text: /**
   * This file is part of GrainViewer, the reference implementation of:
   *
   *   Michel, Élie and Boubekeur, Tamy (2020).
   *   Real Time Multiscale Rendering of Dense Dynamic Stackings,
   *   Computer Graphics Forum (Proc. Pacific Graphics 2020), 39: 169-179.
   *   https://doi.org/10.1111/cgf.14135
   *
   * Copyright (c) 2017 - 2020 -- Télécom Paris (Élie Michel <elie.michel@telecom-paris.fr>)
   *
   * 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 non-infringement. 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.
   */
  
  #pragma once
  
  #include "Shader.h"
  
  #include <rapidjson/document.h>
  
  struct ColorLayerInfo {
  	GLenum format;  // GL_RGBA32F, GL_RGBA32UI...
  	GLenum attachement; // GL_COLOR_ATTACHMENT0, ...
  
  	bool deserialize(const rapidjson::Value& json);
  };
  
  /**
   * Deprecated, try and use Framebuffer2 instead
   */
  class Framebuffer {
  public:
  	/**
  	 * @param mipmapDepthBuffer Turn it on when implementing Hierarchical Z Buffer
  	 */
  	Framebuffer(size_t width,
  		        size_t height,
  		        const std::vector<ColorLayerInfo> & colorLayerInfos = {},
  		        bool mipmapDepthBuffer = false);
  	~Framebuffer();
  
  	void bind() const;
  
  	GLuint depthTexture() const { return m_depthTexture; }
  	GLuint colorTexture(size_t i) const { return m_colorTextures[i]; }
  	size_t colorTextureCount() const { return m_colorTextures.size(); }
  
  	GLuint raw() const { return m_framebufferId; }
  
  	GLsizei width() const { return m_width; }
  	GLsizei height() const { return m_height; }
  
  	/**
  	 * Use this with caution, it reallocates video memory
  	 */
  	void setResolution(size_t width, size_t height);
  
  	/**
  	 * Number of mipmap levels in depth buffer
  	 */
  	GLsizei depthLevels() const;
  
  	void deactivateColorAttachments();
  	void activateColorAttachments();
  
  private:
  	void init();
  	void destroy();
  
  private:
  	GLsizei m_width, m_height;
  	std::vector<ColorLayerInfo> m_colorLayerInfos;
  
  	GLsizei m_depthLevels;
  
  	GLuint m_framebufferId;
  	std::vector<GLuint> m_colorTextures;
  	GLuint m_depthTexture;
  
  	// Allocated only when the framebuffer is saved to file, assuming that if
  	// it happens once, it is likely to happen again
  	std::vector<uint8_t> m_pixels;
  };
  
  