// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
#include "vtkLight.h"

#include "vtkInformation.h"
#include "vtkMath.h"
#include "vtkMatrix4x4.h"
#include "vtkObjectFactory.h"

VTK_ABI_NAMESPACE_BEGIN
vtkCxxSetObjectMacro(vtkLight, Information, vtkInformation);
vtkCxxSetObjectMacro(vtkLight, TransformMatrix, vtkMatrix4x4);

vtkObjectFactoryNewMacro(vtkLight);

// Create a light with the focal point at the origin and its position
// set to (0,0,1). The lights color is white, intensity=1, and the light
// is turned on.
vtkLight::vtkLight()
{
  this->FocalPoint[0] = 0.0;
  this->FocalPoint[1] = 0.0;
  this->FocalPoint[2] = 0.0;

  this->Position[0] = 0.0;
  this->Position[1] = 0.0;
  this->Position[2] = 1.0;

  // GL default.
  this->AmbientColor[0] = 0.0;
  this->AmbientColor[1] = 0.0;
  this->AmbientColor[2] = 0.0;

  this->DiffuseColor[0] = 1.0;
  this->DiffuseColor[1] = 1.0;
  this->DiffuseColor[2] = 1.0;

  this->SpecularColor[0] = 1.0;
  this->SpecularColor[1] = 1.0;
  this->SpecularColor[2] = 1.0;

  this->Switch = 1;

  this->Intensity = 1.0;
  this->Positional = 0;
  this->ConeAngle = 30;
  this->AttenuationValues[0] = 1;
  this->AttenuationValues[1] = 0;
  this->AttenuationValues[2] = 0;
  this->Exponent = 1;

  this->LightType = VTK_LIGHT_TYPE_SCENE_LIGHT;

  this->TransformMatrix = nullptr;

  this->ShadowAttenuation = 1.0;

  this->Information = vtkInformation::New();
  this->Information->Register(this);
  this->Information->Delete();
}

vtkLight::~vtkLight()
{
  if (this->TransformMatrix != nullptr)
  {
    this->TransformMatrix->UnRegister(this);
    this->TransformMatrix = nullptr;
  }

  this->SetInformation(nullptr);
}

//------------------------------------------------------------------------------
vtkLight* vtkLight::ShallowClone()
{
  vtkLight* result = vtkLight::New();

  int i = 0;
  while (i < 3)
  {
    result->FocalPoint[i] = this->FocalPoint[i];
    result->Position[i] = this->Position[i];
    result->AmbientColor[i] = this->AmbientColor[i];
    result->DiffuseColor[i] = this->DiffuseColor[i];
    result->SpecularColor[i] = this->SpecularColor[i];
    result->AttenuationValues[i] = this->AttenuationValues[i];
    result->TransformedFocalPointReturn[i] = this->TransformedFocalPointReturn[i];
    result->TransformedPositionReturn[i] = this->TransformedPositionReturn[i];
    ++i;
  }

  result->Intensity = this->Intensity;
  result->Switch = this->Switch;
  result->Positional = this->Positional;
  result->Exponent = this->Exponent;
  result->ConeAngle = this->ConeAngle;
  result->LightType = this->LightType;

  result->TransformMatrix = this->TransformMatrix;
  if (result->TransformMatrix != nullptr)
  {
    result->TransformMatrix->Register(result);
  }
  return result;
}

//------------------------------------------------------------------------------
void vtkLight::SetDirectionAngle(double elevation, double azimuth)
{
  elevation = vtkMath::RadiansFromDegrees(elevation);
  azimuth = vtkMath::RadiansFromDegrees(azimuth);

  this->SetPosition(cos(elevation) * sin(azimuth), sin(elevation), cos(elevation) * cos(azimuth));

  this->SetFocalPoint(0.0, 0.0, 0.0);
  this->SetPositional(0);
}

// Preserve VTK's old way of setting light color
// which affected only diffuse and specular components.
void vtkLight::SetColor(double R, double G, double B)
{
  this->SetDiffuseColor(R, G, B);
  this->SetSpecularColor(R, G, B);
}

int vtkLight::LightTypeIsHeadlight()
{
  return this->LightType == VTK_LIGHT_TYPE_HEADLIGHT;
}

int vtkLight::LightTypeIsCameraLight()
{
  return this->LightType == VTK_LIGHT_TYPE_CAMERA_LIGHT;
}

int vtkLight::LightTypeIsSceneLight()
{
  return this->LightType == VTK_LIGHT_TYPE_SCENE_LIGHT;
}

void vtkLight::GetTransformedPosition(double a[3])
{
  if (this->TransformMatrix)
  {
    double f[4];
    f[0] = this->Position[0];
    f[1] = this->Position[1];
    f[2] = this->Position[2];
    f[3] = 1.0;

    this->TransformMatrix->MultiplyPoint(f, f);

    a[0] = f[0];
    a[1] = f[1];
    a[2] = f[2];
  }
  else
  {
    a[0] = this->Position[0];
    a[1] = this->Position[1];
    a[2] = this->Position[2];
  }
}

void vtkLight::GetTransformedPosition(double& x, double& y, double& z)
{
  double a[3];

  this->GetTransformedPosition(a);
  x = a[0];
  y = a[1];
  z = a[2];
}

double* vtkLight::GetTransformedPosition()
{
  this->GetTransformedPosition(this->TransformedPositionReturn);
  return this->TransformedPositionReturn;
}

void vtkLight::GetTransformedFocalPoint(double a[3])
{
  if (this->TransformMatrix)
  {
    double f[4];
    f[0] = this->FocalPoint[0];
    f[1] = this->FocalPoint[1];
    f[2] = this->FocalPoint[2];
    f[3] = 1.0;

