// Filename: glGraphicsBuffer_src.cxx
// Created by:  jyelon (15Jan06)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc.  All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license.  You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//

TypeHandle CLP(GraphicsBuffer)::_type_handle;


////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::Constructor
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
CLP(GraphicsBuffer)::
CLP(GraphicsBuffer)(GraphicsPipe *pipe,
                    const string &name,
                    const FrameBufferProperties &fb_prop,
                    const WindowProperties &win_prop,
                    int flags,
                    GraphicsStateGuardian *gsg,
                    GraphicsOutput *host) :
  GraphicsBuffer(pipe, name, fb_prop, win_prop, flags, gsg, host)
{
  // An FBO doesn't have a back buffer.
  _draw_buffer_type       = RenderBuffer::T_front;
  _screenshot_buffer_type = RenderBuffer::T_front;

  // Initialize these.
  _fbo = 0;
  _rb_size_x = 0;
  _rb_size_y = 0;
  _cube_face_active = 0;
  for (int i=0; i<RTP_COUNT; i++) {
    _rb[i] = 0;
    _tex[i] = 0;
  }
}

////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::Destructor
//       Access: Public, Virtual
//  Description:
////////////////////////////////////////////////////////////////////
CLP(GraphicsBuffer)::
~CLP(GraphicsBuffer)() {
}
 
////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::begin_frame
//       Access: Public, Virtual
//  Description: This function will be called within the draw thread
//               before beginning rendering for a given frame.  It
//               should do whatever setup is required, and return true
//               if the frame should be rendered, or false if it
//               should be skipped.
////////////////////////////////////////////////////////////////////
bool CLP(GraphicsBuffer)::
begin_frame(FrameMode mode, Thread *current_thread) {
  begin_frame_spam(mode);

  if (!_is_valid) {
    if (GLCAT.is_debug()) {
      GLCAT.debug()
        << get_name() << " is not valid\n";
    }
    return false;
  }

  if (!_host->begin_frame(FM_parasite, current_thread)) {
    if (GLCAT.is_debug()) {
      GLCAT.debug()
        << get_name() << "'s host is not ready\n";
    }
    return false;
  }
  
  // Figure out the desired size of the buffer.
  if (mode == FM_render) {
    rebuild_bitplanes();
    clear_cube_map_selection();
    if (!check_fbo()) {
      if (GLCAT.is_debug()) {
        GLCAT.debug()
          << get_name() << " check_fbo() returns false\n";
      }
      return false;
    }
  }

  _gsg->set_current_properties(&get_fb_properties());
  return true;
}

////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::check_fbo
//       Access: Private
//  Description: Calls 'glCheckFramebufferStatus'.  On error, 
//               prints out an appropriate error message and unbinds
//               the fbo.  Returns true for OK or false for error.
////////////////////////////////////////////////////////////////////
bool CLP(GraphicsBuffer)::
check_fbo() {
  CLP(GraphicsStateGuardian) *glgsg;
  DCAST_INTO_R(glgsg, _gsg, false);

  GLenum status = glgsg->_glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
  if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
    GLCAT.error() << "EXT_framebuffer_object reports non-framebuffer-completeness.\n";
    switch(status) {
    case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
      GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT\n"; break;
    case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
      GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT\n"; break;
    case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
      GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT\n"; break;
    case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
      GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_FORMATS_EXT\n"; break;
    case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
      GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT\n"; break;
    case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
      GLCAT.error() << "FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT\n"; break;
    case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
      GLCAT.error() << "FRAMEBUFFER_UNSUPPORTED_EXT\n"; break;
    default:
      GLCAT.error() << "OTHER PROBLEM\n"; break;
    }
    
    glgsg->bind_fbo(0);
    return false;
  }
  return true;
}

////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::rebuild_bitplanes
//       Access: Public, Virtual
//  Description: This function will be called within the draw thread
//               to allocate/reallocate the fbo and all the associated
//               renderbuffers, just before rendering a frame.
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::
rebuild_bitplanes() {

  CLP(GraphicsStateGuardian) *glgsg;
  DCAST_INTO_V(glgsg, _gsg);

  // Bind the FBO

  if (_fbo == 0) {
    glgsg->_glGenFramebuffers(1, &_fbo);
    if (_fbo == 0) {
      glgsg->report_my_gl_errors();
      return;
    }
  }
  glgsg->bind_fbo(_fbo);

  // Calculate bitplane size.  This can be larger than the buffer.

