/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program 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.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// r_bsp.c

#include "quakedef.h"
#include "r_local.h"
#include "sys.h"
#include "console.h"

//
// current entity info
//
qboolean insubmodel;
entity_t *currententity;

// modelorg is the viewpoint reletive to
// the currently rendering entity
vec3_t modelorg, base_modelorg;

vec3_t r_entorigin;	// the currently rendering entity in world coordinates

static float entity_rotation[3][3];

int r_currentbkey;

typedef enum { touchessolid, drawnode, nodrawnode } solidstate_t;

#define MAX_BMODEL_VERTS	500	// 6K
#define MAX_BMODEL_EDGES	1000	// 12K

static mvertex_t *pbverts;
static bedge_t *pbedges;
static int numbverts, numbedges;

static mvertex_t *pfrontenter, *pfrontexit;

static qboolean makeclippededge;


//===========================================================================

/*
================
R_EntityRotate
================
*/
static void
R_EntityRotate(vec3_t vec)
{
    vec3_t tvec;

    VectorCopy(vec, tvec);
    vec[0] = DotProduct(entity_rotation[0], tvec);
    vec[1] = DotProduct(entity_rotation[1], tvec);
    vec[2] = DotProduct(entity_rotation[2], tvec);
}


/*
================
R_RotateBmodel
================
*/
void
R_RotateBmodel(void)
{
    float angle, s, c, temp1[3][3], temp2[3][3], temp3[3][3];

// TODO: should use a look-up table
// TODO: should really be stored with the entity instead of being reconstructed
// TODO: could cache lazily, stored in the entity
// TODO: share work with R_SetUpAliasTransform

// yaw
    angle = currententity->angles[YAW];
    angle = angle * M_PI * 2 / 360;
    s = sin(angle);
    c = cos(angle);

    temp1[0][0] = c;
    temp1[0][1] = s;
    temp1[0][2] = 0;
    temp1[1][0] = -s;
    temp1[1][1] = c;
    temp1[1][2] = 0;
    temp1[2][0] = 0;
    temp1[2][1] = 0;
    temp1[2][2] = 1;

// pitch
    angle = currententity->angles[PITCH];
    angle = angle * M_PI * 2 / 360;
    s = sin(angle);
    c = cos(angle);

    temp2[0][0] = c;
    temp2[0][1] = 0;
    temp2[0][2] = -s;
    temp2[1][0] = 0;
    temp2[1][1] = 1;
    temp2[1][2] = 0;
    temp2[2][0] = s;
    temp2[2][1] = 0;
    temp2[2][2] = c;

    R_ConcatRotations(temp2, temp1, temp3);

// roll
    angle = currententity->angles[ROLL];
    angle = angle * M_PI * 2 / 360;
    s = sin(angle);
    c = cos(angle);

    temp1[0][0] = 1;
    temp1[0][1] = 0;
    temp1[0][2] = 0;
    temp1[1][0] = 0;
    temp1[1][1] = c;
    temp1[1][2] = s;
    temp1[2][0] = 0;
    temp1[2][1] = -s;
    temp1[2][2] = c;

    R_ConcatRotations(temp1, temp3, entity_rotation);

//
// rotate modelorg and the transformation matrix
//
    R_EntityRotate(modelorg);
    R_EntityRotate(vpn);
    R_EntityRotate(vright);
    R_EntityRotate(vup);

    R_TransformFrustum();
}


/*
================
R_RecursiveClipBPoly
================
*/
static void
R_RecursiveClipBPoly(bedge_t *pedges, mnode_t *pnode, msurface_t *psurf)
{
    bedge_t *psideedges[2], *pnextedge, *ptedge;
    int i, side, lastside;
    float dist, frac, lastdist;
    mplane_t *splitplane, tplane;
    mvertex_t *pvert, *plastvert, *ptvert;
    mnode_t *pn;

    psideedges[0] = psideedges[1] = NULL;

    makeclippededge = false;

// transform the BSP plane into model space
// FIXME: cache these?
    splitplane = pnode->plane;
    tplane.dist = splitplane->dist -
	DotProduct(r_entorigin, splitplane->normal);
    tplane.normal[0] = DotProduct(entity_rotation[0], splitplane->normal);
    tplane.normal[1] = DotProduct(entity_rotation[1], splitplane->normal);
    tplane.normal[2] = DotProduct(entity_rotation[2], splitplane->normal);

