/*
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.

*/

// refresh.h -- public interface to refresh functions

#define	TOP_RANGE		16			// soldier uniform colors
#define	BOTTOM_RANGE	96

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

typedef struct efrag_s {
	struct mleaf_s		*leaf;
	struct efrag_s		*leafnext;
	struct entity_s		*entity;
	struct efrag_s		*entnext;
} efrag_t;

#define	RF_WEAPONMODEL	1
#define	RF_NOSHADOW		2
#define	RF_LIMITLERP	4
#define	RF_PLAYERMODEL	8

typedef struct entity_s {
	vec3_t					origin;
	vec3_t					angles;	
	struct model_s			*model;			// NULL = no model
	byte					*colormap;
	int						skinnum;		// for Alias models
	struct player_info_s	*scoreboard;	// identify player
	int						renderfx;		// RF_ bit mask
	int						effects;		// EF_ flags like EF_BLUE and etc, atm this used for powerup shells

	int						oldframe;
	int						frame;
	float					framelerp;

	struct efrag_s			*efrag;			// linked list of efrags (FIXME)
	int						visframe;		// last frame this entity was found in an active leaf. only used for static objects

	int						dlightframe;	// dynamic lighting
	int						dlightbits;

	//VULT MOTION TRAILS
	float alpha;
	
	//FootStep sounds
	//int	stepframe;//disabled

	// FIXME: could turn these into a union
	int						trivial_accept;
	struct mnode_s			*topnode;		// for bmodels, first world node that splits bmodel, or NULL if not split
} entity_t;

// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct {
	vrect_t		vrect;				// subwindow in video for refresh
									// FIXME: not need vrect next field here?
	vrect_t		aliasvrect;			// scaled Alias version
	int			vrectright, vrectbottom;	// right & bottom screen coords
	int			aliasvrectright, aliasvrectbottom;	// scaled Alias versions
	float		vrectrightedge;			// rightmost right edge we care about,
										//  for use in edge list
	float		fvrectx, fvrecty;		// for floating-point compares
	float		fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
	int			vrect_x_adj_shift20;	// (vrect.x + 0.5 - epsilon) << 20
	int			vrectright_adj_shift20;	// (vrectright + 0.5 - epsilon) << 20
	float		fvrectright_adj, fvrectbottom_adj;
										// right and bottom edges, for clamping
	float		fvrectright;			// rightmost edge, for Alias clamping
	float		fvrectbottom;			// bottommost edge, for Alias clamping
	float		horizontalFieldOfView;	// at Z = 1.0, this many X is visible 
										// 2.0 = 90 degrees
	float		xOrigin;			// should probably always be 0.5
	float		yOrigin;			// between be around 0.3 to 0.5

	vec3_t		vieworg;
	vec3_t		viewangles;

	float		fov_x, fov_y;
	
	int			ambientlight;
} refdef_t;


// eye position, enitity list, etc - filled in before calling R_RenderView (TODO: port from ZQuake)
typedef struct {
	double			time;
	qbool			allow_cheats;
	qbool			allow_lumas;
	float			max_watervis;	// how much water transparency we allow: 0..1 (reverse of alpha)
	float			max_fbskins;	// max player skin brightness 0..1
//	int				viewplayernum;  // don't draw own glow when gl_flashblend 1

//	lightstyle_t    *lightstyles;
} refdef2_t;


// refresh

extern refdef_t	r_refdef;
extern refdef2_t	r_refdef2;
extern vec3_t		r_origin, vpn, vright, vup;

extern struct texture_s	*r_notexture_mip;

extern	entity_t	r_worldentity;

void R_Init (void);
void R_InitTextures (void);
void R_InitEfrags (void);
void R_RenderView (void);		// must set r_refdef first
void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
								// called whenever r_refdef or vid change
void R_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);

#ifdef GLQUAKE
void R_NewMap (qbool vid_restart);
#else
void R_NewMap (void);
#endif

// particles

typedef enum trail_type_s {
	ROCKET_TRAIL, GRENADE_TRAIL, ALT_ROCKET_TRAIL, BLOOD_TRAIL, BIG_BLOOD_TRAIL,
	TRACER1_TRAIL, TRACER2_TRAIL, VOOR_TRAIL,
	//VULT PARTICLES
	TF_TRAIL,
	RAIL_TRAIL,
	RAIL_TRAIL2,
	LAVA_TRAIL,
	AMF_ROCKET_TRAIL,
	BLEEDING_TRAIL,
	BLEEDING_TRAIL2,
} trail_type_t;

void R_InitParticles (void);
void R_ClearParticles (void);
void R_DrawParticles (void);

void R_ReadPointFile_f (void);

void R_RunParticleEffect (vec3_t, vec3_t, int, int);
void R_ParticleTrail (vec3_t, vec3_t, vec3_t *, trail_type_t);
void R_BlobExplosion (vec3_t);
void R_ParticleExplosion (vec3_t);
void R_LavaSplash (vec3_t);
void R_TeleportSplash (vec3_t);

void Classic_InitParticles(void);
void Classic_ClearParticles(void);
void Classic_DrawParticles(void);
void Classic_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void Classic_ParticleTrail (vec3_t start, vec3_t end, vec3_t *, trail_type_t type);
void Classic_ParticleRailTrail (vec3_t start, vec3_t end, int color);
void Classic_BlobExplosion (vec3_t org);
void Classic_ParticleExplosion (vec3_t org);
void Classic_LavaSplash (vec3_t org);
void Classic_TeleportSplash (vec3_t org);

void R_PushDlights (void);

// surface cache related
extern qbool	r_cache_thrash;	// set if thrashing the surface cache

int	D_SurfaceCacheForRes (int width, int height);
void D_FlushCaches (void);
void D_InitCaches (void *buffer, int size);
void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);