  if (_creation_flags & GraphicsPipe::BF_size_track_host) {
    if ((_host->get_x_size() != _x_size)||
        (_host->get_y_size() != _y_size)) {
      set_size_and_recalc(_host->get_x_size(),
                          _host->get_y_size());
    }
  }
  int bitplane_x = _x_size;
  int bitplane_y = _y_size;
  if (!glgsg->get_supports_tex_non_pow2()) {
    bitplane_x = Texture::up_to_power_2(bitplane_x);
    bitplane_y = Texture::up_to_power_2(bitplane_y);
  }
  bool rb_resize = false;
  if ((bitplane_x != _rb_size_x)||
      (bitplane_y != _rb_size_y)) {
    _rb_size_x = bitplane_x;
    _rb_size_y = bitplane_y;
    rb_resize = true;
  }

  // These variables indicate what should be bound to each bitplane.
  
  Texture *attach[RTP_COUNT];
  attach[RTP_color] = 0;
  attach[RTP_depth_stencil] = 0;
  for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
    attach[RTP_aux_rgba_0+i] = 0;
  }
  for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
    attach[RTP_aux_hrgba_0+i] = 0;
  }
  for (int i=0; i<_fb_properties.get_aux_float(); i++) {
    attach[RTP_aux_float_0+i] = 0;
  }
  
  // Sort the textures list into appropriate slots.
  
  for (int i=0; i<count_textures(); i++) {
    if (get_rtm_mode(i) != RTM_bind_or_copy) {
      continue;
    }
    Texture *tex = get_texture(i);
    RenderTexturePlane plane = get_texture_plane(i);
    
    // If it's a not a 2D texture or a cube map, punt it.
    if ((tex->get_texture_type() != Texture::TT_2d_texture)&&
        (tex->get_texture_type() != Texture::TT_cube_map)) {
      _textures[i]._rtm_mode = RTM_copy_texture;
      continue;
    }
    
    // If I can't find an appropriate slot, or if there's
    // already a texture bound to this slot, then punt
    // this texture.  

    if (attach[plane]) {
      _textures[i]._rtm_mode = RTM_copy_texture;
      continue;
    }
    
    // Assign the texture to this slot.
    attach[plane] = tex;
  }


  // For all slots, update the slot.
  
  bind_slot(rb_resize, attach, RTP_depth_stencil, GL_DEPTH_ATTACHMENT_EXT);
  bind_slot(rb_resize, attach, RTP_color, GL_COLOR_ATTACHMENT0_EXT);
  int next = GL_COLOR_ATTACHMENT1_EXT;
  for (int i=0; i<_fb_properties.get_aux_rgba(); i++) {
    bind_slot(rb_resize, attach, (RenderTexturePlane)(RTP_aux_rgba_0+i), next);
    next += 1;
  }
  for (int i=0; i<_fb_properties.get_aux_hrgba(); i++) {
    bind_slot(rb_resize, attach, (RenderTexturePlane)(RTP_aux_hrgba_0+i), next);
    next += 1;
  }
  for (int i=0; i<_fb_properties.get_aux_float(); i++) {
    bind_slot(rb_resize, attach, (RenderTexturePlane)(RTP_aux_float_0+i), next);
    next += 1;
  }
  _cube_face_active = 0;
  
  glgsg->report_my_gl_errors();
}

////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::bind_slot
//       Access: Private
//  Description: Attaches either a texture or a renderbuffer to the
//               specified bitplane.
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::
bind_slot(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum attachpoint) {
  
  CLP(GraphicsStateGuardian) *glgsg;
  DCAST_INTO_V(glgsg, _gsg);

  Texture *tex = attach[slot];
  if (tex) {
    // If the texture is already bound to the slot, and it's
    // the right size, then no update of this slot is needed.
    if ((_tex[slot] == tex)&&
        (tex->get_x_size() == _rb_size_x)&&
        (tex->get_y_size() == _rb_size_y)) {
      return;
    }
    
