/*
-----------------------------------------------------------------------------
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 __RenderTarget_H__
#define __RenderTarget_H__

#include "OgrePrerequisites.h"

#include "OgrePixelFormat.h"
#include "OgreHeaderPrefix.h"

/* Define the number of priority groups for the render system's render targets. */
#ifndef OGRE_NUM_RENDERTARGET_GROUPS
    #define OGRE_NUM_RENDERTARGET_GROUPS 10
    #define OGRE_DEFAULT_RT_GROUP 4
    #define OGRE_REND_TO_TEX_RT_GROUP 2
#endif

namespace Ogre {

    /** \addtogroup Core
    *  @{
    */
    /** \addtogroup RenderSystem
    *  @{
    */
    /** A 'canvas' which can receive the results of a rendering
        operation.
        @remarks
            This abstract class defines a common root to all targets of rendering operations. A
            render target could be a window on a screen, or another
            offscreen surface like a texture or bump map etc.
        @author
            Steven Streeting
        @version
            1.0
     */
    class _OgreExport RenderTarget : public RenderSysAlloc
    {
    public:
        enum StatFlags
        {
            SF_NONE           = 0,
            SF_FPS            = 1,
            SF_AVG_FPS        = 2,
            SF_BEST_FPS       = 4,
            SF_WORST_FPS      = 8,
            SF_TRIANGLE_COUNT = 16,
            SF_ALL            = 0xFFFF
        };

        struct FrameStats
        {
            /// frames per second (FPS) based on the frames rendered in the last second
            float lastFPS;
            /// average frames per second (FPS) since call to Root::startRendering
            float avgFPS;
            /// best frames per second (FPS) since call to Root::startRendering
            float bestFPS;
            /// worst frames per second (FPS) since call to Root::startRendering
            float worstFPS;
            unsigned long bestFrameTime;
            unsigned long worstFrameTime;
            /// number of triangles rendered in the last update() call.
            size_t triangleCount;
            /// number of batches rendered in the last update() call.
            size_t batchCount;
            int vBlankMissCount; // -1 means that the value is not applicable
        };

        enum FrameBuffer
        {
            FB_FRONT,
            FB_BACK,
            FB_AUTO
        };

        RenderTarget();
        virtual ~RenderTarget();

        /// Retrieve target's name.
        virtual const String& getName(void) const;

        /// Retrieve information about the render target.
        virtual void getMetrics(unsigned int& width, unsigned int& height, unsigned int& colourDepth);

        virtual uint32 getWidth(void) const;
        virtual uint32 getHeight(void) const;
        virtual uint32 getColourDepth(void) const;

        /**
         * Sets the pool ID this RenderTarget should query from. Default value is POOL_DEFAULT.
         * Set to POOL_NO_DEPTH to avoid using a DepthBuffer (or manually controlling it) @see DepthBuffer
         *  @remarks
         *      Changing the pool Id will cause the current depth buffer to be detached unless the old
         *      id and the new one are the same
         */
        void setDepthBufferPool( uint16 poolId );

        //Returns the pool ID this RenderTarget should query from. @see DepthBuffer
        uint16 getDepthBufferPool() const;

        DepthBuffer* getDepthBuffer() const;

        //Returns false if couldn't attach
        virtual bool attachDepthBuffer( DepthBuffer *depthBuffer );

        virtual void detachDepthBuffer();

        /** Detaches DepthBuffer without notifying it from the detach.
            Useful when called from the DepthBuffer while it iterates through attached
            RenderTargets (@see DepthBuffer::_setPoolId())
        */
        virtual void _detachDepthBuffer();