// clip edges to BSP plane
    for (; pedges; pedges = pnextedge) {
	pnextedge = pedges->pnext;

	// set the status for the last point as the previous point
	// FIXME: cache this stuff somehow?
	plastvert = pedges->v[0];
	lastdist = DotProduct(plastvert->position, tplane.normal) -
	    tplane.dist;

	if (lastdist > 0)
	    lastside = 0;
	else
	    lastside = 1;

	pvert = pedges->v[1];

	dist = DotProduct(pvert->position, tplane.normal) - tplane.dist;

	if (dist > 0)
	    side = 0;
	else
	    side = 1;

	if (side != lastside) {
	    // clipped
	    if (numbverts >= MAX_BMODEL_VERTS)
		return;

	    // generate the clipped vertex
	    frac = lastdist / (lastdist - dist);
	    ptvert = &pbverts[numbverts++];
	    ptvert->position[0] = plastvert->position[0] +
		frac * (pvert->position[0] - plastvert->position[0]);
	    ptvert->position[1] = plastvert->position[1] +
		frac * (pvert->position[1] - plastvert->position[1]);
	    ptvert->position[2] = plastvert->position[2] +
		frac * (pvert->position[2] - plastvert->position[2]);

	    // split into two edges, one on each side, and remember entering
	    // and exiting points
	    // FIXME: share the clip edge by having a winding direction flag?
	    if (numbedges >= (MAX_BMODEL_EDGES - 1)) {
		Con_Printf("Out of edges for bmodel\n");
		return;
	    }

	    ptedge = &pbedges[numbedges];
	    ptedge->pnext = psideedges[lastside];
	    psideedges[lastside] = ptedge;
	    ptedge->v[0] = plastvert;
	    ptedge->v[1] = ptvert;

	    ptedge = &pbedges[numbedges + 1];
	    ptedge->pnext = psideedges[side];
	    psideedges[side] = ptedge;
	    ptedge->v[0] = ptvert;
	    ptedge->v[1] = pvert;

	    numbedges += 2;

	    if (side == 0) {
		// entering for front, exiting for back
		pfrontenter = ptvert;
		makeclippededge = true;
	    } else {
		pfrontexit = ptvert;
		makeclippededge = true;
	    }
	} else {
	    // add the edge to the appropriate side
	    pedges->pnext = psideedges[side];
	    psideedges[side] = pedges;
	}
    }

// if anything was clipped, reconstitute and add the edges along the clip
// plane to both sides (but in opposite directions)
    if (makeclippededge) {
	if (numbedges >= (MAX_BMODEL_EDGES - 2)) {
	    Con_Printf("Out of edges for bmodel\n");
	    return;
	}

	ptedge = &pbedges[numbedges];
	ptedge->pnext = psideedges[0];
	psideedges[0] = ptedge;
	ptedge->v[0] = pfrontexit;
	ptedge->v[1] = pfrontenter;

	ptedge = &pbedges[numbedges + 1];
	ptedge->pnext = psideedges[1];
	psideedges[1] = ptedge;
	ptedge->v[0] = pfrontenter;
	ptedge->v[1] = pfrontexit;

	numbedges += 2;
    }

    /* draw or recurse further */
    for (i = 0; i < 2; i++) {
	if (psideedges[i]) {
	    /*
	     * draw if we've reached a non-solid leaf, done if all that's left
	     * is a solid leaf, and continue down the tree if it's not a leaf
	     */
	    pn = pnode->children[i];

	    // we're done with this branch if the node or leaf isn't in the PVS
	    if (pn->visframe == r_visframecount) {
		if (pn->contents < 0) {
		    if (pn->contents != CONTENTS_SOLID) {
			r_currentbkey = ((mleaf_t *)pn)->key;
			R_RenderBmodelFace(psideedges[i], psurf);
		    }
		} else {
		    R_RecursiveClipBPoly(psideedges[i], pnode->children[i],
					 psurf);
		}
	    }
	}
    }
}


/*
================
R_DrawSolidClippedSubmodelPolygons
================
*/
void
R_DrawSolidClippedSubmodelPolygons(model_t *pmodel)
{
    int i, j, lindex;
    vec_t dot;
    msurface_t *psurf;
    int numsurfaces;
    mplane_t *pplane;
    mvertex_t bverts[MAX_BMODEL_VERTS];
    bedge_t bedges[MAX_BMODEL_EDGES], *pbedge;
    medge_t *pedge, *pedges;

// FIXME: use bounding-box-based frustum clipping info?

    psurf = &pmodel->surfaces[pmodel->firstmodelsurface];
    numsurfaces = pmodel->nummodelsurfaces;
    pedges = pmodel->edges;

    for (i = 0; i < numsurfaces; i++, psurf++) {
	// find which side of the node we are on
	pplane = psurf->plane;

	dot = DotProduct(modelorg, pplane->normal) - pplane->dist;

	// draw the polygon
	if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
	    (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) {
	    // FIXME: use bounding-box-based frustum clipping info?

