﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

public class SobelNeon : ScriptableRendererFeature
{
    class SobelNeonRenderPass : ScriptableRenderPass
    {
        private Material material;
        private SobelNeonSettings settings;

        private RenderTargetIdentifier source;
        private RenderTargetHandle mainTex;
        private string profilerTag;

        public SobelNeonRenderPass(string profilerTag)
        {
            this.profilerTag = profilerTag;
        }

        public void Setup(ScriptableRenderer renderer)
        {
            source = renderer.cameraColorTarget;
            settings = VolumeManager.instance.stack.GetComponent<SobelNeonSettings>();
            renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;

            if (settings != null && settings.IsActive())
            {
                renderer.EnqueuePass(this);
                material = new Material(Shader.Find("SnapshotProURP/SobelNeon"));
            }
        }

        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
        {
            if (settings == null)
            {
                return;
            }

            mainTex = new RenderTargetHandle();
            mainTex.id = Shader.PropertyToID("MainTex");
            cmd.GetTemporaryRT(mainTex.id, cameraTextureDescriptor);

            base.Configure(cmd, cameraTextureDescriptor);
        }

        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (!settings.IsActive())
            {
                return;
            }

            CommandBuffer cmd = CommandBufferPool.Get(profilerTag);

            // Copy camera color texture to MainTex.
            cmd.Blit(source, mainTex.id);

            // Set SobelNeon effect properties.
            cmd.SetGlobalFloat("_SaturationFloor", settings.saturationFloor.value);
            cmd.SetGlobalFloat("_LightnessFloor", settings.lightnessFloor.value);

            // Execute effect using effect material.
            cmd.Blit(mainTex.id, source, material);

            context.ExecuteCommandBuffer(cmd);
            cmd.Clear();
            CommandBufferPool.Release(cmd);
        }
    }

    SobelNeonRenderPass pass;

    public override void Create()
    {
        pass = new SobelNeonRenderPass("SobelNeon");
        name = "Sobel Neon";
    }

    public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
    {
        pass.Setup(renderer);
    }
}
