/*
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.

*/

// draw.c -- this is the only file outside the refresh that touches the
// vid buffer

#include "quakedef.h"

extern unsigned char d_15to8table[65536];
extern cvar_t crosshair, cl_crossx, cl_crossy, crosshaircolor;

cvar_t		gl_nobind = {"gl_nobind", "0"};
cvar_t		gl_max_size = {"gl_max_size", "1024"};
cvar_t		gl_picmip = {"gl_picmip", "0"};

byte		*draw_chars;				// 8*8 graphic characters
qpic_t		*draw_disc;
qpic_t		*draw_backtile;

int			translate_texture;
int			char_texture;
int			cs_texture; // crosshair texture

static byte cs_data[64] =
{
	0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
	0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff,
	0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
};


typedef struct
{
	int		texnum;
	float	sl, tl, sh, th;
} glpic_t;

byte		conback_buffer[sizeof (qpic_t) + sizeof (glpic_t) ];
qpic_t		*conback = (qpic_t *) &conback_buffer;

int		gl_lightmap_format = 4;
int		gl_solid_format = 3;
int		gl_alpha_format = 4;

int		gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int		gl_filter_max = GL_LINEAR;


int		texels;

typedef struct
{
	int		texnum;
	char	identifier[64];
	int		width, height;
	qboolean	mipmap;
} gltexture_t;

#define	MAX_GLTEXTURES	1024
gltexture_t	gltextures[MAX_GLTEXTURES];
int			numgltextures;

void GL_Bind (int texnum)
{
	if (gl_nobind.value)
		texnum = char_texture;
	if (currenttexture == texnum)
		return;
	currenttexture = texnum;
#ifdef _WIN32
	bindTexFunc (GL_TEXTURE_2D, texnum);
#else
	glBindTexture (GL_TEXTURE_2D, texnum);
#endif
}


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

  scrap allocation

  Allocate all the little status bar obejcts into a single texture
  to crutch up stupid hardware / drivers

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

#define	MAX_SCRAPS		1
#define	BLOCK_WIDTH		256
#define	BLOCK_HEIGHT	256

int			scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH];
byte		scrap_texels[MAX_SCRAPS][BLOCK_WIDTH *BLOCK_HEIGHT*4];
qboolean	scrap_dirty;
int			scrap_texnum;

// returns a texture number and the position inside it
int Scrap_AllocBlock (int w, int h, int *x, int *y)
{
	int		i, j;
	int		best, best2;
	int		texnum;
	
	for (texnum = 0 ; texnum < MAX_SCRAPS ; texnum++)
	{
		best = BLOCK_HEIGHT;
		
		for (i = 0 ; i < BLOCK_WIDTH - w ; i++)
		{
			best2 = 0;
			
			for (j = 0 ; j < w ; j++)
			{
				if (scrap_allocated[texnum][i+j] >= best)
					break;
				if (scrap_allocated[texnum][i+j] > best2)
					best2 = scrap_allocated[texnum][i+j];
			}
			if (j == w)
			{
				// this is a valid spot
				*x = i;
				*y = best = best2;
			}
		}
		
		if (best + h > BLOCK_HEIGHT)
			continue;
			
		for (i = 0 ; i < w ; i++)
			scrap_allocated[texnum][*x + i] = best + h;
			
		return texnum;
	}
	
	Sys_Error ("Scrap_AllocBlock: full");
	return 0;
}

int	scrap_uploads;

void Scrap_Upload (void)
{
	scrap_uploads++;
	GL_Bind (scrap_texnum);
	GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
	scrap_dirty = false;
}

//=============================================================================
/* Support Routines */

typedef struct cachepic_s
{
	char		name[MAX_QPATH];
	qpic_t		pic;
	byte		padding[32];	// for appended glpic
} cachepic_t;

#define	MAX_CACHED_PICS		128
cachepic_t	menu_cachepics[MAX_CACHED_PICS];
int			menu_numcachepics;

byte		menuplyr_pixels[4096];

int		pic_texels;
int		pic_count;

qpic_t *Draw_PicFromWad (char *name)
{
	qpic_t	*p;
	glpic_t	*gl;
	
	p = W_GetLumpName (name);
	gl = (glpic_t *) p->data;
	
