_state);

  /* We perform path termination in this kernel to avoid launching shade_surface
   * and evaluating the shader when not needed. Only for emission and transparent
   * surfaces in front of emission do we need to evaluate the shader, since we
   * perform MIS as part of indirect rays. */
  const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
  const float continuation_probability = path_state_continuation_probability(kg, state, path_flag);
  INTEGRATOR_STATE_WRITE(state, path, continuation_probability) = continuation_probability;

  guiding_record_continuation_probability(kg, state, continuation_probability);

  if (continuation_probability != 1.0f) {
    const float terminate = path_state_rng_1D(kg, &rng_state, PRNG_TERMINATE);

    if (continuation_probability == 0.0f || terminate >= continuation_probability) {
      if (shader_flags & SD_HAS_EMISSION) {
        /* Mark path to be terminated right after shader evaluation on the surface. */
        INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_ON_NEXT_SURFACE;
      }
      else if (!integrator_state_volume_stack_is_empty(kg, state)) {
        /* TODO: only do this for emissive volumes. */
        INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_TERMINATE_IN_NEXT_VOLUME;
      }
      else {
        return true;
      }
    }
  }

  return false;
}

#ifdef __SHADOW_CATCHER__
/* Split path if a shadow catcher was hit. */
ccl_device_forceinline void integrator_split_shadow_catcher(
    KernelGlobals kg,
    IntegratorState state,
    ccl_private const Intersection *ccl_restrict isect,
    ccl_global float *ccl_restrict render_buffer)
{
  /* Test if we hit a shadow catcher object, and potentially split the path to continue tracing two
   * paths from here. */
  const int object_flags = intersection_get_object_flags(kg, isect);
  if (!kernel_shadow_catcher_is_path_split_bounce(kg, state, object_flags)) {
    return;
  }

  film_write_shadow_catcher_bounce_data(kg, state, render_buffer);

  /* Mark state as having done a shadow catcher split so that it stops contributing to
   * the shadow catcher matte pass, but keeps contributing to the combined pass. */
  INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_HIT;

  /* Copy current state to new state. */
  state = integrator_state_shadow_catcher_split(kg, state);

  /* Initialize new state.
   *
   * Note that the splitting leaves kernel and sorting counters as-is, so use INIT semantic for
   * the matte path. */

  /* Mark current state so that it will only track contribution of shadow catcher objects ignoring
   * non-catcher objects. */
  INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_PASS;

  if (kernel_data.film.pass_background != PASS_UNUSED && !kernel_data.background.transparent) {
    /* If using background pass, schedule background shading kernel so that we have a background
     * to alpha-over on. The background kernel will then continue the path afterwards. */
    INTEGRATOR_STATE_WRITE(state, path, flag) |= PATH_RAY_SHADOW_CATCHER_BACKGROUND;
    integrator_path_init(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
    return;
  }

  if (!integrator_state_volume_stack_is_empty(kg, state)) {
    /* Volume stack is not empty. Re-init the volume stack to exclude any non-shadow catcher
     * objects from it, and then continue shading volume and shadow catcher surface after. */
    integrator_path_init(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK);
    return;
  }

  /* Continue with shading shadow catcher surface. */
  const int shader = intersection_get_shader(kg, isect);
  const int flags = kernel_data_fetch(shaders, shader).flags;
  const bool use_caustics = kernel_data.integrator.use_caustics &&
                            (object_flags & SD_OBJECT_CAUSTICS);
  const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE);

  if (use_caustics) {
    integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader);
  }
  else if (use_raytrace_kernel) {
    integrator_path_init_sorted(
        kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
  }
  else {
    integrator_path_init_sorted(kg, state, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
  }
}

/* Schedule next kernel to be executed after updating volume stack for shadow catcher. */
template<DeviceKernel current_kernel>
ccl_device_forceinline void integrator_intersect_next_kernel_after_shadow_catcher_volume(
    KernelGlobals kg, IntegratorState state)
{
  /* Continue with shading shadow catcher surface. Same as integrator_split_shadow_catcher, but
   * using NEXT instead of INIT. */
  Intersection isect ccl_optional_struct_init;
  integrator_state_read_isect(state, &isect);

  const int shader = intersection_get_shader(kg, &isect);
  const int flags = kernel_data_fetch(shaders, shader).flags;
  const int object_flags = intersection_get_object_flags(kg, &isect);
  const bool use_caustics = kernel_data.integrator.use_caustics &&
                            (object_flags & SD_OBJECT_CAUSTICS);
  const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE);

  if (use_caustics) {
    integrator_path_next_sorted(
        kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader);
  }
  else if (use_raytrace_kernel) {
    integrator_path_next_sorted(
        kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
  }
  else {
    integrator_path_next_sorted(
        kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
  }
}

