/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2010 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
 *
 * Texture2DMultisample codes Copyright (C) 2010 Marcin Hajder
 * Thanks to to my company http://www.ai.com.pl for allowing me free this work.
*/

#include <osg/GLExtensions>
#include <osg/Texture2DMultisample>
#include <osg/State>
#include <osg/Notify>

using namespace osg;

Texture2DMultisample::Texture2DMultisample():
            _textureWidth(0),
            _textureHeight(0),
            _numSamples(1),
            _fixedsamplelocations(GL_FALSE)
{
}

Texture2DMultisample::Texture2DMultisample(GLsizei numSamples, GLboolean fixedsamplelocations):
            _textureWidth(0),
            _textureHeight(0),
            _numSamples(numSamples),
            _fixedsamplelocations(fixedsamplelocations)
{
}

Texture2DMultisample::Texture2DMultisample(const Texture2DMultisample& text,const CopyOp& copyop):
            Texture(text,copyop),
            _textureWidth(text._textureWidth),
            _textureHeight(text._textureHeight),
            _numSamples(text._numSamples),
            _fixedsamplelocations(text._fixedsamplelocations)
{
}

Texture2DMultisample::~Texture2DMultisample()
{
}

int Texture2DMultisample::compare(const StateAttribute& sa) const
{
    // check the types are equal and then create the rhs variable
    // used by the COMPARE_StateAttribute_Parameter macros below.
    COMPARE_StateAttribute_Types(Texture2DMultisample,sa)


    int result = compareTexture(rhs);
    if (result!=0) return result;

    // compare each parameter in turn against the rhs.
    if (_textureWidth != 0 && rhs._textureWidth != 0)
    {
        COMPARE_StateAttribute_Parameter(_textureWidth)
    }
    if (_textureHeight != 0 && rhs._textureHeight != 0)
    {
        COMPARE_StateAttribute_Parameter(_textureHeight)
    }
    if (_numSamples != 0 && rhs._numSamples != 0)
    {
        COMPARE_StateAttribute_Parameter(_numSamples)
    }
    if (_fixedsamplelocations != 0 && rhs._fixedsamplelocations != 0)
    {
        COMPARE_StateAttribute_Parameter(_fixedsamplelocations)
    }


    return 0; // passed all the above comparison macros, must be equal.
}

void Texture2DMultisample::apply(State& state) const
{
    // current OpenGL context.
    const unsigned int contextID = state.getContextID();
    const Extensions* extensions = getExtensions(contextID,true);
    if (!extensions->isTextureMultisampledSupported())
    {
        OSG_INFO<<"Texture2DMultisample not supoorted."<<std::endl;
        return;
    }

    Texture::TextureObjectManager* tom = Texture::getTextureObjectManager(contextID).get();
    ElapsedTime elapsedTime(&(tom->getApplyTime()));
    tom->getNumberApplied()++;

    // get the texture object for the current contextID.
    TextureObject* textureObject = getTextureObject(contextID);

    if (textureObject)
    {
        textureObject->bind();
    }
    else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_numSamples!=0) )
    {
        _textureObjectBuffer[contextID] = textureObject = 
          generateTextureObject( this, 
                                 contextID,
                                 getTextureTarget(),
                                 1,
                                 _internalFormat,
                                 _textureWidth,
                                 _textureHeight,
                                 1,
                                 _borderWidth);

        textureObject->bind();

        extensions->glTexImage2DMultisample( getTextureTarget(), 
                                             _numSamples, 
                                             _internalFormat, 
                                             _textureWidth, 
                                             _textureHeight, 
                                             _fixedsamplelocations );

    }
    else
    {
        glBindTexture( getTextureTarget(), 0 );
    }
}

void Texture2DMultisample::computeInternalFormat() const
{
    computeInternalFormatType();
}

