/*
-----------------------------------------------------------------------------
This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2013 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __OgreGLFBO_H__
#define __OgreGLFBO_H__

#include "OgreGLRenderTexture.h"
#include "OgreGLContext.h"

namespace Ogre {
    
    /** Frame Buffer Object abstraction.
    */
    class _OgreGLExport GLFrameBufferObject
    {
    public:
        GLFrameBufferObject(GLFBOManager *manager, uint fsaa);
        ~GLFrameBufferObject();

        /** Bind a surface to a certain attachment point.
            attachment: 0..OGRE_MAX_MULTIPLE_RENDER_TARGETS-1
        */
        void bindSurface(size_t attachment, const GLSurfaceDesc &target);
        /** Unbind attachment
        */
        void unbindSurface(size_t attachment);
        
        /** Bind FrameBufferObject
        */
        void bind();

		/** Swap buffers - only useful when using multisample buffers.
		*/
		void swapBuffers();

		/** This function acts very similar to @see GLFBORenderTexture::attachDepthBuffer
			The difference between D3D & OGL is that D3D setups the DepthBuffer before rendering,
			while OGL setups the DepthBuffer per FBO. So the DepthBuffer (RenderBuffer) needs to
			be attached for OGL.
		*/
		void attachDepthBuffer( DepthBuffer *depthBuffer );
		void detachDepthBuffer();
		
		/// Get the GL id for the FBO
		GLuint getGLFBOID() const { return mFB; }
		/// Get the GL id for the multisample FBO
		GLuint getGLMultisampleFBOID() const { return mMultisampleFB; }
        
        /// Accessors
        uint32 getWidth();
        uint32 getHeight();
        PixelFormat getFormat();
		GLsizei getFSAA();
        
        GLFBOManager *getManager() { return mManager; }
		const GLSurfaceDesc &getSurface(size_t attachment) { return mColour[attachment]; }
    private:
        GLFBOManager *mManager;
		GLsizei mNumSamples;
        GLuint mFB;
		GLuint mMultisampleFB;
		GLSurfaceDesc mMultisampleColourBuffer;
        GLSurfaceDesc mDepth;
        GLSurfaceDesc mStencil;
        // Arbitrary number of texture surfaces
        GLSurfaceDesc mColour[OGRE_MAX_MULTIPLE_RENDER_TARGETS];


		/** Initialise object (find suitable depth and stencil format).
            Must be called every time the bindings change.
            It fails with an exception (ERR_INVALIDPARAMS) if:
            - Attachment point 0 has no binding
            - Not all bound surfaces have the same size
            - Not all bound surfaces have the same internal format
        */
        void initialise();
    };

}

#endif
