/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield 
 * Copyright (C) 2003-2004 3Dlabs Inc. Ltd.
 *
 * This application is open source and may be redistributed and/or modified   
 * freely and without restriction, both in commericial and non commericial
 * applications, as long as this copyright notice is maintained.
 * 
 * This application 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.
*/

/* file:             include/osgGL2/Extensions
 * author:           Mike Weiblen          2004-07-06
 * modifications:    Bob Kuehne            2004-06-03
 *
 * See http://www.3dlabs.com/opengl2/ for more information regarding
 * the OpenGL Shading Language.
 * See also:
 *  http://oss.sgi.com/projects/ogl-sample/registry/ARB/fragment_shader.txt
 *  http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_shader.txt
 *  http://oss.sgi.com/projects/ogl-sample/registry/ARB/shader_objects.txt
 *  http://oss.sgi.com/projects/ogl-sample/registry/ARB/shading_language_100.txt
*/

#ifndef OSGGL2_EXTENSIONS
#define OSGGL2_EXTENSIONS 1

#include <osg/Referenced>
#include <osg/GL>
#include <osgGL2/Export>

///////////////////////////////////////////////////////////////////////////
// If not defined by the OpenGL headers, use #defines from the glext.h
// header available from  http://oss.sgi.com/projects/ogl-sample/registry/

// These enums were copied verbatim from:
// glext.h, updated 2004/6/22, GL_GLEXT_VERSION 23

#ifndef GL_ARB_vertex_program
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB   0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB   0x8625
#define GL_CURRENT_VERTEX_ATTRIB_ARB      0x8626
#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB  0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB    0x8643
#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
#define GL_MAX_VERTEX_ATTRIBS_ARB         0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
#endif

#ifndef GL_ARB_fragment_program
#define GL_MAX_TEXTURE_COORDS_ARB         0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB    0x8872
#endif

#ifndef GL_ARB_shader_objects
#define GL_PROGRAM_OBJECT_ARB             0x8B40
#define GL_SHADER_OBJECT_ARB              0x8B48
#define GL_OBJECT_TYPE_ARB                0x8B4E
#define GL_OBJECT_SUBTYPE_ARB             0x8B4F
#define GL_FLOAT_VEC2_ARB                 0x8B50
#define GL_FLOAT_VEC3_ARB                 0x8B51
#define GL_FLOAT_VEC4_ARB                 0x8B52
#define GL_INT_VEC2_ARB                   0x8B53
#define GL_INT_VEC3_ARB                   0x8B54
#define GL_INT_VEC4_ARB                   0x8B55
#define GL_BOOL_ARB                       0x8B56
#define GL_BOOL_VEC2_ARB                  0x8B57
#define GL_BOOL_VEC3_ARB                  0x8B58
#define GL_BOOL_VEC4_ARB                  0x8B59
#define GL_FLOAT_MAT2_ARB                 0x8B5A
#define GL_FLOAT_MAT3_ARB                 0x8B5B
#define GL_FLOAT_MAT4_ARB                 0x8B5C
#define GL_SAMPLER_1D_ARB                 0x8B5D
#define GL_SAMPLER_2D_ARB                 0x8B5E
#define GL_SAMPLER_3D_ARB                 0x8B5F
#define GL_SAMPLER_CUBE_ARB               0x8B60
#define GL_SAMPLER_1D_SHADOW_ARB          0x8B61
#define GL_SAMPLER_2D_SHADOW_ARB          0x8B62
#define GL_SAMPLER_2D_RECT_ARB            0x8B63
#define GL_SAMPLER_2D_RECT_SHADOW_ARB     0x8B64
#define GL_OBJECT_DELETE_STATUS_ARB       0x8B80
#define GL_OBJECT_COMPILE_STATUS_ARB      0x8B81
#define GL_OBJECT_LINK_STATUS_ARB         0x8B82
#define GL_OBJECT_VALIDATE_STATUS_ARB     0x8B83
#define GL_OBJECT_INFO_LOG_LENGTH_ARB     0x8B84
#define GL_OBJECT_ATTACHED_OBJECTS_ARB    0x8B85
#define GL_OBJECT_ACTIVE_UNIFORMS_ARB     0x8B86
#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
#endif

#ifndef GL_ARB_vertex_shader
#define GL_VERTEX_SHADER_ARB              0x8B31
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
#define GL_MAX_VARYING_FLOATS_ARB         0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB   0x8B89
#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
#endif

#ifndef GL_ARB_fragment_shader
#define GL_FRAGMENT_SHADER_ARB            0x8B30
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
#endif

#ifndef GL_ARB_shading_language_100
#define GL_SHADING_LANGUAGE_VERSION_ARB   0x8B8C
#endif

#ifndef GL_ARB_shader_objects
/* GL types for handling shader object handles and characters */
typedef char GLcharARB;		/* native character */
typedef unsigned int GLhandleARB;	/* shader object handle */
#endif

///////////////////////////////////////////////////////////////////////////

namespace osgGL2 {

/** Extensions class which encapsulates the querying of extensions and
  * associated function pointers, and provide convenience wrappers to
  * check for the extensions or use the associated functions.*/
class OSGGL2_EXPORT Extensions : public osg::Referenced
{
    public:
	Extensions();

