/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/
///////////////////////////////////////////////////////////////////////////////
//																			 //
//	plRTObjLightDesc.h - Header for the various ObjLightDesc classes    	 //
//	Cyan, Inc.																 //
//																			 //
//// Version History //////////////////////////////////////////////////////////
//																			 //
//	8.2.2001 mcn - Created.													 //
//																			 //
///////////////////////////////////////////////////////////////////////////////

#ifndef _plRTObjLightDesc_h
#define _plRTObjLightDesc_h

#include "plRealTimeLightBase.h"
#include "resource.h"

class plMaxNode;

//// AttenRanges Class ////////////////////////////////////////////////////////

class AttenRanges 
{
	public:
		float aStart, aEnd;	// Attenuation start and end and hot spot scaling for volume shading		
		//float aNearStart, aNearEnd;	// Near Attenuation start and end and hot spot scaling for volume shading		
		float decayRadius;
};

//// BaseObjLight Class ///////////////////////////////////////////////////////

class BaseObjLight : public ObjLightDesc 
{
	public:		
		Color intensCol;   	// intens*color	
		Color shadColor;
		float contrast,kA,kB,diffSoft;
		int decayType;
		BOOL diffSoften;
		float decayRadius;
		plRTLightBase* gl;
		BaseObjLight(INode *n);
		void DeleteThis() {delete this;}
		int Update(TimeValue t, const RendContext& rc, RenderGlobalContext * rgc, BOOL shadows, BOOL shadowGeomChanged);
		void UpdateGlobalLightLevel(Color globLightLevel) { intensCol = ls.intens*ls.color*globLightLevel;}
		virtual Color AttenuateIllum(ShadeContext& sc,Point3 p,Color &colStep,Point3 &dp,int filt, float ldp, float &distAtten, AttenRanges &ranges) {return Color(0,0,0);}		
		virtual BOOL UseAtten()=0;
		virtual BOOL IsFacingLight(Point3 &dir) {return FALSE;}
		virtual int LightType()=0;

		inline float ContrastFunc(float nl) {
			if (diffSoft!=0.0f) {
				float p = nl*nl*(2.0f-nl);	// based on Hermite interpolant 
				nl = diffSoft*p + (1.0f-diffSoft)*nl;
				}
			return (contrast==0.0f)? nl: 
				nl/(kA*nl+kB);  //  the "Bias" function described in Graphics Gems IV, pp. 401ff
			}

};

//// OmniLight Class //////////////////////////////////////////////////////////

class OmniLight : public BaseObjLight 
{		
	Matrix3 tmCamToLight[6]; 
	BOOL shadow, doShadows, shadowRay;
	Texmap *projMap;
	BOOL needMultiple;
	BOOL genCanDoOmni;
	float zfac, xscale, yscale, fov, sz2,size,sizeClip,sampSize,sampSize2;
	public:		
		OmniLight(INode *inode, BOOL forceShadowBuf );
		~OmniLight();
		int Update(TimeValue t, const RendContext& rc, RenderGlobalContext *rgc, BOOL shadows, BOOL shadowGeomChanged);
		int UpdateViewDepParams(const Matrix3& worldToCam);
		BOOL UseAtten() {return TRUE;}
		int LightType() { return plRTLightBase::RT_OMNI; }
};

//// SpotLight Class //////////////////////////////////////////////////////////

class SpotLight: public BaseObjLight 
{	
	Point3 lightDir;  // light direction in render space
	BOOL projector; //, shadowRay, overshoot;
	float hot_cos, fall_cos, fall_tan, fall_sin;
	float hotpct, ihotpct;	
	float zfac, xscale,yscale, fov, sz2, curve;
	float out_range,in_range, range_span;
	Point2 rectv0, rectv1;
	Texmap* projMap;
	public:
		SpotLight(INode *inode, BOOL forceShadowBuf );
		~SpotLight() {} //	FreeShadGens();		}
		int Update(TimeValue t, const RendContext& rc, RenderGlobalContext *rgc, BOOL shadows, BOOL shadowGeomChanged);
		int UpdateViewDepParams(const Matrix3& worldToCam);
		BOOL UseAtten() {return ls.useAtten;}
		BOOL IsFacingLight(Point3 &dir);
		int LightType() { return FSPOT_LIGHT; }
};

//// DirLight Class ///////////////////////////////////////////////////////////

class DirLight : public BaseObjLight 
{
	Point3 lightDir;  // light direction in render space	
	//BOOL projector;//,overshoot;
	float hotsz, fallsz, fallsq;	
	float xscale, yscale, sz2, curve;
	float out_range,in_range, range_span;
	float hotpct,ihotpct;
	float aspect;
	float sw2, sh2;
	Texmap* projMap;
	public:
		DirLight(INode *inode, BOOL forceShadowBuf );
		~DirLight() {	/*	FreeShadGens();*/}
		int Update(TimeValue t, const RendContext& rc, RenderGlobalContext *rgc, BOOL shadows, BOOL shadowGeomChanged);
		int UpdateViewDepParams(const Matrix3& worldToCam);
		BOOL UseAtten() {return FALSE;}
		int LightType() { return plRTLightBase::RT_FREE_DIR; }
};


#endif	// _plRTObjLightDesc_h