        /** Tells the target to update it's contents.
            @remarks
                If OGRE is not running in an automatic rendering loop
                (started using Root::startRendering),
                the user of the library is responsible for asking each render
                target to refresh. This is the method used to do this. It automatically
                re-renders the contents of the target using whatever cameras have been
                pointed at it (using Camera::setRenderTarget).
            @par
                This allows OGRE to be used in multi-windowed utilities
                and for contents to be refreshed only when required, rather than
                constantly as with the automatic rendering loop.
            @param swapBuffers For targets that support double-buffering, if set 
                to true, the target will immediately
                swap it's buffers after update. Otherwise, the buffers are
                not swapped, and you have to call swapBuffers yourself sometime
                later. You might want to do this on some rendersystems which 
                pause for queued rendering commands to complete before accepting
                swap buffers calls - so you could do other CPU tasks whilst the 
                queued commands complete. Or, you might do this if you want custom
                control over your windows, such as for externally created windows.
        */
        virtual void update(bool swapBuffers = true);
        /** Swaps the frame buffers to display the next frame.
            @remarks
                For targets that are double-buffered so that no
                'in-progress' versions of the scene are displayed
                during rendering. Once rendering has completed (to
                an off-screen version of the window) the buffers
                are swapped to display the new frame.
        */
        virtual void swapBuffers() {}

        /** Adds a viewport to the rendering target.
            @remarks
                A viewport is the rectangle into which rendering output is sent. This method adds
                a viewport to the render target, rendering from the supplied camera. The
                rest of the parameters are only required if you wish to add more than one viewport
                to a single rendering target. Note that size information passed to this method is
                passed as a parametric, i.e. it is relative rather than absolute. This is to allow
                viewports to automatically resize along with the target.
            @param
                cam The camera from which the viewport contents will be rendered (mandatory)
            @param
                ZOrder The relative order of the viewport with others on the target (allows overlapping
                viewports i.e. picture-in-picture). Higher Z-orders are on top of lower ones. The actual number
                is irrelevant, only the relative Z-order matters (you can leave gaps in the numbering)
            @param
                left The relative position of the left of the viewport on the target, as a value between 0 and 1.
            @param
                top The relative position of the top of the viewport on the target, as a value between 0 and 1.
            @param
                width The relative width of the viewport on the target, as a value between 0 and 1.
            @param
                height The relative height of the viewport on the target, as a value between 0 and 1.
        */
        virtual Viewport* addViewport(Camera* cam, int ZOrder = 0, float left = 0.0f, float top = 0.0f ,
            float width = 1.0f, float height = 1.0f);

        /** Returns the number of viewports attached to this target.*/
        virtual unsigned short getNumViewports(void) const;

        /** Retrieves a pointer to the viewport with the given index. */
        virtual Viewport* getViewport(unsigned short index);

        /** Retrieves a pointer to the viewport with the given Z-order. 
            @remarks throws if not found.
        */
        virtual Viewport* getViewportByZOrder(int ZOrder);

        /** Returns true if and only if a viewport exists at the given Z-order. */
        virtual bool hasViewportWithZOrder(int ZOrder);

        /** Removes a viewport at a given Z-order.
        */
        virtual void removeViewport(int ZOrder);

        /** Removes all viewports on this target.
        */
        virtual void removeAllViewports(void);

        /** Retieves details of current rendering performance.
            @remarks
                If the user application wishes to do it's own performance
                display, or use performance for some other means, this
                method allows it to retrieve the statistics.
                @param
                    lastFPS Pointer to a float to receive the number of frames per second (FPS)
                    based on the last frame rendered.
                @param
                    avgFPS Pointer to a float to receive the FPS rating based on an average of all
                    the frames rendered since rendering began (the call to
                    Root::startRendering).
                @param
                    bestFPS Pointer to a float to receive the best FPS rating that has been achieved
                    since rendering began.
                @param
                    worstFPS Pointer to a float to receive the worst FPS rating seen so far.
                @deprecated use getStatistics()
        */
        OGRE_DEPRECATED virtual void getStatistics(float& lastFPS, float& avgFPS,
            float& bestFPS, float& worstFPS) const;  // Access to stats

        /** Retieves details of current rendering performance. */
        const FrameStats& getStatistics(void) const {
            return mStats;
        }

