/*
 -----------------------------------------------------------------------------
 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.
 -----------------------------------------------------------------------------
 */

#include "OgreStableHeaders.h"
#include "OgreGLES2NullStateCacheManagerImp.h"
#include "OgreGLES2RenderSystem.h"
#include "OgreLogManager.h"
#include "OgreRoot.h"

namespace Ogre {
    
    GLES2StateCacheManagerImp::GLES2StateCacheManagerImp(void) 
    {
        clearCache();
    }
    
    GLES2StateCacheManagerImp::~GLES2StateCacheManagerImp(void)
    {
    }
    
    void GLES2StateCacheManagerImp::initializeCache()
    {
        OGRE_CHECK_GL_ERROR(glBlendEquation(GL_FUNC_ADD));

        OGRE_CHECK_GL_ERROR(glBlendFunc(GL_ONE, GL_ZERO));

        OGRE_CHECK_GL_ERROR(glCullFace(mCullFace));

        OGRE_CHECK_GL_ERROR(glDepthFunc(mDepthFunc));

        OGRE_CHECK_GL_ERROR(glDepthMask(mDepthMask));

        OGRE_CHECK_GL_ERROR(glStencilMask(mStencilMask));

        OGRE_CHECK_GL_ERROR(glClearDepthf(mClearDepth));

        OGRE_CHECK_GL_ERROR(glBindTexture(GL_TEXTURE_2D, 0));

        OGRE_CHECK_GL_ERROR(glBindBuffer(GL_ARRAY_BUFFER, 0));

        OGRE_CHECK_GL_ERROR(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));

        OGRE_CHECK_GL_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, 0));

        OGRE_CHECK_GL_ERROR(glBindRenderbuffer(GL_RENDERBUFFER, 0));

        OGRE_CHECK_GL_ERROR(glActiveTexture(GL_TEXTURE0));

        OGRE_CHECK_GL_ERROR(glClearColor(mClearColour[0], mClearColour[1], mClearColour[2], mClearColour[3]));

        OGRE_CHECK_GL_ERROR(glColorMask(mColourMask[0], mColourMask[1], mColourMask[2], mColourMask[3]));
    }
    
    void GLES2StateCacheManagerImp::clearCache()
    {
        mDepthMask = GL_TRUE;
        mPolygonMode = GL_FILL;
        mBlendEquation = GL_FUNC_ADD;
        mCullFace = GL_BACK;
        mDepthFunc = GL_LESS;
        mStencilMask = 0xFFFFFFFF;
        mActiveTextureUnit = 0;
        mDiscardBuffers = 0;
        mClearDepth = 1.0f;
        
		mClearColour.resize(4);
        mClearColour[0] = mClearColour[1] = mClearColour[2] = mClearColour[3] = 0.0f;
        
        mColourMask.resize(4);
        mColourMask[0] = mColourMask[1] = mColourMask[2] = mColourMask[3] = GL_TRUE;
    }
    
    void GLES2StateCacheManagerImp::bindGLBuffer(GLenum target, GLuint buffer, bool force)
    {
        // Update GL
        if(target == GL_FRAMEBUFFER)
        {
            OGRE_CHECK_GL_ERROR(glBindFramebuffer(target, buffer));
        }
        else if(target == GL_RENDERBUFFER)
        {
            OGRE_CHECK_GL_ERROR(glBindRenderbuffer(target, buffer));
        }
        else
        {
            OGRE_CHECK_GL_ERROR(glBindBuffer(target, buffer));
        }
    }
    
    void GLES2StateCacheManagerImp::deleteGLBuffer(GLenum target, GLuint buffer, bool force)
    {
        // Buffer name 0 is reserved and we should never try to delete it
        if(buffer == 0)
            return;

        if(target == GL_FRAMEBUFFER)
        {
            OGRE_CHECK_GL_ERROR(glDeleteFramebuffers(1, &buffer));
        }
        else if(target == GL_RENDERBUFFER)
        {
            OGRE_CHECK_GL_ERROR(glDeleteRenderbuffers(1, &buffer));
        }
        else
        {
            OGRE_CHECK_GL_ERROR(glDeleteBuffers(1, &buffer));
        }
    }
    
    void GLES2StateCacheManagerImp::setTexParameteri(GLenum target, GLenum pname, GLint param)
    {
        // Update GL
        OGRE_CHECK_GL_ERROR(glTexParameteri(target, pname, param));
    }

    void GLES2StateCacheManagerImp::setTexParameterf(GLenum target, GLenum pname, GLfloat param)
    {
        OGRE_CHECK_GL_ERROR(glTexParameterf(target, pname, param));
    }

