/*******************************************************************************
 * lightgrp.cpp
 *
 * Implements light group utility functions.
 *
 * ---------------------------------------------------------------------------
 * Persistence of Vision Ray Tracer ('POV-Ray') version 3.7.
 * Copyright 1991-2013 Persistence of Vision Raytracer Pty. Ltd.
 *
 * POV-Ray is free software: you can redistribute it and/or modify
 * it under the terms of the GNU Affero General Public License as
 * published by the Free Software Foundation, either version 3 of the
 * License, or (at your option) any later version.
 *
 * POV-Ray 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 Affero General Public License for more details.
 *
 * You should have received a copy of the GNU Affero General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 * ---------------------------------------------------------------------------
 * POV-Ray is based on the popular DKB raytracer version 2.12.
 * DKBTrace was originally written by David K. Buck.
 * DKBTrace Ver 2.0-2.12 were written by David K. Buck & Aaron A. Collins.
 * ---------------------------------------------------------------------------
 * $File: //depot/povray/smp/source/lightgrp.cpp $
 * $Revision: #23 $
 * $Change: 6085 $
 * $DateTime: 2013/11/10 07:39:29 $
 * $Author: clipka $
 *******************************************************************************/

// frame.h must always be the first POV file included (pulls in platform config)
#include "backend/frame.h"

#include "backend/scene/objects.h"
#include "backend/shape/csg.h"
#include "backend/lighting/point.h"

#include "lightgrp.h" // TODO

// this must be the last file included
#include "base/povdebug.h"

namespace pov
{

void Promote_Local_Lights_Recursive(CompoundObject *Object, vector<LightSource *>& Lights);


/*****************************************************************************
*
* FUNCTION
*
*   Promote_Local_Lights
*
* INPUT
*
*   Object - CSG union object
*
* OUTPUT
*
*   Modified CSG union object with local lights added to each object
*
* RETURNS
*   
* AUTHOR
*
*   Thorsten Froehlich [trf]
*   
* DESCRIPTION
*
*   Collects all light sources in CSG union object (only those who are direct
*   children of the object, not childrens children light sources - this was
*   taken care of before) and adds them to local light list of every object
*   in the CSG union.
*   NOTE: Only pointers are changed, the original light source is still the
*   one in the CSG union, and once this light source has been deallocated,
*   the pointers will be invalid.  Note that because of this we do not need
*   to (and we may not!) free the LLight lights of each object!
*
* CHANGES
*
*   Jun 2000 : Creation.
*
******************************************************************************/

void Promote_Local_Lights(CSG *Object)
{
	vector<LightSource *> lights;

	if(Object == NULL)
		return;

	// find all light sources in the light group and connect them to form a list
	int light_counter = 0;
	int object_counter = 0;
	for(vector<ObjectPtr>::iterator curObject = Object->children.begin();
	    curObject != Object->children.end();
	    curObject++)
	{
		if(((*curObject)->Type & LIGHT_GROUP_LIGHT_OBJECT) == LIGHT_GROUP_LIGHT_OBJECT)
		{
			lights.push_back(reinterpret_cast<LightSource *>(*curObject));
			light_counter++;
		}
		else
			object_counter++;
	}

	// if no lights have been found in the light group we don't need to continue, but the
	// user should know there are no lights (also it will continue to work as a union)
	if(light_counter <= 0)
	{
;// TODO MESSAGE		Warning(0, "No light source(s) found in light group.");
		return;
	}
	// if no objects have been found nothing will happen at all (the light group is only wasting memory)
	if(object_counter <= 0)
	{
;// TODO MESSAGE		Warning(0, "No object(s) found in light group.");
		return;
	}

	// allow easy promotion of lights (if this is part of another light group)
	Object->LLights = lights;

	// promote light recursively to all other objects in the CSG union
	Promote_Local_Lights_Recursive(reinterpret_cast<CompoundObject *>(Object), lights);
}

/*****************************************************************************
*
* FUNCTION
*
*   Promote_Local_Lights_Recursive
*
* INPUT
*
*   Object - compound object
*   Lights - local lights to add to children objects
*
* OUTPUT
*
*   Modified compound object with local lights added to each object
*
* RETURNS
*   
* AUTHOR
*
*   Thorsten Froehlich [trf]
*   
* DESCRIPTION
*
*   Adds input list of light sources to local light list of every object in
*   the compound object, recursively if there are other compound objects.
*   NOTE: Only pointers are changed and because of this we do not need to
*   (and we may not!) free the LLight lights of each object!
*
* CHANGES
*
*   Jun 2000 : Creation.
*
******************************************************************************/

void Promote_Local_Lights_Recursive(CompoundObject *Object, vector<LightSource *>& Lights)
{
	ObjectPtr curObject = NULL;

	for(vector<ObjectPtr>::iterator curObject = Object->children.begin();
	    curObject != Object->children.end();
	    curObject++)
	{
		if(!(*curObject)->LLights.empty())
		{
			for(vector<LightSource *>::iterator i = Lights.begin(); i != Lights.end(); i++)
				(*curObject)->LLights.push_back(*i);
		}
		else if(((*curObject)->Type & IS_COMPOUND_OBJECT) == IS_COMPOUND_OBJECT)
		{
			// allow easy promotion of lights (if this is part of another light group)
			(*curObject)->LLights = Lights;

			Promote_Local_Lights_Recursive(reinterpret_cast<CompoundObject *>(*curObject), Lights);
		}
		else
		{
			(*curObject)->LLights = Lights;
		}
	}
}



/*****************************************************************************
*
* FUNCTION
*
*   Check_Photon_Light_Group
*
* INPUT
*
*   Object - any object
*
* OUTPUT
*
* RETURNS
*
*   True if this object is lit by the photon light (according to the light_group rules)
*
*
* AUTHOR
*
*   Nathan Kopp [NK]
*   
* DESCRIPTION
*
*   If the photon light is a global light (not in a light group) as determined by
*   the photonOptions object, then we just check to see if the object interacts
*   with global lights.
*
*   Otherwise...
*
*   Checks to see if Light is one of Object's local lights (part of the light
*   group).
*   
* CHANGES
*
*   Apr 2002 : Creation.
*
******************************************************************************/

bool Check_Photon_Light_Group(ConstObjectPtr Object)
{
/* TODO FIXME	if(photonOptions.Light_Is_Global)
	{
		if((Object->Flags & NO_GLOBAL_LIGHTS_FLAG) == NO_GLOBAL_LIGHTS_FLAG)
			return false;
		else
			return true;
	}
	else
	{
		for(vector<LightSource *>::iterator Test_Light = Object->LLights.begin(); Test_Light != Object->LLights.end(); Test_Light++)
		{
			if(*Test_Light == photonOptions.Light)
				return true;
		} */
		return true;
// 	}
}

}