    // Bind the texture to the slot.
    tex->set_x_size(_rb_size_x);
    tex->set_y_size(_rb_size_y);
    if (attachpoint == GL_DEPTH_ATTACHMENT_EXT) {
      tex->set_format(Texture::F_depth_stencil);
      TextureContext *tc = tex->prepare_now(glgsg->get_prepared_objects(), glgsg);
      nassertv(tc != (TextureContext *)NULL);
      CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
      glgsg->apply_texture(tc);
      if (tex->get_texture_type() == Texture::TT_2d_texture) {
        glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
                                       GL_TEXTURE_2D, gtc->_index, 0);
      } else {
        glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
                                       GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
                                       gtc->_index, 0);
      }
      if (_gsg->get_supports_depth_stencil()) {
        if (tex->get_texture_type() == Texture::TT_2d_texture) {
          glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
                                         GL_TEXTURE_2D, gtc->_index, 0);
        } else {
          glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
                                         GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
                                         gtc->_index, 0);
        }
      }
    } else {
      tex->set_format(Texture::F_rgba);
      TextureContext *tc = tex->prepare_now(glgsg->get_prepared_objects(), glgsg);
      nassertv(tc != (TextureContext *)NULL);
      CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
      glgsg->apply_texture(tc);
      if (tex->get_texture_type() == Texture::TT_2d_texture) {
        glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, attachpoint,
                                       GL_TEXTURE_2D, gtc->_index, 0);
      } else {
        glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, attachpoint,
                                       GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
                                       gtc->_index, 0);
      }
    }
    
    _tex[slot] = tex;
    _attach_point[slot] = attachpoint;
    
    // If there was a renderbuffer bound to this slot, delete it.
    if (_rb[slot] != 0) {
      glgsg->_glDeleteRenderbuffers(1, &(_rb[slot]));
      _rb[slot] = 0;
    }
    
  } else {
    
    // If a renderbuffer is already attached to the slot, and it's
    // the right size, then no update of this slot is needed.
    if ((_rb[slot] != 0)&&(!rb_resize)) {
      return;
    }
    
    // If there's no renderbuffer for this slot, create one.
    if (_rb[slot] == 0) {
      glgsg->_glGenRenderbuffers(1, &(_rb[slot]));
    }
    
    // Allocate and bind the renderbuffer.
    glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rb[slot]);
    if (attachpoint == GL_DEPTH_ATTACHMENT_EXT) {
      if (_gsg->get_supports_depth_stencil()) {
        glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
                                      _rb_size_x, _rb_size_y);
        glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
        glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
                                          GL_RENDERBUFFER_EXT, _rb[slot]);
        glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
                                          GL_RENDERBUFFER_EXT, _rb[slot]);
      } else {
        glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
                                      _rb_size_x, _rb_size_y);
        glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
        glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
                                          GL_RENDERBUFFER_EXT, _rb[slot]);
      }
    } else {
      glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_RGBA,
                                    _rb_size_x, _rb_size_y);
      glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
      glgsg->_glFramebufferRenderbuffer(GL_FRAMEBUFFER_EXT, attachpoint,
                                        GL_RENDERBUFFER_EXT, _rb[slot]);
    }
    
    // Toss any texture that was connected to the slot.
    _tex[slot] = 0;
    _attach_point[slot] = attachpoint;
  }
}
  
////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::generate_mipmaps
//       Access: Private
//  Description: This function will be called within the draw thread
//               after rendering is completed for a given frame.  
//               If we've just rendered into level zero of a mipmapped
//               texture, then all subsequent mipmap levels will now
//               be calculated.
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::
generate_mipmaps() {
  CLP(GraphicsStateGuardian) *glgsg;
  DCAST_INTO_V(glgsg, _gsg);

  for (int slot=0; slot<RTP_COUNT; slot++) {
    Texture *tex = _tex[slot];
    if ((tex != 0) && (tex->uses_mipmaps())) {
      glgsg->_state._texture = 0;
      TextureContext *tc = tex->prepare_now(glgsg->get_prepared_objects(), glgsg);
      nassertv(tc != (TextureContext *)NULL);
      CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
      GLenum target = glgsg->get_texture_target(tex->get_texture_type());
      GLP(BindTexture)(target, gtc->_index);
      glgsg->_glGenerateMipmap(target);
      GLP(BindTexture)(target, 0);
    }
  }
  glgsg->report_my_gl_errors();
}

////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::end_frame
//       Access: Public, Virtual
//  Description: This function will be called within the draw thread
//               after rendering is completed for a given frame.  It
//               should do whatever finalization is required.
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::
end_frame(FrameMode mode, Thread *current_thread) {
  end_frame_spam(mode);
  nassertv(_gsg != (GraphicsStateGuardian *)NULL);

  if (mode == FM_render) {
    copy_to_textures();
  }

  // Unbind the FBO
  CLP(GraphicsStateGuardian) *glgsg;
  DCAST_INTO_V(glgsg, _gsg);
  glgsg->bind_fbo(0);
  
  if (mode == FM_render) {
    generate_mipmaps();
  }

  _host->end_frame(FM_parasite, current_thread);

  if (mode == FM_render) {
    trigger_flip();
    if (_one_shot) {
      prepare_for_deletion();
    }
    clear_cube_map_selection();
  }
  glgsg->report_my_gl_errors();
}

