// Copyright (C) 2010, Guy Barrand. All rights reserved.
// See the file tools.license for terms.

#ifndef tools_sg_torche
#define tools_sg_torche

// directional light

#include "node"
#include "sf_vec3f"
#include "render_action"

#include "../colorfs"

namespace tools {
namespace sg {

class torche : public node {
  TOOLS_NODE(torche,tools::sg::torche,node)
public:
  sf_vec<colorf,float> color;
  sf_vec<colorf,float> ambient;
  sf_vec3f direction;
  sf<bool> on;
public:
  virtual const desc_fields& node_desc_fields() const {
    TOOLS_FIELD_DESC_NODE_CLASS(tools::sg::torche)
    static const desc_fields s_v(parent::node_desc_fields(),4, //WARNING : take care of count.
      TOOLS_ARG_FIELD_DESC(color),
      TOOLS_ARG_FIELD_DESC(ambient),
      TOOLS_ARG_FIELD_DESC(direction),
      TOOLS_ARG_FIELD_DESC(on)
    );
    return s_v;
  }
private:
  void add_fields(){
    add_field(&color);
    add_field(&ambient);
    add_field(&direction);
    add_field(&on);
  }
public:
  virtual void render(render_action& a_action) {
    if(!on.value()) return;
    state& state = a_action.state();
    if((state.m_light+1)>=a_action.max_lights()) {
      a_action.out()
        << "GL_MAX_LIGHTS (" << a_action.max_lights() << ") reached."
        << std::endl;
      return;
    }
    state.m_GL_LIGHTING = true;
    a_action.enable_light(state.m_light,direction.value(),color.value(),ambient.value());
    state.m_light++;
  }
public:
  torche()
  :parent()
  ,color(colorf_white())
  ,ambient(colorf_black())
  ,direction(vec3f(0,0,-1))
  ,on(true)
  {
    add_fields();
  }
  virtual ~torche(){}
public:
  torche(const torche& a_from)
  :parent(a_from)
  ,color(a_from.color)
  ,ambient(a_from.ambient)
  ,direction(a_from.direction)
  ,on(a_from.on)
  {
    add_fields();
  }
  torche& operator=(const torche& a_from){
    parent::operator=(a_from);
    color = a_from.color;
    ambient = a_from.ambient;
    direction = a_from.direction;
    on = a_from.on;
    return *this;
  }
};

}}

#endif
