/*
 * Copyright 2011-2013 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

CCL_NAMESPACE_BEGIN

/* See "Tracing Ray Differentials", Homan Igehy, 1999. */

ccl_device void differential_transfer(ccl_addr_space differential3 *dP_,
                                      const differential3 dP,
                                      float3 D,
                                      const differential3 dD,
                                      float3 Ng,
                                      float t)
{
  /* ray differential transfer through homogeneous medium, to
   * compute dPdx/dy at a shading point from the incoming ray */

  float3 tmp = D / dot(D, Ng);
  float3 tmpx = dP.dx + t * dD.dx;
  float3 tmpy = dP.dy + t * dD.dy;

  dP_->dx = tmpx - dot(tmpx, Ng) * tmp;
  dP_->dy = tmpy - dot(tmpy, Ng) * tmp;
}

ccl_device void differential_incoming(ccl_addr_space differential3 *dI, const differential3 dD)
{
  /* compute dIdx/dy at a shading point, we just need to negate the
   * differential of the ray direction */

  dI->dx = -dD.dx;
  dI->dy = -dD.dy;
}

ccl_device void differential_dudv(ccl_addr_space differential *du,
                                  ccl_addr_space differential *dv,
                                  float3 dPdu,
                                  float3 dPdv,
                                  differential3 dP,
                                  float3 Ng)
{
  /* now we have dPdx/dy from the ray differential transfer, and dPdu/dv
   * from the primitive, we can compute dudx/dy and dvdx/dy. these are
   * mainly used for differentials of arbitrary mesh attributes. */

  /* find most stable axis to project to 2D */
  float xn = fabsf(Ng.x);
  float yn = fabsf(Ng.y);
  float zn = fabsf(Ng.z);

  if (zn < xn || zn < yn) {
    if (yn < xn || yn < zn) {
      dPdu.x = dPdu.y;
      dPdv.x = dPdv.y;
      dP.dx.x = dP.dx.y;
      dP.dy.x = dP.dy.y;
    }

    dPdu.y = dPdu.z;
    dPdv.y = dPdv.z;
    dP.dx.y = dP.dx.z;
    dP.dy.y = dP.dy.z;
  }

  /* using Cramer's rule, we solve for dudx and dvdx in a 2x2 linear system,
   * and the same for dudy and dvdy. the denominator is the same for both
   * solutions, so we compute it only once.
   *
   * dP.dx = dPdu * dudx + dPdv * dvdx;
   * dP.dy = dPdu * dudy + dPdv * dvdy; */

  float det = (dPdu.x * dPdv.y - dPdv.x * dPdu.y);

  if (det != 0.0f)
    det = 1.0f / det;

  du->dx = (dP.dx.x * dPdv.y - dP.dx.y * dPdv.x) * det;
  dv->dx = (dP.dx.y * dPdu.x - dP.dx.x * dPdu.y) * det;

  du->dy = (dP.dy.x * dPdv.y - dP.dy.y * dPdv.x) * det;
  dv->dy = (dP.dy.y * dPdu.x - dP.dy.x * dPdu.y) * det;
}

ccl_device differential differential_zero()
{
  differential d;
  d.dx = 0.0f;
  d.dy = 0.0f;

  return d;
}

ccl_device differential3 differential3_zero()
{
  differential3 d;
  d.dx = make_float3(0.0f, 0.0f, 0.0f);
  d.dy = make_float3(0.0f, 0.0f, 0.0f);

  return d;
}

CCL_NAMESPACE_END