/* Schedule next kernel to be executed after executing background shader for shadow catcher. */
template<DeviceKernel current_kernel>
ccl_device_forceinline void integrator_intersect_next_kernel_after_shadow_catcher_background(
    KernelGlobals kg, IntegratorState state)
{
  /* Same logic as integrator_split_shadow_catcher, but using NEXT instead of INIT. */
  if (!integrator_state_volume_stack_is_empty(kg, state)) {
    /* Volume stack is not empty. Re-init the volume stack to exclude any non-shadow catcher
     * objects from it, and then continue shading volume and shadow catcher surface after. */
    integrator_path_next(
        kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK);
    return;
  }

  /* Continue with shading shadow catcher surface. */
  integrator_intersect_next_kernel_after_shadow_catcher_volume<current_kernel>(kg, state);
}
#endif

/* Schedule next kernel to be executed after intersect closest.
 *
 * Note that current_kernel is a template value since making this a variable
 * leads to poor performance with CUDA atomics. */
template<DeviceKernel current_kernel>
ccl_device_forceinline void integrator_intersect_next_kernel(
    KernelGlobals kg,
    IntegratorState state,
    ccl_private const Intersection *ccl_restrict isect,
    ccl_global float *ccl_restrict render_buffer,
    const bool hit)
{
  /* Continue with volume kernel if we are inside a volume, regardless if we hit anything. */
#ifdef __VOLUME__
  if (!integrator_state_volume_stack_is_empty(kg, state)) {
    const bool hit_surface = hit && !(isect->type & PRIMITIVE_LAMP);
    const int shader = (hit_surface) ? intersection_get_shader(kg, isect) : SHADER_NONE;
    const int flags = (hit_surface) ? kernel_data_fetch(shaders, shader).flags : 0;

    if (!integrator_intersect_terminate(kg, state, flags)) {
      integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME);
    }
    else {
      integrator_path_terminate(kg, state, current_kernel);
    }
    return;
  }
#endif

  if (hit) {
    /* Hit a surface, continue with light or surface kernel. */
    if (isect->type & PRIMITIVE_LAMP) {
      integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT);
    }
    else {
      /* Hit a surface, continue with surface kernel unless terminated. */
      const int shader = intersection_get_shader(kg, isect);
      const int flags = kernel_data_fetch(shaders, shader).flags;

      if (!integrator_intersect_terminate(kg, state, flags)) {
        const int object_flags = intersection_get_object_flags(kg, isect);
        const bool use_caustics = kernel_data.integrator.use_caustics &&
                                  (object_flags & SD_OBJECT_CAUSTICS);
        const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE);
        if (use_caustics) {
          integrator_path_next_sorted(
              kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader);
        }
        else if (use_raytrace_kernel) {
          integrator_path_next_sorted(
              kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
        }
        else {
          integrator_path_next_sorted(
              kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
        }

#ifdef __SHADOW_CATCHER__
        /* Handle shadow catcher. */
        integrator_split_shadow_catcher(kg, state, isect, render_buffer);
#endif
      }
      else {
        integrator_path_terminate(kg, state, current_kernel);
      }
    }
  }
  else {
    /* Nothing hit, continue with background kernel. */
    integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
  }
}

/* Schedule next kernel to be executed after shade volume.
 *
 * The logic here matches integrator_intersect_next_kernel, except that
 * volume shading and termination testing have already been done. */
template<DeviceKernel current_kernel>
ccl_device_forceinline void integrator_intersect_next_kernel_after_volume(
    KernelGlobals kg,
    IntegratorState state,
    ccl_private const Intersection *ccl_restrict isect,
    ccl_global float *ccl_restrict render_buffer)
{
  if (isect->prim != PRIM_NONE) {
    /* Hit a surface, continue with light or surface kernel. */
    if (isect->type & PRIMITIVE_LAMP) {
      integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT);
      return;
    }
    else {
      /* Hit a surface, continue with surface kernel unless terminated. */
      const int shader = intersection_get_shader(kg, isect);
      const int flags = kernel_data_fetch(shaders, shader).flags;
      const int object_flags = intersection_get_object_flags(kg, isect);
      const bool use_caustics = kernel_data.integrator.use_caustics &&
                                (object_flags & SD_OBJECT_CAUSTICS);
      const bool use_raytrace_kernel = (flags & SD_HAS_RAYTRACE);

      if (use_caustics) {
        integrator_path_next_sorted(
            kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE, shader);
      }
      else if (use_raytrace_kernel) {
        integrator_path_next_sorted(
            kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE, shader);
      }
      else {
        integrator_path_next_sorted(
            kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE, shader);
      }

