/*
-----------------------------------------------------------------------------
This source file is part of OGRE
    (Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2014 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.
-----------------------------------------------------------------------------
*/
#ifndef __OgreGLES2FBO_H__
#define __OgreGLES2FBO_H__

#include "OgreGLRenderTexture.h"
#include "OgreGLContext.h"
#include "OgreGLES2ManagedResource.h"

namespace Ogre {
    
    class GLES2FBOManager;

    /** Frame Buffer Object abstraction.
    */
    class _OgreGLES2Export GLES2FrameBufferObject : public GLFrameBufferObjectCommon
    {
    public:
        GLES2FrameBufferObject(GLES2FBOManager *manager, uint fsaa);
        ~GLES2FrameBufferObject();
        
        bool bind(bool recreateIfNeeded) override;
        
        /** Swap buffers - only useful when using multisample buffers.
        */
        void swapBuffers();

        /** This function acts very similar to @see GLES2FBORenderTexture::attachDepthBuffer
            The difference between D3D & OGL is that D3D setups the DepthBuffer before rendering,
            while OGL setups the DepthBuffer per FBO. So the DepthBuffer (RenderBuffer) needs to
            be attached for OGL.
        */
        void attachDepthBuffer( DepthBuffer *depthBuffer );
        void detachDepthBuffer();
        
        GLES2FBOManager *getManager() { return mManager; }
        
#if OGRE_PLATFORM == OGRE_PLATFORM_ANDROID || OGRE_PLATFORM == OGRE_PLATFORM_EMSCRIPTEN
        /** See AndroidResource. */
        void notifyOnContextLost();
        
        /** See AndroidResource. */
        void notifyOnContextReset(const GLSurfaceDesc &target);
#endif
        
    private:
        GLES2FBOManager *mManager;
        GLSurfaceDesc mMultisampleColourBuffer;

        void initialise() override;
    };

}

#endif
