/*
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.

	$Id: gl_model.h,v 1.13 2007-08-14 17:13:14 cokeman1982 Exp $
*/

#ifndef __MODEL__
#define __MODEL__

#include "modelgen.h"
#include "spritegn.h"
#include "bspfile.h"

/*

d*_t structures are on-disk representations
m*_t structures are in-memory

*/


/*
==============================================================================

BRUSH MODELS

==============================================================================
*/


//
// in memory representation
//
// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct mvertex_s {
	vec3_t		position;
} mvertex_t;

typedef struct texture_s {
	char				name[16];
	unsigned			width, height;
	int					gl_texturenum;
	int					fb_texturenum;				//index of fullbright mask or 0
	struct msurface_s	*texturechain[2];		
	struct msurface_s	**texturechain_tail[2];	
													//Points to the node right after the last non-NULL node in the texturechain.
	int					anim_total;					//total tenths in sequence ( 0 = no)
	int					anim_min, anim_max;			//time for this frame min <=time< max
	struct texture_s	*anim_next;					//in the animation sequence
	struct texture_s	*alternate_anims;			//bmodels in frame 1 use these
	unsigned			offsets[MIPLEVELS];			//four mip maps stored
	unsigned			flatcolor3ub;				//just for r_fastturb's sake
	qbool				loaded;						//help speed up vid_restart, actual only for brush models
	int					isLumaTexture;
} texture_t;


#define	SURF_PLANEBACK		2
#define	SURF_DRAWSKY		4
#define SURF_DRAWSPRITE		8
#define SURF_DRAWTURB		16
#define SURF_DRAWTILED		32
#define SURF_DRAWBACKGROUND	64
#define SURF_UNDERWATER		128
#define SURF_DRAWALPHA		256

// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct medge_s {
	unsigned short		v[2];
	unsigned int		cachededgeoffset;
} medge_t;

typedef struct mtexinfo_s {
	float				vecs[2][4];
	texture_t			*texture;
	int					flags;
} mtexinfo_t;

#define VERTEXSIZE 9 //xyz s1t1 s2t2 s3t3 where xyz = vert coords; s1t1 = normal tex coords; 
					 //s2t2 = lightmap tex coords; s3t2 = detail tex coords

typedef struct glpoly_s {
	struct	glpoly_s	*next;
	struct	glpoly_s	*chain;						//next lightmap poly in chain
	struct	glpoly_s	*fb_chain;					//next fb poly in chain
	struct	glpoly_s	*luma_chain;				//next luma poly in chain
	struct	glpoly_s	*caustics_chain;			//next caustic poly in chain
	struct	glpoly_s	*detail_chain;				//next detail poly in chain
	int					numverts;
	float				verts[4][VERTEXSIZE];		// variable sized (xyz s1t1 s2t2)
} glpoly_t;

typedef struct msurface_s {
	int					visframe;					// should be drawn when node is crossed

	mplane_t			*plane;
	int					flags;

	int					firstedge;					// look up in model->surfedges[], negative numbers
	int					numedges;					// are backwards edges
	
	short				texturemins[2];
	short				extents[2];

	int					light_s, light_t;			// gl lightmap coordinates

	glpoly_t			*polys;						// multiple if warped
	struct	msurface_s	*texturechain;

	mtexinfo_t			*texinfo;
	
	// lighting info
	int					dlightframe;
	int					dlightbits;

	int					lightmaptexturenum;
	byte				styles[MAXLIGHTMAPS];
	int					cached_light[MAXLIGHTMAPS];	// values currently used in lightmap
	qbool				cached_dlight;				// true if dynamic light in cache
	byte				*samples;					// [numstyles*surfsize]
} msurface_t;

typedef struct mnode_s {
	// common with leaf
	int					contents;					// 0, to differentiate from leafs
	int					visframe;					// node needs to be traversed if current
	
	float				minmaxs[6];					// for bounding box culling

	struct mnode_s		*parent;

