// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
// SPDX-License-Identifier: BSD-3-Clause
/**
 * @class   vtkLightActor
 * @brief   a cone and a frustum to represent a spotlight.
 *
 * vtkLightActor is a composite actor used to represent a spotlight. The cone
 * angle is equal to the spotlight angle, the cone apex is at the position of
 * the light, the direction of the light goes from the cone apex to the center
 * of the base of the cone. The square frustum position is the light position,
 * the frustum focal point is in the direction of the light direction. The
 * frustum vertical view angle (aperture) (this is also the horizontal view
 * angle as the frustum is square) is equal to twice the cone angle. The
 * clipping range of the frustum is arbitrary set by the user
 * (initially at 0.5,11.0).
 *
 * @warning
 * Right now only spotlight are supported but directional light might be
 * supported in the future.
 *
 * @sa
 * vtkLight vtkConeSource vtkFrustumSource vtkCameraActor
 */

#ifndef vtkLightActor_h
#define vtkLightActor_h

#include "vtkProp3D.h"
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkWrappingHints.h"       // For VTK_MARSHALAUTO

VTK_ABI_NAMESPACE_BEGIN
class vtkLight;
class vtkConeSource;
class vtkPolyDataMapper;
class vtkActor;
class vtkCamera;
class vtkCameraActor;
class vtkBoundingBox;
class vtkProperty;

class VTKRENDERINGCORE_EXPORT VTK_MARSHALAUTO vtkLightActor : public vtkProp3D
{
public:
  static vtkLightActor* New();
  vtkTypeMacro(vtkLightActor, vtkProp3D);
  void PrintSelf(ostream& os, vtkIndent indent) override;

  ///@{
  /**
   * The spotlight to represent. Initial value is NULL.
   */
  void SetLight(vtkLight* light);
  vtkGetObjectMacro(Light, vtkLight);
  ///@}

  ///@{
  /**
   * Set/Get the location of the near and far clipping planes along the
   * direction of projection.  Both of these values must be positive.
   * Initial values are  (0.5,11.0)
   */
  void SetClippingRange(double dNear, double dFar);
  void SetClippingRange(const double a[2]);
  vtkGetVector2Macro(ClippingRange, double);
  ///@}

  ///@{
  /**
   * Set/Get properties of the different actors used to represent
   * the camera
   */
  vtkProperty* GetConeProperty();
  vtkProperty* GetFrustumProperty();
  ///@}

  /**
   * Support the standard render methods.
   */
  int RenderOpaqueGeometry(vtkViewport* viewport) override;

  /**
   * Does this prop have some translucent polygonal geometry? No.
   */
  vtkTypeBool HasTranslucentPolygonalGeometry() override;

  /**
   * Release any graphics resources that are being consumed by this actor.
   * The parameter window could be used to determine which graphic
   * resources to release.
   */
  void ReleaseGraphicsResources(vtkWindow*) override;

  /**
   * Get the bounds for this Actor as (Xmin,Xmax,Ymin,Ymax,Zmin,Zmax).
   */
  double* GetBounds() override;

  /**
   * Get the actors mtime plus consider its properties and texture if set.
   */
  vtkMTimeType GetMTime() override;

protected:
  vtkLightActor();
  ~vtkLightActor() override;

  void UpdateViewProps();

  vtkLight* Light;
  double ClippingRange[2];

  vtkConeSource* ConeSource;
  vtkPolyDataMapper* ConeMapper;
  vtkActor* ConeActor;

  vtkCamera* CameraLight;
  vtkCameraActor* FrustumActor;

  vtkBoundingBox* BoundingBox;

private:
  vtkLightActor(const vtkLightActor&) = delete;
  void operator=(const vtkLightActor&) = delete;
};

VTK_ABI_NAMESPACE_END
#endif