#ifdef __SHADOW_CATCHER__
      /* Handle shadow catcher. */
      integrator_split_shadow_catcher(kg, state, isect, render_buffer);
#endif
      return;
    }
  }
  else {
    /* Nothing hit, continue with background kernel. */
    integrator_path_next(kg, state, current_kernel, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
    return;
  }
}

ccl_device void integrator_intersect_closest(KernelGlobals kg,
                                             IntegratorState state,
                                             ccl_global float *ccl_restrict render_buffer)
{
  PROFILING_INIT(kg, PROFILING_INTERSECT_CLOSEST);

  /* Read ray from integrator state into local memory. */
  Ray ray ccl_optional_struct_init;
  integrator_state_read_ray(state, &ray);
  kernel_assert(ray.tmax != 0.0f);

  const uint visibility = path_state_ray_visibility(state);
  const int last_isect_prim = INTEGRATOR_STATE(state, isect, prim);
  const int last_isect_object = INTEGRATOR_STATE(state, isect, object);

  /* Trick to use short AO rays to approximate indirect light at the end of the path. */
  if (path_state_ao_bounce(kg, state)) {
    ray.tmax = kernel_data.integrator.ao_bounces_distance;

    if (last_isect_object != OBJECT_NONE) {
      const float object_ao_distance = kernel_data_fetch(objects, last_isect_object).ao_distance;
      if (object_ao_distance != 0.0f) {
        ray.tmax = object_ao_distance;
      }
    }
  }

  /* Scene Intersection. */
  Intersection isect ccl_optional_struct_init;
  isect.object = OBJECT_NONE;
  isect.prim = PRIM_NONE;
  ray.self.object = last_isect_object;
  ray.self.prim = last_isect_prim;
  ray.self.light_object = OBJECT_NONE;
  ray.self.light_prim = PRIM_NONE;
  bool hit = scene_intersect(kg, &ray, visibility, &isect);

  /* TODO: remove this and do it in the various intersection functions instead. */
  if (!hit) {
    isect.prim = PRIM_NONE;
  }

  /* Setup mnee flag to signal last intersection with a caster */
  const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);

#ifdef __MNEE__
  /* Path culling logic for MNEE (removes fireflies at the cost of bias) */
  if (kernel_data.integrator.use_caustics) {
    /* The following firefly removal mechanism works by culling light connections when
     * a ray comes from a caustic caster directly after bouncing off a different caustic
     * receiver */
    bool from_caustic_caster = false;
    bool from_caustic_receiver = false;
    if (!(path_flag & PATH_RAY_CAMERA) && last_isect_object != OBJECT_NONE) {
      const int object_flags = kernel_data_fetch(object_flag, last_isect_object);
      from_caustic_receiver = (object_flags & SD_OBJECT_CAUSTICS_RECEIVER);
      from_caustic_caster = (object_flags & SD_OBJECT_CAUSTICS_CASTER);
    }

    bool has_receiver_ancestor = INTEGRATOR_STATE(state, path, mnee) & PATH_MNEE_RECEIVER_ANCESTOR;
    INTEGRATOR_STATE_WRITE(state, path, mnee) &= ~PATH_MNEE_CULL_LIGHT_CONNECTION;
    if (from_caustic_caster && has_receiver_ancestor)
      INTEGRATOR_STATE_WRITE(state, path, mnee) |= PATH_MNEE_CULL_LIGHT_CONNECTION;
    if (from_caustic_receiver)
      INTEGRATOR_STATE_WRITE(state, path, mnee) |= PATH_MNEE_RECEIVER_ANCESTOR;
  }
#endif /* __MNEE__ */

  /* Light intersection for MIS. */
  if (kernel_data.integrator.use_light_mis) {
    /* NOTE: if we make lights visible to camera rays, we'll need to initialize
     * these in the path_state_init. */
    const int last_type = INTEGRATOR_STATE(state, isect, type);
    hit = lights_intersect(
              kg, state, &ray, &isect, last_isect_prim, last_isect_object, last_type, path_flag) ||
          hit;
  }

  /* Write intersection result into global integrator state memory. */
  integrator_state_write_isect(state, &isect);

  /* Setup up next kernel to be executed. */
  integrator_intersect_next_kernel<DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST>(
      kg, state, &isect, render_buffer, hit);
}

CCL_NAMESPACE_END
