text: // Copyright 1996-2019 Cyberbotics Ltd.
  //
  // Licensed under the Apache License, Version 2.0 (the "License");
  // you may not use this file except in compliance with the License.
  // You may obtain a copy of the License at
  //
  //     http://www.apache.org/licenses/LICENSE-2.0
  //
  // Unless required by applicable law or agreed to in writing, software
  // distributed under the License is distributed on an "AS IS" BASIS,
  // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  // See the License for the specific language governing permissions and
  // limitations under the License.
  
  #include "DirectionalLight.hpp"
  
  #include "Scene.hpp"
  #include "ShadowVolumeCaster.hpp"
  
  #include <wren/directional_light.h>
  
  namespace wren {
  
    void DirectionalLight::setDirection(const glm::vec3 &direction) {
      if (mDirection == direction)
        return;
  
      mDirection = direction;
  
      for (auto entry : mShadowListeners)
        entry.second->notifyLightDirty(this);
    }
  
    DirectionalLight::DirectionalLight() : mDirection(gVec3UnitZ) { Scene::instance()->addLight(this); }
  
    DirectionalLight::~DirectionalLight() {
      Scene::instance()->removeLight(this);
  
      // Needs to be done for each subclass of LightNode because virtual methods can't be called in the destructor
      if (on() && castShadows())
        --LightNode::cActiveLightsCastingShadows[TYPE_DIRECTIONAL];
    }
  
  }  // namespace wren
  
  // C interface implementation
  WrDirectionalLight *wr_directional_light_new() {
    return reinterpret_cast<WrDirectionalLight *>(wren::DirectionalLight::createDirectionalLight());
  }
  
  void wr_directional_light_set_color(WrDirectionalLight *light, const float *color) {
    reinterpret_cast<wren::LightNode *>(light)->setColor(glm::make_vec3(color));
  }
  
  void wr_directional_light_set_intensity(WrDirectionalLight *light, float intensity) {
    reinterpret_cast<wren::LightNode *>(light)->setIntensity(intensity);
  }
  
  void wr_directional_light_set_ambient_intensity(WrDirectionalLight *light, float ambient_intensity) {
    reinterpret_cast<wren::LightNode *>(light)->setAmbientIntensity(ambient_intensity);
  }
  
  void wr_directional_light_set_on(WrDirectionalLight *light, bool on) {
    reinterpret_cast<wren::LightNode *>(light)->setOn(on);
  }
  
  void wr_directional_light_set_cast_shadows(WrDirectionalLight *light, bool cast_shadows) {
    reinterpret_cast<wren::LightNode *>(light)->setCastShadows(cast_shadows);
  }
  
  void wr_directional_light_set_direction(WrDirectionalLight *light, float *direction) {
    reinterpret_cast<wren::DirectionalLight *>(light)->setDirection(glm::make_vec3(direction));
  }
  