        /// @deprecated use getStatistics()
        OGRE_DEPRECATED virtual float getLastFPS() const;

        /// @deprecated use getStatistics()
        OGRE_DEPRECATED virtual float getAverageFPS() const;

        /// @deprecated use getStatistics()
        OGRE_DEPRECATED virtual float getBestFPS() const;

        /// @deprecated use getStatistics()
        OGRE_DEPRECATED virtual float getWorstFPS() const;

        /// @deprecated use getStatistics()
        OGRE_DEPRECATED virtual float getBestFrameTime() const;

        /// @deprecated use getStatistics()
        OGRE_DEPRECATED virtual float getWorstFrameTime() const;

        /** Resets saved frame-rate statistices.
        */
        void resetStatistics(void);

        /** Gets a custom (maybe platform-specific) attribute.
            @remarks
                This is a nasty way of satisfying any API's need to see platform-specific details.
                It horrid, but D3D needs this kind of info. At least it's abstracted.
            @param
                name The name of the attribute.
            @param
                pData Pointer to memory of the right kind of structure to receive the info.
        */
        virtual void getCustomAttribute(const String& name, void* pData);

        /** Add a listener to this RenderTarget which will be called back before & after rendering.
        @remarks
            If you want notifications before and after a target is updated by the system, use
            this method to register your own custom RenderTargetListener class. This is useful
            for potentially adding your own manual rendering commands before and after the
            'normal' system rendering.
        @par NB this should not be used for frame-based scene updates, use Root::addFrameListener for that.
        */
        virtual void addListener(RenderTargetListener* listener);
        /** same as addListener, but force the position in the vector, so we can control the call order */
        virtual void insertListener(RenderTargetListener* listener, const unsigned int pos = 0);
        /** Removes a RenderTargetListener previously registered using addListener. */
        virtual void removeListener(RenderTargetListener* listener);
        /** Removes all listeners from this instance. */
        virtual void removeAllListeners(void);

        /** Sets the priority of this render target in relation to the others. 
        @remarks
            This can be used in order to schedule render target updates. Lower
            priorities will be rendered first. Note that the priority must be set
            at the time the render target is attached to the render system, changes
            afterwards will not affect the ordering.
        */
        virtual void setPriority( uchar priority ) { mPriority = priority; }
        /** Gets the priority of a render target. */
        virtual uchar getPriority() const { return mPriority; }

        /** Used to retrieve or set the active state of the render target.
        */
        virtual bool isActive() const;

        /** Used to set the active state of the render target.
        */
        virtual void setActive( bool state );

        /** Sets whether this target should be automatically updated if Ogre's rendering
            loop or Root::_updateAllRenderTargets is being used.
        @remarks
            By default, if you use Ogre's own rendering loop (Root::startRendering)
            or call Root::_updateAllRenderTargets, all render targets are updated 
            automatically. This method allows you to control that behaviour, if 
            for example you have a render target which you only want to update periodically.
        @param autoupdate If true, the render target is updated during the automatic render
            loop or when Root::_updateAllRenderTargets is called. If false, the 
            target is only updated when its update() method is called explicitly.
        */
        virtual void setAutoUpdated(bool autoupdate);
        /** Gets whether this target is automatically updated if Ogre's rendering
            loop or Root::_updateAllRenderTargets is being used.
        */
        virtual bool isAutoUpdated(void) const;

        /** Copies the current contents of the render target to a pixelbox. 
        @remarks See suggestPixelFormat for a tip as to the best pixel format to
            extract into, although you can use whatever format you like and the 
            results will be converted.
        */
        virtual void copyContentsToMemory(const Box& src, const PixelBox &dst, FrameBuffer buffer = FB_AUTO) = 0;

