/*=========================================================================

  Program:   Visualization Toolkit

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
#include "vtkOpenGLBufferObject.h"
#include "vtkObjectFactory.h"

#include "vtk_glew.h"

vtkStandardNewMacro(vtkOpenGLBufferObject)

namespace {
inline GLenum convertType(vtkOpenGLBufferObject::ObjectType type)
{
  switch (type)
    {
    case vtkOpenGLBufferObject::ElementArrayBuffer:
      return GL_ELEMENT_ARRAY_BUFFER;
    case vtkOpenGLBufferObject::TextureBuffer:
#if defined (GL_TEXTURE_BUFFER)
      return GL_TEXTURE_BUFFER;
      // intentional fall through when not defined
#endif
    default:
    case vtkOpenGLBufferObject::ArrayBuffer:
      return GL_ARRAY_BUFFER;
    }
}
}

struct vtkOpenGLBufferObject::Private
{
  Private()
    {
    this->Handle = 0;
    }
  GLenum Type;
  GLuint Handle;
};

vtkOpenGLBufferObject::vtkOpenGLBufferObject()
{
  this->Dirty = true;
  this->Internal = new Private;
  this->Internal->Type = convertType(vtkOpenGLBufferObject::ArrayBuffer);
}

vtkOpenGLBufferObject::~vtkOpenGLBufferObject()
{
  if (this->Internal->Handle != 0)
    {
    glDeleteBuffers(1, &this->Internal->Handle);
    }
  delete this->Internal;
}

void vtkOpenGLBufferObject::ReleaseGraphicsResources()
{
  if (this->Internal->Handle != 0)
    {
    glBindBuffer(this->Internal->Type, 0);
    glDeleteBuffers(1, &this->Internal->Handle);
    this->Internal->Handle = 0;
    }
}

void vtkOpenGLBufferObject::SetType(vtkOpenGLBufferObject::ObjectType value)
{
  this->Internal->Type = convertType(value);
}

vtkOpenGLBufferObject::ObjectType vtkOpenGLBufferObject::GetType() const
{
  if (this->Internal->Type == GL_ARRAY_BUFFER)
    {
    return vtkOpenGLBufferObject::ArrayBuffer;
    }
  if (this->Internal->Type == GL_ELEMENT_ARRAY_BUFFER)
    {
    return vtkOpenGLBufferObject::ElementArrayBuffer;
    }
  else
    {
    return vtkOpenGLBufferObject::TextureBuffer;
    }
}

int vtkOpenGLBufferObject::GetHandle() const
{
  return static_cast<int>(this->Internal->Handle);
}

bool vtkOpenGLBufferObject::Bind()
{
  if (!this->Internal->Handle)
    {
    return false;
    }

  glBindBuffer(this->Internal->Type, this->Internal->Handle);
  return true;
}

bool vtkOpenGLBufferObject::Release()
{
  if (!this->Internal->Handle)
    {
    return false;
    }

  glBindBuffer(this->Internal->Type, 0);
  return true;
}

bool vtkOpenGLBufferObject::UploadInternal(
  const void *buffer, size_t size,
  vtkOpenGLBufferObject::ObjectType objectType)
{
  GLenum objectTypeGL = convertType(objectType);
  if (this->Internal->Handle == 0)
    {
    glGenBuffers(1, &this->Internal->Handle);
    this->Internal->Type = objectTypeGL;
    }
  else if (this->Internal->Type != objectTypeGL)
    {
    this->Error = "Trying to upload array buffer to incompatible buffer.";
    return false;
    }
  glBindBuffer(this->Internal->Type, this->Internal->Handle);
  glBufferData(this->Internal->Type, size, static_cast<const GLvoid *>(buffer),
               GL_STATIC_DRAW);
  this->Dirty = false;
  return true;
}


//-----------------------------------------------------------------------------
void vtkOpenGLBufferObject::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os, indent);
}
