/******************************************************************************
 * Copyright 2018 NVIDIA Corporation. All rights reserved.
 *****************************************************************************/
/// \file
///
/// \brief OpenGL application buffer interface for NVIDIA IndeX
/// OpenGL integration.

#ifndef NVIDIA_INDEX_IOPENGL_APPLICATION_BUFFER_H
#define NVIDIA_INDEX_IOPENGL_APPLICATION_BUFFER_H

#include <mi/base/interface_declare.h>
#include <mi/base/uuid.h>
#include <mi/dice.h>
#include <mi/math/vector.h>

namespace nv
{
namespace index
{

/// OpenGL z-buffer maintained by the application.
///
/// The application draws an OpenGL opaque object into this buffer and
/// transfers its contents to the NVIDIA IndeX library through this interface.
///
/// @ingroup nv_index_rendering
///
class IOpengl_application_buffer : public mi::base::Interface_declare<0xc66fb0b9, 0x6e76, 0x4a58,
                                     0xa6, 0x3a, 0xfa, 0xb7, 0x67, 0x39, 0x78, 0x71>
{
public:
  /// Get the buffer resolution.
  ///
  /// \return resolution (width,height) in pixels
  virtual mi::math::Vector_struct<mi::Uint32, 2> get_resolution() const = 0;

  /// Get the pointer of the z-buffer. It has the same structure as the OpenGL
  /// z-buffer. May be 0 if not initialized.
  /// This returns a writable raw pointer, use with care.
  /// \return pointer to the top address of mi::Uint32[pixel_count]
  virtual mi::Uint32* get_z_buffer_ptr() = 0;

  /// Get z-buffer precision.
  ///
  /// \return precision of the z-buffer in bits (commonly 24 bits)
  virtual mi::Uint32 get_z_buffer_precision() const = 0;
};

} // namespace index
} // namespace nv

#endif // NVIDIA_INDEX_IOPENGL_APPLICATION_BUFFER_H
