/* Copyright 2023 NVIDIA Corporation. All rights reserved.
 *
 * 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 and/or other materials provided with the distribution.
 *  * Neither the name of NVIDIA CORPORATION nor the names of its
 *    contributors may be used to endorse or promote products derived
 *    from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``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 THE COPYRIGHT OWNER OR
 * CONTRIBUTORS 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.
 */
// SPDX-FileCopyrightText: Copyright 2023 NVIDIA Corporation
// SPDX-License-Identifier: BSD-3-Clause

#ifndef vtknvindex_opengl_app_buffer_h
#define vtknvindex_opengl_app_buffer_h

#include <nv/index/version.h>

#if (NVIDIA_INDEX_LIBRARY_REVISION_MAJOR >= 372500)
#include <mi/base/interface_implement.h>
#include <nv/index/iapplication_depth_buffer.h>
using vtknvindex_opengl_app_buffer_base = nv::index::IApplication_depth_buffer_gl;
#else
#include <nv/index/iopengl_application_buffer.h>
using vtknvindex_opengl_app_buffer_base = nv::index::IOpengl_application_buffer;
#endif

#include <cassert>
#include <string>

// The class represents the application's OpenGL frame buffer.
class vtknvindex_opengl_app_buffer
  : public mi::base::Interface_implement<vtknvindex_opengl_app_buffer_base>
{
public:
  vtknvindex_opengl_app_buffer();
  virtual ~vtknvindex_opengl_app_buffer();

  // Returns the resolution (width,height) in pixels.
  // Returns (-1, -1) if not initialized.
  mi::math::Vector_struct<mi::Uint32, 2> get_resolution() const override;

  // Get the pointer to the Z-buffer, same structure as OpenGL Z-buffer.
  // Returns nullptr if not initialized.
  // This returns writable raw pointer. Use with care.
  // Depth value is in the range [0, maxuint].
  // Returns pointer to the top address of mi::Uint32[pixel_count].
  mi::Uint32* get_z_buffer_ptr() override;

  // Set/Get Z-buffer precision (bits).
  void set_z_buffer_precision(mi::Uint32 precision);
  mi::Uint32 get_z_buffer_precision() const override;

  // Resizes the buffer, results in memory reallocation.
  void resize_buffer(mi::math::Vector_struct<mi::Sint32, 2> const& new_resolution);

  // Clear the frame buffer.
  void clear_buffer();

  // Returns true when the buffer is allocated.
  bool is_buffer_allocated() const;

  // Returns true when the buffer can be used.
  bool is_valid() const;

private:
  vtknvindex_opengl_app_buffer(vtknvindex_opengl_app_buffer const&) = delete;
  void operator=(vtknvindex_opengl_app_buffer const&) = delete;

  // Deallocate memory
  void delete_memory();

  // Allocate memory according to the new_resolution.
  // Deallocation/initialization must be done before this call.
  void allocate_memory(mi::math::Vector<mi::Sint32, 2> const& new_resolution);

  mi::Uint32* m_z_buffer;                       // Z-buffer.
  mi::Uint32 m_z_buffer_precision;              // Z-buffer precision.
  mi::math::Vector<mi::Sint32, 2> m_resolution; // Buffer resolution.
};

#endif
