/*
	Rogue Trader.
	Copyright (c) 2007, Darragh Coy.
	All rights reserved.
	Original work(s), source code & author(s) details available at: http://www.darraghcoy.com

	Redistribution and use in source and binary forms, with or without modification, are permitted 
	provided that the following conditions are met:

		* 	Redistributions of source code must retain the above copyright notice, this list of 
			conditions and the following disclaimer.
		* 	Redistributions in binary form must reproduce the above copyright notice, this list of 
			conditions and the following disclaimer in the documentation.
		* 	Neither the name of the author nor the names of contributors may be used to endorse or 
			promote products derived from this software without specific prior written permission.
		* 	The use of any third party libraries, modules or data files provided with the source 
			form of the program must follow and respect the individual licensing terms of these 
			components. You do not have permission to modify or circumvent the licensing terms for 
			provided third party components unless the third party licenses specifically allow this. 
			If you do not agree to the terms of provided third party components then you do not have 
			permission to use them in your derived work(s).
		* 	The terms of this license do not apply to separate (but related) distributions if supplied 
			by the author(s), only to the contents of this source distribution, derived works, and the 
			binaries produced by either modified or unmodified versions of the source code. The terms 
			of this license do not also apply to any third party libraries or components provided with 
			the source distribution. Such third party elements are licensed under their own separate 
			agreements.

	THIS SOFTWARE IS PROVIDED BY DARRAGH COY ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, 
	BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 
	ARE DISCLAIMED. IN NO EVENT SHALL DARRAGH COY BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, 
	EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 
	OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY 
	OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING 
	IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/

#ifndef LIGHTSCENE_H
#define LIGHTSCENE_H

//##############################################################################
// C Includes
//##############################################################################

#include <Windows.h>
#include <gl/gl.h>

//##############################################################################
// Forward references
//##############################################################################

class Camera;
class Light;

//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################
//
//
// Class Name:   LightScene
// Purpose:      Class responsible for managing a scene of lights. Holds onto
//               the lights when not needed and deletes them upon removal. Also
//               handles opengl lighting setup. Serves as one of the base classes
//               for the GameScene super class.
//
//
//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################

class LightScene
{
 public:

        //----------------------------------------------------------------------
        // Functions
        //----------------------------------------------------------------------

        // Constructor

        LightScene();

        // Destructor

        ~LightScene();

        // Light insertion / deletion:

        void addLight( Light * light );     // add a light into scene. delete on failure.
        void delLight( Light * light );     // remove a light from the scene.

//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################

 protected:

        //----------------------------------------------------------------------
        // Functions
        //----------------------------------------------------------------------

        // setup the opengl state for lighting. lighting is viewed accoriding to camera position given.

        void setupLighting( Camera * camera );

//##############################################################################
//##############################################################################
//##############################################################################
//##############################################################################

 private:

        //----------------------------------------------------------------------
        // Constants
        //----------------------------------------------------------------------

        static const float AMBIENT_R;    // Default ambient light color for the scene: r
        static const float AMBIENT_G;    // Default ambient light color for the scene: g
        static const float AMBIENT_B;    // Default ambient light color for the scene: b
        static const float SHINYNESS;    // Specualar exponent value for objects being illuminated

        //----------------------------------------------------------------------
        // Variables
        //----------------------------------------------------------------------

        // Light counts

        unsigned maxLights;  // number of lights the scene can support
        unsigned numLights;  // number of lights actually in the scene

        // Light storage: array of pointers to lights in the scene

        Light ** lights;

}; // end of: class LightScene{}

//##############################################################################
// C++ Includes
//##############################################################################

#include "Camera.h"
#include "Light.h"

#endif // end of: ifndef LIGHTSCENE_H