        /** @overload
        @deprecated This function is deprecated as behavior for dst.size < RenderTarget.size
            was inconsistent in previous versions of Ogre. Sometimes the whole rect was used as a source,
            sometimes the rect with the size equal to the size of destination rect but located
            in the top left corner of the render target, sometimes the destination rect itself.
            Use the overload with explicitly specified source and destination boxes instead.
        */
        OGRE_DEPRECATED void copyContentsToMemory(const PixelBox &dst, FrameBuffer buffer = FB_AUTO) { copyContentsToMemory(Box(0, 0, mWidth, mHeight), dst, buffer); }

        /** Suggests a pixel format to use for extracting the data in this target, 
            when calling copyContentsToMemory.
        */
        virtual PixelFormat suggestPixelFormat() const { return PF_BYTE_RGBA; }
        
        /** Writes the current contents of the render target to the named file. */
        void writeContentsToFile(const String& filename);

        /** Writes the current contents of the render target to the (PREFIX)(time-stamp)(SUFFIX) file.
            @return the name of the file used.*/
        virtual String writeContentsToTimestampedFile(const String& filenamePrefix, const String& filenameSuffix);

        virtual bool requiresTextureFlipping() const = 0;

        /// @deprecated use getStatistics()
        OGRE_DEPRECATED virtual size_t getTriangleCount(void) const;
        /// @deprecated use getStatistics()
        OGRE_DEPRECATED virtual size_t getBatchCount(void) const;
        /** Utility method to notify a render target that a camera has been removed,
        incase it was referring to it as a viewer.
        */
        virtual void _notifyCameraRemoved(const Camera* cam);

        /** Indicates whether this target is the primary window. The
            primary window is special in that it is destroyed when
            ogre is shut down, and cannot be destroyed directly.
            This is the case because it holds the context for vertex,
            index buffers and textures.
        */
        virtual bool isPrimary(void) const;

		/** Indicates whether stereo is currently enabled for this target. Default is false. */
		virtual bool isStereoEnabled(void) const;
		
        /** Indicates whether on rendering, linear colour space is converted to 
            sRGB gamma colour space. This is the exact opposite conversion of
            what is indicated by Texture::isHardwareGammaEnabled, and can only
            be enabled on creation of the render target. For render windows, it's
            enabled through the 'gamma' creation misc parameter. For textures, 
            it is enabled through the hwGamma parameter to the create call.
        */
        virtual bool isHardwareGammaEnabled() const { return mHwGamma; }

        /** Indicates whether multisampling is performed on rendering and at what level.
        */
        virtual uint getFSAA() const { return mFSAA; }

        /** Gets the FSAA hint (@see Root::createRenderWindow)
        */
        virtual const String& getFSAAHint() const { return mFSAAHint; }

        /** Set the level of multisample AA to be used if hardware support it.
            This option will be ignored if the hardware does not support it 
            or setting can not be changed on the fly on per-target level. 
            @param fsaa The number of samples
            @param fsaaHint Any hinting text (@see Root::createRenderWindow)
        */
        virtual void setFSAA(uint fsaa, const String& fsaaHint) { }

        /** RenderSystem specific interface for a RenderTarget;
            this should be subclassed by RenderSystems.
        */
        class Impl
        {
        protected:
            ~Impl() { }
        };
        /** Get rendersystem specific interface for this RenderTarget.
            This is used by the RenderSystem to (un)bind this target, 
            and to get specific information like surfaces
            and framebuffer objects.
        */
        virtual Impl *_getImpl();

        /** Method for manual management of rendering : fires 'preRenderTargetUpdate'
            and initialises statistics etc.
        @remarks 
        <ul>
        <li>_beginUpdate resets statistics and fires 'preRenderTargetUpdate'.</li>
        <li>_updateViewport renders the given viewport (even if it is not autoupdated),
        fires preViewportUpdate and postViewportUpdate and manages statistics.</li>
        <li>_updateAutoUpdatedViewports renders only viewports that are auto updated,
        fires preViewportUpdate and postViewportUpdate and manages statistics.</li>
        <li>_endUpdate() ends statistics calculation and fires postRenderTargetUpdate.</li>
        </ul>
        you can use it like this for example :
        <pre>
            renderTarget->_beginUpdate();
            renderTarget->_updateViewport(1); // which is not auto updated
            renderTarget->_updateViewport(2); // which is not auto updated
            renderTarget->_updateAutoUpdatedViewports();
            renderTarget->_endUpdate();
            renderTarget->swapBuffers();
        </pre>
            Please note that in that case, the zorder may not work as you expect,
            since you are responsible for calling _updateViewport in the correct order.
        */
        virtual void _beginUpdate();