	// node specific
	mplane_t			*plane;
	struct mnode_s		*children[2];	

	unsigned short		firstsurface;
	unsigned short		numsurfaces;
} mnode_t;

typedef struct mleaf_s {
	// common with node
	int					contents;					// wil be a negative contents number
	int					visframe;					// node needs to be traversed if current

	float				minmaxs[6];					// for bounding box culling

	struct mnode_s		*parent;

	// leaf specific
	byte				*compressed_vis;
	struct efrag_s		*efrags;

	msurface_t			**firstmarksurface;
	int					nummarksurfaces;
} mleaf_t;


/*
==============================================================================

SPRITE MODELS

==============================================================================
*/


// FIXME: shorten these?
typedef struct mspriteframe_s {
	int					width;
	int					height;
	float				up, down, left, right;
	int					gl_texturenum;
} mspriteframe_t;

typedef struct mspritegroup_s {
	int					numframes;
	float				*intervals;
	mspriteframe_t		*frames[1];
} mspritegroup_t;

typedef struct mspriteframedesc_s {
	spriteframetype_t	type;
	mspriteframe_t		*frameptr;
} mspriteframedesc_t;

typedef struct msprite_s {
	int					type;
	int					maxwidth;
	int					maxheight;
	int					numframes;
	float				beamlength; // remove?
	void				*cachespot; // remove?
	mspriteframedesc_t	frames[1];
} msprite_t;

#define MAX_SPRITE_FRAMES (512)

typedef struct mspriteframe2_s {
	mspriteframe_t		frame;
	float				interval;
} mspriteframe2_t;

typedef struct mspriteframedesc2_s {
	spriteframetype_t	type;

	int					numframes;			// always 1 for type == SPR_SINGLE
	int					offset;

} mspriteframedesc2_t;

typedef struct msprite2_s {
	int					type;
	int					maxwidth;
	int					maxheight;
	int					numframes;

	mspriteframedesc2_t	frames[MAX_SPRITE_FRAMES];
} msprite2_t; // actual frames follow after struct immidiately


/*
==============================================================================

ALIAS MODELS

Alias models are position independent, so the cache manager can move them.
==============================================================================
*/


typedef struct maliasframedesc_s {
	int					firstpose;
	int					numposes;
	float				interval;
	vec3_t				bboxmin;
	vec3_t				bboxmax;
	float				radius;
	int					frame;
	char				name[16];
} maliasframedesc_t;

typedef struct maliasgroupframedesc_s {
	trivertx_t			bboxmin;
	trivertx_t			bboxmax;
	int					frame;
} maliasgroupframedesc_t;

typedef struct maliasgroup_s {
	int					numframes;
	int					intervals;
	maliasgroupframedesc_t frames[1];
} maliasgroup_t;

// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct mtriangle_s {
	int					facesfront;
	int					vertindex[3];
} mtriangle_t;


#define MAX_SKINS 32
typedef struct aliashdr_s {
	int					ident;
	int					version;
	vec3_t				scale;
	vec3_t				scale_origin;
	float				boundingradius;
	vec3_t				eyeposition;
	int					numskins;
	int					skinwidth;
	int					skinheight;
	int					numverts;
	int					numtris;
	int					numframes;
	synctype_t			synctype;
	int					flags;
	float				size;

	int					numposes;
	int					poseverts;
	int					posedata;	// numposes*poseverts trivert_t
	int					commands;	// gl command list with embedded s/t
	int					gl_texturenum[MAX_SKINS][4];
	int					fb_texturenum[MAX_SKINS][4];
	maliasframedesc_t	frames[1];	// variable sized
} aliashdr_t;

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

//
// Whole model
//

#define	MAXALIASVERTS	2048
#define	MAXALIASFRAMES	256
#define	MAXALIASTRIS	2048
extern	aliashdr_t		*pheader;
extern	stvert_t		stverts[MAXALIASVERTS];
extern	mtriangle_t		triangles[MAXALIASTRIS];
extern	trivertx_t		*poseverts[MAXALIASFRAMES];

typedef enum 
{
	mod_brush, 
	mod_sprite, 
	mod_spr32,
	mod_alias, 
	mod_alias3
} modtype_t;

