/***********************************************************************
    created:    Wed, 8th Feb 2012
    author:     Lukas E Meindl (based on code by Paul D Turner)
*************************************************************************/
/***************************************************************************
     Copyright (C) 2004 - 2013 Paul D Turner & The CEGUI Development Team

     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 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 _CEGUIOpenGL3GeometryBuffer_h_
#define _CEGUIOpenGL3GeometryBuffer_h_

#include "CEGUI/RendererModules/OpenGL/GeometryBufferBase.h"

namespace CEGUI
{
  class OpenGL3Shader;
  class OpenGL3StateChangeWrapper;
  class OpenGL3Renderer;

//! OpenGL3 based implementation of the GeometryBuffer interface.
  class OPENGL_GUIRENDERER_API OpenGL3GeometryBuffer : public OpenGLGeometryBufferBase
  {
  public:
    //! Constructor
    OpenGL3GeometryBuffer(OpenGL3Renderer &owner);
    virtual ~OpenGL3GeometryBuffer();

    void initialiseOpenGLBuffers();
    //! The functions first binds the vbo and then sets it up for rendering.
    void configureVertexArray() const;
    void deinitialiseOpenGLBuffers();
    void updateOpenGLBuffers();

    // implementation/overrides of members from GeometryBuffer
    void draw() const;
    void appendGeometry(const Vertex *const vbuff, uint vertex_count);
    void reset();

  protected:
    //! OpenGL vao used for the vertices
    gl::GLuint d_verticesVAO;
    //! OpenGL vbo containing all vertex data
    gl::GLuint d_verticesVBO;
    //! Reference to the OpenGL shader inside the Renderer, that is used to render all geometry
    CEGUI::OpenGL3Shader *&d_shader;
    //! Position variable location inside the shader, for OpenGL
    const gl::GLint d_shaderPosLoc;
    //! TexCoord variable location inside the shader, for OpenGL
    const gl::GLint d_shaderTexCoordLoc;
    //! Color variable location inside the shader, for OpenGL
    const gl::GLint d_shaderColourLoc;
    //! Matrix uniform location inside the shader, for OpenGL
    const gl::GLint d_shaderStandardMatrixLoc;
    //! Pointer to the OpenGL state changer wrapper that was created inside the Renderer
    OpenGL3StateChangeWrapper *d_glStateChanger;
    //! Size of the buffer that is currently in use
    gl::GLuint d_bufferSize;
  };

}

#endif