        /** Method for manual management of rendering - renders the given 
        viewport (even if it is not autoupdated)
        @remarks
        This also fires preViewportUpdate and postViewportUpdate, and manages statistics.
        You should call it between _beginUpdate() and _endUpdate().
        @see _beginUpdate for more details.
        @param zorder The zorder of the viewport to update.
        @param updateStatistics Whether you want to update statistics or not.
        */
        virtual void _updateViewport(int zorder, bool updateStatistics = true);

        /** Method for manual management of rendering - renders the given viewport (even if it is not autoupdated)
        @remarks
        This also fires preViewportUpdate and postViewportUpdate, and manages statistics
        if needed. You should call it between _beginUpdate() and _endUpdate().
        @see _beginUpdate for more details.
        @param viewport The viewport you want to update, it must be bound to the rendertarget.
        @param updateStatistics Whether you want to update statistics or not.
        */
        virtual void _updateViewport(Viewport* viewport, bool updateStatistics = true);

        /** Method for manual management of rendering - renders only viewports that are auto updated
        @remarks
        This also fires preViewportUpdate and postViewportUpdate, and manages statistics.
        You should call it between _beginUpdate() and _endUpdate().
        See _beginUpdate for more details.
        @param updateStatistics Whether you want to update statistics or not.
        @see _beginUpdate()
        */
        virtual void _updateAutoUpdatedViewports(bool updateStatistics = true);
        
        /** Method for manual management of rendering - finishes statistics calculation 
            and fires 'postRenderTargetUpdate'.
        @remarks
        You should call it after a _beginUpdate
        @see _beginUpdate for more details.
        */
        virtual void _endUpdate();

    protected:
        /// The name of this target.
        String mName;
        /// The priority of the render target.
        uchar mPriority;

        uint32 mWidth;
        uint32 mHeight;
        uint32 mColourDepth;
        uint16       mDepthBufferPoolId;
        DepthBuffer *mDepthBuffer;

        // Stats
        FrameStats mStats;
        
        Timer* mTimer ;
        unsigned long mLastSecond;
        unsigned long mLastTime;
        size_t mFrameCount;

        bool mActive;
        bool mAutoUpdate;
        // Hardware sRGB gamma conversion done on write?
        bool mHwGamma;
        // FSAA performed?
        uint mFSAA;
        String mFSAAHint;
		bool mStereoEnabled;

        virtual void updateStats(void);

        typedef map<int, Viewport*>::type ViewportList;
        /// List of viewports, map on Z-order
        ViewportList mViewportList;

        typedef vector<RenderTargetListener*>::type RenderTargetListenerList;
        RenderTargetListenerList mListeners;
    

        /// internal method for firing events
        virtual void firePreUpdate(void);
        /// internal method for firing events
        virtual void firePostUpdate(void);
        /// internal method for firing events
        virtual void fireViewportPreUpdate(Viewport* vp);
        /// internal method for firing events
        virtual void fireViewportPostUpdate(Viewport* vp);
        /// internal method for firing events
        virtual void fireViewportAdded(Viewport* vp);
        /// internal method for firing events
        virtual void fireViewportRemoved(Viewport* vp);
        
        /// Internal implementation of update()
        virtual void updateImpl();
    };
    /** @} */
    /** @} */

} // Namespace

#include "OgreHeaderSuffix.h"

#endif