// some models are special
typedef enum 
{
	MOD_NORMAL, 
	MOD_PLAYER, 
	MOD_EYES, 
	MOD_FLAME,
	MOD_THUNDERBOLT,
	MOD_BACKPACK,
	MOD_FLAG,
	MOD_SPIKE, 
	MOD_TF_TRAIL,
	MOD_GRENADE, 
	MOD_TESLA, 
	MOD_SENTRYGUN, 
	MOD_DETPACK,
	MOD_LASER, 
	MOD_DEMON, 
	MOD_SOLDIER,
	MOD_OGRE,
	MOD_ENFORCER,
	MOD_VOORSPIKE,
	MOD_LAVABALL,
	MOD_RAIL, 
	MOD_RAIL2,
	MOD_BUILDINGGIBS,
	MOD_CLUSTER,
	MOD_SHAMBLER, 
	MOD_TELEPORTDESTINATION,
	MOD_GIB,
	MOD_VMODEL
} modhint_t;

#define	EF_ROCKET	1			// leave a trail
#define	EF_GRENADE	2			// leave a trail
#define	EF_GIB		4			// leave a trail
#define	EF_ROTATE	8			// rotate (bonus items)
#define	EF_TRACER	16			// green split trail
#define	EF_ZOMGIB	32			// small blood trail
#define	EF_TRACER2	64			// orange split trail + rotate
#define	EF_TRACER3	128			// purple trail

#define MAX_SIMPLE_TEXTURES 5

typedef struct model_s {
	char				name[MAX_QPATH];
	qbool				needload; // bmodels and sprites don't cache normally

	unsigned short		crc;

	int					simpletexture[MAX_SIMPLE_TEXTURES]; // for simpleitmes

	modhint_t			modhint;

	modtype_t			type;
	int					numframes;
	synctype_t			synctype;
	
	int					flags;

	// volume occupied by the model graphics
	vec3_t				mins, maxs;
	float				radius;

	// brush model
	int					firstmodelsurface, nummodelsurfaces;

	// FIXME, don't really need these two
	int					numsubmodels;
	dmodel_t			*submodels;

	int					numplanes;
	mplane_t			*planes;

	int					numleafs; // number of visible leafs, not counting 0
	mleaf_t				*leafs;

	int					numvertexes;
	mvertex_t			*vertexes;

	int					numedges;
	medge_t				*edges;

	int					numnodes;
	int					firstnode;
	mnode_t				*nodes;

	int					numtexinfo;
	mtexinfo_t			*texinfo;

	int					numsurfaces;
	msurface_t			*surfaces;

	int					numsurfedges;
	int					*surfedges;

	int					nummarksurfaces;
	msurface_t			**marksurfaces;

	int					numtextures;
	texture_t			**textures;

	byte				*visdata;
	byte				*lightdata;

	int					bspversion;
	qbool				isworldmodel;

	// additional model data
	cache_user_t		cache; // only access through Mod_Extradata

} model_t;

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

void	Mod_Init (void);
void	Mod_ClearAll (void);
model_t *Mod_ForName (char *name, qbool crash);
void	*Mod_Extradata (model_t *mod); // handles caching
void	Mod_TouchModel (char *name);
void	Mod_TouchModels (void); // for vid_restart

mleaf_t *Mod_PointInLeaf (float *p, model_t *model);
byte	*Mod_LeafPVS (mleaf_t *leaf, model_t *model);

qbool	Img_HasFullbrights (byte *pixels, int size);
void	Mod_ReloadModelsTextures (void); // for vid_restart

int		Mod_LoadSimpleTexture(model_t *mod, int skinnum);

#include "gl_md3.h"

#endif	// __MODEL__