	    // copy the edges to bedges, flipping if necessary so always
	    // clockwise winding

	    /*
	     * FIXME: if edges and vertices get caches, these assignments must
	     * move outside the loop, and overflow checking must be done here
	     */
	    pbverts = bverts;
	    pbedges = bedges;
	    numbverts = numbedges = 0;

	    if (psurf->numedges > 0) {
		pbedge = &bedges[numbedges];
		numbedges += psurf->numedges;

		for (j = 0; j < psurf->numedges; j++) {
		    lindex = pmodel->surfedges[psurf->firstedge + j];

		    if (lindex > 0) {
			pedge = &pedges[lindex];
			pbedge[j].v[0] = &r_pcurrentvertbase[pedge->v[0]];
			pbedge[j].v[1] = &r_pcurrentvertbase[pedge->v[1]];
		    } else {
			lindex = -lindex;
			pedge = &pedges[lindex];
			pbedge[j].v[0] = &r_pcurrentvertbase[pedge->v[1]];
			pbedge[j].v[1] = &r_pcurrentvertbase[pedge->v[0]];
		    }
		    pbedge[j].pnext = &pbedge[j + 1];
		}
		pbedge[j - 1].pnext = NULL;	// mark end of edges

		R_RecursiveClipBPoly(pbedge, currententity->topnode, psurf);
	    } else {
		Sys_Error("no edges in bmodel");
	    }
	}
    }
}


/*
================
R_DrawSubmodelPolygons
================
*/
void
R_DrawSubmodelPolygons(model_t *pmodel, int clipflags)
{
    int i;
    vec_t dot;
    msurface_t *psurf;
    int numsurfaces;
    mplane_t *pplane;

// FIXME: use bounding-box-based frustum clipping info?

    psurf = &pmodel->surfaces[pmodel->firstmodelsurface];
    numsurfaces = pmodel->nummodelsurfaces;

    for (i = 0; i < numsurfaces; i++, psurf++) {
	// find which side of the node we are on
	pplane = psurf->plane;

	dot = DotProduct(modelorg, pplane->normal) - pplane->dist;

	// draw the polygon
	if (((psurf->flags & SURF_PLANEBACK) && (dot < -BACKFACE_EPSILON)) ||
	    (!(psurf->flags & SURF_PLANEBACK) && (dot > BACKFACE_EPSILON))) {
	    r_currentkey = ((mleaf_t *)currententity->topnode)->key;

	    // FIXME: use bounding-box-based frustum clipping info?
	    R_RenderFace(psurf, clipflags);
	}
    }
}


/*
================
R_RecursiveWorldNode
================
*/
static void
R_RecursiveWorldNode(mnode_t *node, int clipflags)
{
    int i, c, side, *pindex;
    vec3_t acceptpt, rejectpt;
    mplane_t *plane;
    msurface_t *surf, **mark;
    mleaf_t *pleaf;
    double d, dot;

    if (node->contents == CONTENTS_SOLID)
	return;			// solid

    if (node->visframe != r_visframecount)
	return;

// cull the clipping planes if not trivial accept
// FIXME: the compiler is doing a lousy job of optimizing here; it could be
//  twice as fast in ASM
    if (clipflags) {
	for (i = 0; i < 4; i++) {
	    if (!(clipflags & (1 << i)))
		continue;	// don't need to clip against it