    void GLES2StateCacheManagerImp::getTexParameterfv(GLenum target, GLenum pname, GLfloat *params)
    {
        OGRE_CHECK_GL_ERROR(glGetTexParameterfv(target, pname, params));
    }

    void GLES2StateCacheManagerImp::invalidateStateForTexture(GLuint texture) { }

    void GLES2StateCacheManagerImp::bindGLTexture(GLenum target, GLuint texture)
    {
        // Update GL
        OGRE_CHECK_GL_ERROR(glBindTexture(target, texture));
    }
    
    bool GLES2StateCacheManagerImp::activateGLTextureUnit(unsigned char unit)
	{
        // Always return true for the currently bound texture unit
        if (mActiveTextureUnit == unit)
            return true;
        
        if (unit < dynamic_cast<GLES2RenderSystem*>(Root::getSingleton().getRenderSystem())->getCapabilities()->getNumTextureUnits())
        {
            OGRE_CHECK_GL_ERROR(glActiveTexture(GL_TEXTURE0 + unit));
            
            mActiveTextureUnit = unit;
            
            return true;
        }
        else
        {
            return false;
        }
	}
    
    void GLES2StateCacheManagerImp::setBlendFunc(GLenum source, GLenum dest)
    {
        OGRE_CHECK_GL_ERROR(glBlendFunc(source, dest));
    }
    
    void GLES2StateCacheManagerImp::setBlendEquation(GLenum eq)
    {
        mBlendEquation = eq;
        OGRE_CHECK_GL_ERROR(glBlendEquation(eq));
    }
    
    void GLES2StateCacheManagerImp::setDepthMask(GLboolean mask)
    {
        if(mDepthMask != mask)
        {
            mDepthMask = mask;
            
            OGRE_CHECK_GL_ERROR(glDepthMask(mask));
        }
    }
    
    void GLES2StateCacheManagerImp::setDepthFunc(GLenum func)
    {
        if(mDepthFunc != func)
        {
            mDepthFunc = func;
            
            OGRE_CHECK_GL_ERROR(glDepthFunc(func));
        }
    }
    
    void GLES2StateCacheManagerImp::setClearDepth(GLclampf depth)
    {
        if(mClearDepth != depth)
        {
            mClearDepth = depth;
            
            OGRE_CHECK_GL_ERROR(glClearDepthf(depth));
        }
    }
    
    void GLES2StateCacheManagerImp::setClearColour(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
    {
        if((mClearColour[0] != red) ||
           (mClearColour[1] != green) ||
           (mClearColour[2] != blue) ||
           (mClearColour[3] != alpha))
        {
            mClearColour[0] = red;
            mClearColour[1] = green;
            mClearColour[2] = blue;
            mClearColour[3] = alpha;
            
            OGRE_CHECK_GL_ERROR(glClearColor(mClearColour[0], mClearColour[1], mClearColour[2], mClearColour[3]));
        }
    }
    
    void GLES2StateCacheManagerImp::setColourMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
    {
        if((mColourMask[0] != red) ||
           (mColourMask[1] != green) ||
           (mColourMask[2] != blue) ||
           (mColourMask[3] != alpha))
        {
            mColourMask[0] = red;
            mColourMask[1] = green;
            mColourMask[2] = blue;
            mColourMask[3] = alpha;
            
            OGRE_CHECK_GL_ERROR(glColorMask(mColourMask[0], mColourMask[1], mColourMask[2], mColourMask[3]));
        }
    }
    
    void GLES2StateCacheManagerImp::setStencilMask(GLuint mask)
    {
        if(mStencilMask != mask)
        {
            mStencilMask = mask;
            
            OGRE_CHECK_GL_ERROR(glStencilMask(mask));
        }
    }
    
    void GLES2StateCacheManagerImp::setEnabled(GLenum flag)
    {
        OGRE_CHECK_GL_ERROR(glEnable(flag));
    }
    
    void GLES2StateCacheManagerImp::setDisabled(GLenum flag)
    {
        OGRE_CHECK_GL_ERROR(glDisable(flag));
    }

    void GLES2StateCacheManagerImp::setVertexAttribEnabled(GLuint attrib)
    {
        OGRE_CHECK_GL_ERROR(glEnableVertexAttribArray(attrib));
    }

    void GLES2StateCacheManagerImp::setVertexAttribDisabled(GLuint attrib)
    {
        OGRE_CHECK_GL_ERROR(glDisableVertexAttribArray(attrib));
    }

    void GLES2StateCacheManagerImp::setCullFace(GLenum face)
    {
        if(mCullFace != face)
        {
            mCullFace = face;
            
            OGRE_CHECK_GL_ERROR(glCullFace(face));
        }
    }
}
