/**************************************************************************\
 *
 *  This file is part of the Coin 3D visualization library.
 *  Copyright (C) by Kongsberg Oil & Gas Technologies.
 *
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 *  modify it under the terms of the GNU General Public License
 *  ("GPL") version 2 as published by the Free Software Foundation.
 *  See the file LICENSE.GPL at the root directory of this source
 *  distribution for additional information about the GNU GPL.
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 *  GPL, and for taking advantage of the additional benefits of our
 *  support services, please contact Kongsberg Oil & Gas Technologies
 *  about acquiring a Coin Professional Edition License.
 *
 *  See http://www.coin3d.org/ for more information.
 *
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 *  http://www.sim.no/  sales@sim.no  coin-support@coin3d.org
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\**************************************************************************/

/*!
  \class SoDirectionalLight SoDirectionalLight.h Inventor/nodes/SoDirectionalLight.h
  \brief The SoDirectionalLight class is a node type for specifying directional light sources.
  \ingroup nodes

  A directional light source provides a model of light sources which
  are at infinite distance from the geometry it illuminates, thereby
  having no set position and consisting of an infinite volume of
  parallel rays.

  This is of course a simplified model of far-away light sources, as
  "infinite distance" is impossible.

  The sun shining on objects on earth is a good example of something
  which can be modeled rather well for the most common purposes with a
  directional light source.

  See also documentation of parent class for important information
  regarding light sources in general.

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    DirectionalLight {
        on TRUE
        intensity 1
        color 1 1 1
        direction 0 0 -1
    }
  \endcode


  A common thing to do with an SoDirectionalLight is to connect it to
  a camera, so it works in the style of a head light to that camera.
  This can easily be accomplished by linking an SoRotation::rotation
  field, influencing the light, to the SoCamera::orientation
  field. Here is a complete example iv-file demonstrating the
  technique:

  \verbatim
  #Inventor V2.1 ascii
  
  DEF mycam PerspectiveCamera { }
  
  TransformSeparator {
     SoRotation { rotation = USE mycam.orientation }
     DirectionalLight { direction 0 0 -1 }
  }
  
  Cube { }
  \endverbatim

  (The SoTransformSeparator is included to keep the effect of the
  SoRotation node within a scope where it will only influence the
  light, and not the geometry following the light in the scene graph.)
*/

// *************************************************************************

#include <Inventor/nodes/SoDirectionalLight.h>

#ifdef HAVE_CONFIG_H
#include "config.h"
#endif // HAVE_CONFIG_H

#include <Inventor/SbColor4f.h>
#include <Inventor/SbVec4f.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/elements/SoEnvironmentElement.h>
#include <Inventor/elements/SoGLLightIdElement.h>
#include <Inventor/elements/SoLightElement.h>
#include <Inventor/elements/SoModelMatrixElement.h>
#include <Inventor/elements/SoViewingMatrixElement.h>
#include <Inventor/errors/SoDebugError.h>
#include <Inventor/system/gl.h>

#include "nodes/SoSubNodeP.h"

// *************************************************************************

/*!
  \var SoSFVec3f SoDirectionalLight::direction

  The direction of the light source. Defaults to pointing along the
  negative z-axis.
*/

// *************************************************************************

SO_NODE_SOURCE(SoDirectionalLight);

// *************************************************************************

/*!
  Constructor.
*/
SoDirectionalLight::SoDirectionalLight(void)
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoDirectionalLight);

  SO_NODE_ADD_FIELD(direction, (0.0f, 0.0f, -1.0f));
}

/*!
  Destructor.
*/
SoDirectionalLight::~SoDirectionalLight()
{
}

// Doc from superclass.
void
SoDirectionalLight::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoDirectionalLight, SO_FROM_INVENTOR_1|SoNode::VRML1);
}

// *************************************************************************

// Doc from superclass.
void
SoDirectionalLight::GLRender(SoGLRenderAction * action)
{
  if (!this->on.getValue()) return;

  SoState * state = action->getState();
  int idx = SoGLLightIdElement::increment(state);

  if (idx < 0) {
#if COIN_DEBUG
    SoDebugError::postWarning("SoDirectionalLight::GLRender",
                              "Max # of OpenGL lights exceeded :(");
#endif // COIN_DEBUG
    return;
  }


  SoLightElement::add(state, this, SoModelMatrixElement::get(state) * 
                      SoViewingMatrixElement::get(state));
  
  GLenum light = (GLenum) (idx + GL_LIGHT0);
  
  SbColor4f lightcolor(0.0f, 0.0f, 0.0f, 1.0f);
  // disable ambient contribution from this light source
  glLightfv(light, GL_AMBIENT, lightcolor.getValue()); 
  
  lightcolor.setRGB(this->color.getValue());
  lightcolor *= this->intensity.getValue();

  glLightfv(light, GL_DIFFUSE, lightcolor.getValue());
  glLightfv(light, GL_SPECULAR, lightcolor.getValue());

  // GL directional light is specified towards light source
  SbVec3f dir = - this->direction.getValue();
  if (dir.normalize() == 0.0f) {
#if COIN_DEBUG
    SoDebugError::postWarning("SoDirectionalLight::GLRender",
                              "Direction is a null vector.");
#endif // COIN_DEBUG
  }
  // directional when w = 0.0
  SbVec4f dirvec(dir[0], dir[1], dir[2], 0.0f);
  glLightfv(light, GL_POSITION, dirvec.getValue());

  glLightf(light, GL_SPOT_EXPONENT, 0.0);
  glLightf(light, GL_SPOT_CUTOFF, 180.0);
  glLightf(light, GL_CONSTANT_ATTENUATION, 1);
  glLightf(light, GL_LINEAR_ATTENUATION, 0);
  glLightf(light, GL_QUADRATIC_ATTENUATION, 0);
}

// *************************************************************************