    this->TransformMatrix->MultiplyPoint(f, f);

    a[0] = f[0];
    a[1] = f[1];
    a[2] = f[2];
  }
  else
  {
    a[0] = this->FocalPoint[0];
    a[1] = this->FocalPoint[1];
    a[2] = this->FocalPoint[2];
  }
}

void vtkLight::GetTransformedFocalPoint(double& x, double& y, double& z)
{
  double a[3];

  this->GetTransformedFocalPoint(a);
  x = a[0];
  y = a[1];
  z = a[2];
}

double* vtkLight::GetTransformedFocalPoint()
{
  this->GetTransformedFocalPoint(this->TransformedFocalPointReturn);
  return this->TransformedFocalPointReturn;
}

void vtkLight::TransformPoint(double a[3], double b[3])
{
  if (this->TransformMatrix)
  {
    double ha[4];
    ha[0] = a[0];
    ha[1] = a[1];
    ha[2] = a[2];
    ha[3] = 1.0;

    this->TransformMatrix->MultiplyPoint(ha, ha);

    b[0] = ha[0];
    b[1] = ha[1];
    b[2] = ha[2];
  }
  else
  {
    b[0] = a[0];
    b[1] = a[1];
    b[2] = a[2];
  }
}

void vtkLight::TransformVector(double a[3], double b[3])
{
  if (this->TransformMatrix)
  {
    double ha[4];
    ha[0] = a[0];
    ha[1] = a[1];
    ha[2] = a[2];
    ha[3] = 0.0;

    this->TransformMatrix->MultiplyPoint(ha, ha);

    b[0] = ha[0];
    b[1] = ha[1];
    b[2] = ha[2];
  }
  else
  {
    b[0] = a[0];
    b[1] = a[1];
    b[2] = a[2];
  }
}

void vtkLight::DeepCopy(vtkLight* light)
{
  this->SetFocalPoint(light->GetFocalPoint());
  this->SetPosition(light->GetPosition());
  this->SetIntensity(light->GetIntensity());
  this->SetAmbientColor(light->GetAmbientColor());
  this->SetDiffuseColor(light->GetDiffuseColor());
  this->SetSpecularColor(light->GetSpecularColor());
  this->SetSwitch(light->GetSwitch());
  this->SetPositional(light->GetPositional());
  this->SetExponent(light->GetExponent());
  this->SetConeAngle(light->GetConeAngle());
  this->SetAttenuationValues(light->GetAttenuationValues());
  this->SetLightType(light->GetLightType());
  if (light->GetTransformMatrix())
  {
    vtkNew<vtkMatrix4x4> matrix4x4;
    matrix4x4->DeepCopy(light->GetTransformMatrix());
    this->SetTransformMatrix(matrix4x4);
  }
  else
  {
    this->SetTransformMatrix(nullptr);
  }
  this->SetShadowAttenuation(light->GetShadowAttenuation());
  if (light->GetInformation())
  {
    vtkNew<vtkInformation> info;
    info->Copy(light->GetInformation(), 1);
    this->SetInformation(info);
  }
  else
  {
    this->SetInformation(nullptr);
  }
}

void vtkLight::SetLightType(int type)
{
  vtkDebugMacro(<< this->GetClassName() << " (" << this << "): setting LightType to " << type);
  if (this->LightType != type)
  {
    this->SetTransformMatrix(nullptr);
    this->LightType = type;
    this->Modified();
  }
}

void vtkLight::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os, indent);

  os << indent << "AttenuationValues: (" << this->AttenuationValues[0] << ", "
     << this->AttenuationValues[1] << ", " << this->AttenuationValues[2] << ")\n";
  os << indent << "AmbientColor: (" << this->AmbientColor[0] << ", " << this->AmbientColor[1]
     << ", " << this->AmbientColor[2] << ")\n";
  os << indent << "DiffuseColor: (" << this->DiffuseColor[0] << ", " << this->DiffuseColor[1]
     << ", " << this->DiffuseColor[2] << ")\n";
  os << indent << "SpecularColor: (" << this->SpecularColor[0] << ", " << this->SpecularColor[1]
     << ", " << this->SpecularColor[2] << ")\n";
  os << indent << "Cone Angle: " << this->ConeAngle << "\n";
  os << indent << "Exponent: " << this->Exponent << "\n";
  os << indent << "Focal Point: (" << this->FocalPoint[0] << ", " << this->FocalPoint[1] << ", "
     << this->FocalPoint[2] << ")\n";
  os << indent << "Intensity: " << this->Intensity << "\n";
  os << indent << "Position: (" << this->Position[0] << ", " << this->Position[1] << ", "
     << this->Position[2] << ")\n";
  os << indent << "Positional: " << (this->Positional ? "On\n" : "Off\n");
  os << indent << "Switch: " << (this->Switch ? "On\n" : "Off\n");

  os << indent << "LightType: ";
  if (this->LightType == VTK_LIGHT_TYPE_HEADLIGHT)
  {
    os << "Headlight\n";
  }
  else if (this->LightType == VTK_LIGHT_TYPE_CAMERA_LIGHT)
  {
    os << "CameraLight\n";
  }
  else if (this->LightType == VTK_LIGHT_TYPE_SCENE_LIGHT)
  {
    os << "SceneLight\n";
  }
  else
  {
    os << "(unknown light type)\n";
  }

  os << indent << "TransformMatrix: ";
  if (this->TransformMatrix != nullptr)
  {
    os << this->TransformMatrix << "\n";
  }
  else
  {
    os << "(none)\n";
  }
  os << indent << "ShadowAttenuation: " << this->ShadowAttenuation << "\n";
}
VTK_ABI_NAMESPACE_END