////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::select_cube_map
//       Access: Public, Virtual
//  Description: Called internally when the window is in
//               render-to-a-texture mode and we are in the process of
//               rendering the six faces of a cube map.  This should
//               do whatever needs to be done to switch the buffer to
//               the indicated face.
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::
select_cube_map(int cube_map_index) {
  if (cube_map_index == _cube_face_active) {
    return;
  }
  _cube_face_active = cube_map_index;

  CLP(GraphicsStateGuardian) *glgsg;
  DCAST_INTO_V(glgsg, _gsg);
  
  for (int i=0; i<RTP_COUNT; i++) {
    Texture *tex = _tex[i];
    if ((tex == 0) ||
        (tex->get_texture_type() != Texture::TT_cube_map)) {
      continue;
    }
    TextureContext *tc = tex->prepare_now(glgsg->get_prepared_objects(), glgsg);
    nassertv(tc != (TextureContext *)NULL);
    CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
    glgsg->_glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, _attach_point[i],
                                   GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cube_map_index,
                                   gtc->_index, 0);
  }
}

////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::open_buffer
//       Access: Protected, Virtual
//  Description: Opens the window right now.  Called from the window
//               thread.  Returns true if the window is successfully
//               opened, or false if there was a problem.
////////////////////////////////////////////////////////////////////
bool CLP(GraphicsBuffer)::
open_buffer() {

  // Double check that we have a host
  nassertr(_host != 0, false);

  // Count total color buffers.
  int totalcolor = 1 +
    _fb_properties.get_aux_rgba() +
    _fb_properties.get_aux_hrgba() +
    _fb_properties.get_aux_float();

  // Check for support of relevant extensions.
  CLP(GraphicsStateGuardian) *glgsg;
  DCAST_INTO_R(glgsg, _gsg, false);
  if ((!glgsg->_supports_framebuffer_object)||
      (glgsg->_glDrawBuffers == 0)||
      (glgsg->_max_draw_buffers < totalcolor)) {
    return false;
  }
  
  // Describe the framebuffer properties of the FBO.  
  // 
  // The rule is that the properties should be as close
  // as possible to those requested, subject to the limits
  // of the implementation.  This particular implementation
  // is fairly limited.  But that's okay, we just have to
  // tell the truth about what we actually provide by setting
  // the _fb_properties accurately.

  _fb_properties.set_depth_bits(1);
  _fb_properties.set_color_bits(1);
  _fb_properties.set_alpha_bits(1);
  if (_gsg->get_supports_depth_stencil()) {
    _fb_properties.set_stencil_bits(1);
  } else {
    _fb_properties.set_stencil_bits(0);
  }
  _fb_properties.set_accum_bits(0);
  _fb_properties.set_multisamples(0);
  _fb_properties.set_back_buffers(0);
  _fb_properties.set_indexed_color(0);
  _fb_properties.set_rgb_color(1);
  _fb_properties.set_stereo(0);
  _fb_properties.set_force_hardware(_host->get_fb_properties().get_force_hardware());
  _fb_properties.set_force_software(_host->get_fb_properties().get_force_software());
  
  _is_valid = true;
  return true;
}

////////////////////////////////////////////////////////////////////
//     Function: glGraphicsBuffer::close_buffer
//       Access: Protected, Virtual
//  Description: Closes the buffer right now.  Called from the window
//               thread.
////////////////////////////////////////////////////////////////////
void CLP(GraphicsBuffer)::
close_buffer() {

  _active = false;
  if (_gsg == 0) {
    return;
  }
  
  // Get the glgsg.
  CLP(GraphicsStateGuardian) *glgsg;
  DCAST_INTO_V(glgsg, _gsg);
  
  // Delete the renderbuffers.
  for (int i=0; i<RTP_COUNT; i++) {
    if (_rb[i] != 0) {
      glgsg->_glDeleteRenderbuffers(1, &(_rb[i]));
      _rb[i] = 0;
    }
    _tex[i] = 0;
  }
  _rb_size_x = 0;
  _rb_size_y = 0;
  
  // Delete the FBO itself.
  if (_fbo != 0) {
    glgsg->_glDeleteFramebuffers(1, &_fbo);
    _fbo = 0;
  }
  
  // Release the Gsg
  _gsg.clear();

  _is_valid = false;
}