	Extensions(const Extensions& rhs);
	
	void lowestCommonDenominator(const Extensions& rhs);
	
	void setupGLExtensions();

	/** are all the extensions required for GLSL supported? */
	bool isGlslSupported() const { return ( _isShaderObjectsSupported &&
	                                        _isVertexShaderSupported && 
	                                        _isFragmentShaderSupported ); }

	void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
	bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }

	void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
	bool isVertexShaderSupported() const { return _isVertexShaderSupported; }

	void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
	bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }

	void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
	bool isLanguage100Supported() const { return _isLanguage100Supported; }

	float getLanguageVersion() const { return _languageVersion; }

	/** Function to call to get the extension of a specified context.
	  * If the Exentsion object for that context has not yet been created then 
	  * and the 'createIfNotInitalized' flag been set to false then returns NULL.
	  * If 'createIfNotInitalized' is true then the Extensions object is 
	  * automatically created.  However, in this case the extension object 
	  * only be created with the graphics context associated with ContextID..*/
	static Extensions* Get(unsigned int contextID,bool createIfNotInitalized);

	/** allows users to override the extensions across graphics contexts.
	  * typically used when you have different extensions supported across graphics pipes
	  * but need to ensure that they all use the same low common denominator extensions.*/
	static void Set(unsigned int contextID,Extensions* extensions);



	GLhandleARB glCreateShaderObject(GLenum shaderType) const;
	GLhandleARB glCreateProgramObject() const;
	void glDeleteObject(GLhandleARB obj) const;
	void glAttachObject(GLhandleARB containerObj, GLhandleARB obj) const;
	void glDetachObject(GLhandleARB containerObj, GLhandleARB attachedObj) const;
	void glShaderSource(GLhandleARB shaderObj, GLsizei count, const GLcharARB **strings, const GLint *length) const;
	void glCompileShader(GLhandleARB shaderObj) const;
	void glBindAttribLocation(GLhandleARB programObj, GLuint index, const GLcharARB *name) const;
	void glLinkProgram(GLhandleARB programObj) const;
	void glUseProgramObject(GLhandleARB programObj) const;
	void glGetInfoLog(GLhandleARB obj,GLsizei maxLength, GLsizei *length, GLcharARB *infoLog) const;
	void glGetAttachedObjects(GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj) const;
	void glGetShaderSource(GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source) const;
	void glUniform1f(GLint location, GLfloat v0) const;
	void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
	void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
	void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
	void glUniform1i(GLint location, GLint v0) const;
	void glUniform2i(GLint location, GLint v0, GLint v1) const;
	void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
	void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
	void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
	void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
	void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
	void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
	void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
	void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
	void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
	void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
	void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
	void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
	void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
	GLint glGetUniformLocation(GLhandleARB programObject, const GLcharARB *name) const;
	GLint glGetAttribLocation(GLhandleARB programObj, const GLcharARB *name) const;
	void glGetActiveUniform(GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLint *type, GLcharARB *name) const;
	void glGetActiveAttribs(GLhandleARB programObj, GLint *count, const GLint **size, const GLenum **type, const GLcharARB* const **attributes) const;
	void glGetUniformfv(GLhandleARB programObj, GLint location, GLfloat *params) const;
	void glGetUniformiv(GLhandleARB programObj, GLint location, GLint *params) const;
	void glGetObjectParameterfv(GLhandleARB obj, GLenum pname, GLfloat *params) const;
	void glGetObjectParameteriv(GLhandleARB obj, GLenum pname, GLint *params) const;
	GLhandleARB glGetHandle(GLenum pname) const;

    protected:

	~Extensions() {}
	
	bool _isShaderObjectsSupported;
	bool _isVertexShaderSupported;
	bool _isFragmentShaderSupported;
	bool _isLanguage100Supported;
	float _languageVersion;
	
	void* _glCreateShaderObject;
	void* _glCreateProgramObject;
	void* _glDeleteObject;
	void* _glAttachObject;
	void* _glDetachObject;
	void* _glShaderSource;
	void* _glCompileShader;
	void* _glBindAttribLocation;
	void* _glLinkProgram;
	void* _glUseProgramObject;
	void* _glGetInfoLog;
	void* _glGetAttachedObjects;
	void* _glGetShaderSource;
	void* _glUniform1f;
	void* _glUniform2f;
	void* _glUniform3f;
	void* _glUniform4f;
	void* _glUniform1i;
	void* _glUniform2i;
	void* _glUniform3i;
	void* _glUniform4i;
	void* _glUniform1fv;
	void* _glUniform2fv;
	void* _glUniform3fv;
	void* _glUniform4fv;
	void* _glUniform1iv;
	void* _glUniform2iv;
	void* _glUniform3iv;
	void* _glUniform4iv;
	void* _glUniformMatrix2fv;
	void* _glUniformMatrix3fv;
	void* _glUniformMatrix4fv;
	void* _glGetUniformLocation;
	void* _glGetAttribLocation;
	void* _glGetActiveUniform;
	void* _glGetActiveAttribs;
	void* _glGetUniformfv;
	void* _glGetUniformiv;
	void* _glGetObjectParameterfv;
	void* _glGetObjectParameteriv;
	void* _glGetHandle;

};

}

#endif