	    // generate accept and reject points
	    // FIXME: do with fast look-ups or integer tests based on the sign
	    // bit of the floating point values

	    pindex = pfrustum_indexes[i];

	    rejectpt[0] = (float)node->minmaxs[pindex[0]];
	    rejectpt[1] = (float)node->minmaxs[pindex[1]];
	    rejectpt[2] = (float)node->minmaxs[pindex[2]];

	    d = DotProduct(rejectpt, view_clipplanes[i].normal);
	    d -= view_clipplanes[i].dist;

	    if (d <= 0)
		return;

	    acceptpt[0] = (float)node->minmaxs[pindex[3 + 0]];
	    acceptpt[1] = (float)node->minmaxs[pindex[3 + 1]];
	    acceptpt[2] = (float)node->minmaxs[pindex[3 + 2]];

	    d = DotProduct(acceptpt, view_clipplanes[i].normal);
	    d -= view_clipplanes[i].dist;

	    if (d >= 0)
		clipflags &= ~(1 << i);	// node is entirely on screen
	}
    }

    /* if a leaf node, draw stuff */
    if (node->contents < 0) {
	pleaf = (mleaf_t *)node;

	mark = pleaf->firstmarksurface;
	c = pleaf->nummarksurfaces;

	if (c) {
	    do {
		(*mark)->visframe = r_framecount;
		mark++;
	    } while (--c);
	}

	// deal with model fragments in this leaf
	if (pleaf->efrags) {
	    R_StoreEfrags(&pleaf->efrags);
	}

	pleaf->key = r_currentkey;
	r_currentkey++;		// all bmodels in a leaf share the same key
    } else {
	// node is just a decision point, so go down the apropriate sides
	// find which side of the node we are on
	plane = node->plane;
	switch (plane->type) {
	case PLANE_X:
	    dot = modelorg[0] - plane->dist;
	    break;
	case PLANE_Y:
	    dot = modelorg[1] - plane->dist;
	    break;
	case PLANE_Z:
	    dot = modelorg[2] - plane->dist;
	    break;
	default:
	    dot = DotProduct(modelorg, plane->normal) - plane->dist;
	    break;
	}
	side = (dot >= 0) ? 0 : 1;

	// recurse down the children, front side first
	R_RecursiveWorldNode(node->children[side], clipflags);

	// draw stuff
	c = node->numsurfaces;

	if (c) {
	    surf = cl.worldmodel->surfaces + node->firstsurface;

	    if (dot < -BACKFACE_EPSILON) {
		do {
		    if ((surf->flags & SURF_PLANEBACK) &&
			(surf->visframe == r_framecount)) {
			if (r_drawpolys) {
			    if (r_worldpolysbacktofront) {
				if (numbtofpolys < MAX_BTOFPOLYS) {
				    pbtofpolys[numbtofpolys].clipflags =
					clipflags;
				    pbtofpolys[numbtofpolys].psurf = surf;
				    numbtofpolys++;
				}
			    } else {
				R_RenderPoly(surf, clipflags);
			    }
			} else {
			    R_RenderFace(surf, clipflags);
			}
		    }
		    surf++;
		} while (--c);
	    } else if (dot > BACKFACE_EPSILON) {
		do {
		    if (!(surf->flags & SURF_PLANEBACK) &&
			(surf->visframe == r_framecount)) {
			if (r_drawpolys) {
			    if (r_worldpolysbacktofront) {
				if (numbtofpolys < MAX_BTOFPOLYS) {
				    pbtofpolys[numbtofpolys].clipflags =
					clipflags;
				    pbtofpolys[numbtofpolys].psurf = surf;
				    numbtofpolys++;
				}
			    } else {
				R_RenderPoly(surf, clipflags);
			    }
			} else {
			    R_RenderFace(surf, clipflags);
			}
		    }
		    surf++;
		} while (--c);
	    }
	    // all surfaces on the same node share the same sequence number
	    r_currentkey++;
	}
	// recurse down the back side
	R_RecursiveWorldNode(node->children[!side], clipflags);
    }
}



/*
================
R_RenderWorld
================
*/
void
R_RenderWorld(void)
{
    int i;
    model_t *clmodel;
    btofpoly_t btofpolys[MAX_BTOFPOLYS];

    pbtofpolys = btofpolys;

    currententity = &r_worldentity;
    VectorCopy(r_origin, modelorg);
    clmodel = currententity->model;
    r_pcurrentvertbase = clmodel->vertexes;

    R_RecursiveWorldNode(clmodel->nodes, 15);

// if the driver wants the polygons back to front, play the visible ones back
// in that order
    if (r_worldpolysbacktofront) {
	for (i = numbtofpolys - 1; i >= 0; i--) {
	    R_RenderPoly(btofpolys[i].psurf, btofpolys[i].clipflags);
	}
    }
}
