/****************************************************************************
 Copyright (c) 2010      Ricardo Quesada
 Copyright (c) 2010-2012 cocos2d-x.org
 Corpyight (c) 2011      Zynga Inc.
 Copyright (c) 2013-2014 Chukong Technologies Inc.

 http://www.cocos2d-x.org

 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.
 ****************************************************************************/

// Only compile this code on iOS. These files should NOT be included on your Mac project.
// But in case they are included, it won't be compiled.

#include "platform/CCPlatformConfig.h"

#if CC_TARGET_PLATFORM == CC_PLATFORM_IOS

#import "CCES2Renderer-ios.h"
#import "platform/CCPlatformMacros.h"
#import "OpenGL_Internal-ios.h"

#if !defined(COCOS2D_DEBUG) || COCOS2D_DEBUG == 0
#define NSLog(...)       do {} while (0)
#endif

@implementation CCES2Renderer

@synthesize context=context_;
@synthesize defaultFramebuffer=defaultFramebuffer_;
@synthesize colorRenderbuffer=colorRenderbuffer_;
@synthesize msaaColorbuffer=msaaColorbuffer_;
@synthesize msaaFramebuffer=msaaFramebuffer_;

// Create an OpenGL ES 2.0 context
- (id) initWithDepthFormat:(unsigned int)depthFormat withPixelFormat:(unsigned int)pixelFormat withSharegroup:(EAGLSharegroup*)sharegroup withMultiSampling:(BOOL) multiSampling withNumberOfSamples:(unsigned int) requestedSamples
{
    self = [super init];
    if (self)
    {
        if( ! sharegroup )
            context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
        else
            context_ = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:sharegroup];

        if (!context_ || ![EAGLContext setCurrentContext:context_] )
        {
            [self release];
            return nil;
        }
        
        depthFormat_ = depthFormat;
        pixelFormat_ = pixelFormat;
        multiSampling_ = multiSampling;

        // Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
        glGenFramebuffers(1, &defaultFramebuffer_);
        NSAssert( defaultFramebuffer_, @"Can't create default frame buffer");

        glGenRenderbuffers(1, &colorRenderbuffer_);
        NSAssert( colorRenderbuffer_, @"Can't create default render buffer");

        glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer_);
        glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer_);

        if (multiSampling_)
        {
            GLint maxSamplesAllowed;
            glGetIntegerv(GL_MAX_SAMPLES_APPLE, &maxSamplesAllowed);
            samplesToUse_ = MIN(maxSamplesAllowed,requestedSamples);
            
            /* Create the MSAA framebuffer (offscreen) */
            glGenFramebuffers(1, &msaaFramebuffer_);
            NSAssert( msaaFramebuffer_, @"Can't create default MSAA frame buffer");
            glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer_);
            
        }

        CHECK_GL_ERROR();
    }

    return self;
}

- (BOOL)resizeFromLayer:(CAEAGLLayer *)layer
{
    // Allocate color buffer backing based on the current layer size
    glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);

    if( ! [context_ renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer] )
    {
        NSLog(@"failed to call context");
    }
    
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth_);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight_);

    NSLog(@"cocos2d: surface size: %dx%d", (int)backingWidth_, (int)backingHeight_);

    if (multiSampling_)
    {
        if ( msaaColorbuffer_) {
            glDeleteRenderbuffers(1, &msaaColorbuffer_);
            msaaColorbuffer_ = 0;
        }
        
        /* Create the offscreen MSAA color buffer.
         After rendering, the contents of this will be blitted into ColorRenderbuffer */
        
        //msaaFrameBuffer needs to be binded
        glBindFramebuffer(GL_FRAMEBUFFER, msaaFramebuffer_);
        glGenRenderbuffers(1, &msaaColorbuffer_);
        NSAssert(msaaFramebuffer_, @"Can't create MSAA color buffer");
        
        glBindRenderbuffer(GL_RENDERBUFFER, msaaColorbuffer_);
        
        glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, samplesToUse_, pixelFormat_ , backingWidth_, backingHeight_);
        
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, msaaColorbuffer_);
        
        GLenum error;
        if ( (error=glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
        {
            NSLog(@"Failed to make complete framebuffer object 0x%X", error);
            return NO;
        }
    }

    CHECK_GL_ERROR();

    if (depthFormat_)
    {
        if( ! depthBuffer_ ) {
            glGenRenderbuffers(1, &depthBuffer_);
            NSAssert(depthBuffer_, @"Can't create depth buffer");
        }

        glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer_);
        
        if( multiSampling_ )
            glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER, samplesToUse_, depthFormat_,backingWidth_, backingHeight_);
        else
            glRenderbufferStorage(GL_RENDERBUFFER, depthFormat_, backingWidth_, backingHeight_);

        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer_);
        
        if (depthFormat_ == GL_DEPTH24_STENCIL8_OES) {
			glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthBuffer_);
		}

        // bind color buffer
        glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);        
    }

    CHECK_GL_ERROR();

    GLenum error;
    if( (error=glCheckFramebufferStatus(GL_FRAMEBUFFER)) != GL_FRAMEBUFFER_COMPLETE)
    {
        NSLog(@"Failed to make complete framebuffer object 0x%X", error);
        return NO;
    }

    return YES;
}

-(CGSize) backingSize
{
    return CGSizeMake( backingWidth_, backingHeight_);
}

- (NSString*) description
{
    return [NSString stringWithFormat:@"<%@ = %08X | size = %ix%i>", [self class], (unsigned int)self, backingWidth_, backingHeight_];
}

- (unsigned int) colorRenderBuffer
{
    return colorRenderbuffer_;
}

- (unsigned int) defaultFrameBuffer
{
    return defaultFramebuffer_;
}

- (unsigned int) msaaFrameBuffer
{
    return msaaFramebuffer_;
}

- (unsigned int) msaaColorBuffer
{
    return msaaColorbuffer_;
}

- (void)dealloc
{
//    CCLOGINFO("deallocing CCES2Renderer: %p", self);

    // Tear down GL
    if (defaultFramebuffer_) {
        glDeleteFramebuffers(1, &defaultFramebuffer_);
        defaultFramebuffer_ = 0;
    }

    if (colorRenderbuffer_) {
        glDeleteRenderbuffers(1, &colorRenderbuffer_);
        colorRenderbuffer_ = 0;
    }

    if( depthBuffer_ ) {
        glDeleteRenderbuffers(1, &depthBuffer_ );
        depthBuffer_ = 0;
    }
    
    if ( msaaColorbuffer_)
    {
        glDeleteRenderbuffers(1, &msaaColorbuffer_);
        msaaColorbuffer_ = 0;
    }
    
    if ( msaaFramebuffer_)
    {
        glDeleteRenderbuffers(1, &msaaFramebuffer_);
        msaaFramebuffer_ = 0;
    }

    // Tear down context
    if ([EAGLContext currentContext] == context_)
        [EAGLContext setCurrentContext:nil];

    [context_ release];
    context_ = nil;

    [super dealloc];
}

@end

#endif // CC_PLATFORM_IOS

