// Created by: Kirill GAVRILOV
// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.

#ifndef _OpenGl_TextureBufferArb_H__
#define _OpenGl_TextureBufferArb_H__

#include <OpenGl_VertexBuffer.hxx>
#include <OpenGl_ArbTBO.hxx>

//! Texture Buffer Object.
//! This is a special 1D texture that VBO-style initialized.
//! The main differences from general 1D texture:
//!  - no interpolation between field;
//!  - greater sizes;
//!  - special sampler object in GLSL shader to access data by index.
//!
//! Notice that though TBO is inherited from VBO this is to unify design
//! user shouldn't cast it to base class and all really useful methods
//! are declared in this class.
class OpenGl_TextureBufferArb : public OpenGl_VertexBuffer
{

public:

  //! Helpful constants
  static const GLuint NO_TEXTURE = 0;

public:

  //! Create uninitialized TBO.
  Standard_EXPORT OpenGl_TextureBufferArb();

  //! Destroy object, will throw exception if GPU memory not released with Release() before.
  Standard_EXPORT virtual ~OpenGl_TextureBufferArb();

  //! Override VBO target
  Standard_EXPORT virtual GLenum GetTarget() const;

  //! Returns true if TBO is valid.
  //! Notice that no any real GL call is performed!
  bool IsValid() const
  {
    return OpenGl_VertexBuffer::IsValid()
        && myTextureId != NO_TEXTURE;
  }

  //! Destroy object - will release GPU memory if any.
  Standard_EXPORT virtual void Release (OpenGl_Context* theGlCtx);

  //! Creates VBO and Texture names (ids) if not yet generated.
  //! Data should be initialized by another method.
  Standard_EXPORT bool Create (const Handle(OpenGl_Context)& theGlCtx);

  //! Perform TBO initialization with specified data.
  //! Existing data will be deleted.
  Standard_EXPORT bool Init (const Handle(OpenGl_Context)& theGlCtx,
                             const GLuint   theComponentsNb,
                             const GLsizei  theElemsNb,
                             const GLfloat* theData);

  //! Perform TBO initialization with specified data.
  //! Existing data will be deleted.
  Standard_EXPORT bool Init (const Handle(OpenGl_Context)& theGlCtx,
                             const GLuint   theComponentsNb,
                             const GLsizei  theElemsNb,
                             const GLuint*  theData);

  //! Bind TBO to specified Texture Unit.
  Standard_EXPORT void BindTexture (const Handle(OpenGl_Context)& theGlCtx,
                                    const GLenum theTextureUnit = GL_TEXTURE0) const;

  //! Unbind TBO.
  Standard_EXPORT void UnbindTexture (const Handle(OpenGl_Context)& theGlCtx,
                                      const GLenum theTextureUnit = GL_TEXTURE0) const;

protected:

  GLuint myTextureId; //!< texture id
  GLenum myTexFormat; //!< internal texture format

public:

  DEFINE_STANDARD_RTTI(OpenGl_TextureBufferArb) // Type definition

};

DEFINE_STANDARD_HANDLE(OpenGl_TextureBufferArb, OpenGl_VertexBuffer)

#endif // _OpenGl_TextureBufferArb_H__