	// load little ones into the scrap
	if (p->width < 64 && p->height < 64)
	{
		int		x, y;
		int		i, j, k;
		int		texnum;
		
		texnum = Scrap_AllocBlock (p->width, p->height, &x, &y);
		scrap_dirty = true;
		k = 0;
		for (i = 0 ; i < p->height ; i++)
			for (j = 0 ; j < p->width ; j++, k++)
				scrap_texels[texnum][ (y+i) *BLOCK_WIDTH + x + j] = p->data[k];
		texnum += scrap_texnum;
		gl->texnum = texnum;
		gl->sl = (x + 0.01) / (float) BLOCK_WIDTH;
		gl->sh = (x + p->width - 0.01) / (float) BLOCK_WIDTH;
		gl->tl = (y + 0.01) / (float) BLOCK_WIDTH;
		gl->th = (y + p->height - 0.01) / (float) BLOCK_WIDTH;
		
		pic_count++;
		pic_texels += p->width * p->height;
	}
	else
	{
		gl->texnum = GL_LoadPicTexture (p);
		gl->sl = 0;
		gl->sh = 1;
		gl->tl = 0;
		gl->th = 1;
	}
	return p;
}


/*
================
Draw_CachePic
================
*/
qpic_t	*Draw_CachePic (char *path)
{
	cachepic_t	*pic;
	int			i;
	qpic_t		*dat;
	glpic_t		*gl;
	
	for (pic = menu_cachepics, i = 0 ; i < menu_numcachepics ; pic++, i++)
		if (!strcmp (path, pic->name))
			return &pic->pic;
			
	if (menu_numcachepics == MAX_CACHED_PICS)
		Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");
	menu_numcachepics++;
	strcpy (pic->name, path);
	
//
// load the pic from disk
//
	dat = (qpic_t *) COM_LoadTempFile (path);
	if (!dat)
		Sys_Error ("Draw_CachePic: failed to load %s", path);
	SwapPic (dat);
	
	// HACK HACK HACK --- we need to keep the bytes for
	// the translatable player picture just for the menu
	// configuration dialog
	if (!strcmp (path, "gfx/menuplyr.lmp"))
		memcpy (menuplyr_pixels, dat->data, dat->width * dat->height);
		
	pic->pic.width = dat->width;
	pic->pic.height = dat->height;
	
	gl = (glpic_t *) pic->pic.data;
	gl->texnum = GL_LoadPicTexture (dat);
	gl->sl = 0;
	gl->sh = 1;
	gl->tl = 0;
	gl->th = 1;
	
	return &pic->pic;
}


void Draw_CharToConback (int num, byte *dest)
{
	int		row, col;
	byte	*source;
	int		drawline;
	int		x;
	
	row = num >> 4;
	col = num & 15;
	source = draw_chars + (row << 10) + (col << 3);
	
	drawline = 8;
	
	while (drawline--)
	{
		for (x = 0 ; x < 8 ; x++)
			if (source[x] != 255)
				dest[x] = 0x60 + source[x];
		source += 128;
		dest += 320;
	}
	
}

typedef struct
{
	char *name;
	int	minimize, maximize;
} glmode_t;

glmode_t modes[] =
{
	{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
	{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
	{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
	{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
	{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
	{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};

/*
===============
Draw_TextureMode_f
===============
*/
void Draw_TextureMode_f (void)
{
	int		i;
	gltexture_t	*glt;
	
	if (Cmd_Argc() == 1)
	{
		for (i = 0 ; i < 6 ; i++)
			if (gl_filter_min == modes[i].minimize)
			{
				Con_Printf ("%s\n", modes[i].name);
				return;
			}
		Con_Printf ("current filter is unknown???\n");
		return;
	}
	
	for (i = 0 ; i < 6 ; i++)
	{
		if (!Q_strcasecmp (modes[i].name, Cmd_Argv (1)))
			break;
	}
	if (i == 6)
	{
		Con_Printf ("bad filter name\n");
		return;
	}
	
	gl_filter_min = modes[i].minimize;
	gl_filter_max = modes[i].maximize;
	
	// change all the existing mipmap texture objects
	for (i = 0, glt = gltextures ; i < numgltextures ; i++, glt++)
	{
		if (glt->mipmap)
		{
			GL_Bind (glt->texnum);
			glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
			glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
		}
	}
}

/*
===============
Draw_Init
===============
*/
void Draw_Init (void)
{
	int		i;
	qpic_t	*cb;
	byte	*dest;
	int		x;
	char	ver[40];
	glpic_t	*gl;
	int start;
	byte    *ncdata;
	
	Cvar_RegisterVariable (&gl_nobind);
	Cvar_RegisterVariable (&gl_max_size);
	Cvar_RegisterVariable (&gl_picmip);
	
	// 3dfx can only handle 256 wide textures
	if (!Q_strncasecmp ( (char *) gl_renderer, "3dfx", 4) ||
			!Q_strncasecmp ( (char *) gl_renderer, "Mesa", 4))
		Cvar_Set ("gl_max_size", "256");
		
	Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f);
	
	// load the console background and the charset
	// by hand, because we need to write the version
	// string into the background before turning
	// it into a texture
	draw_chars = W_GetLumpName ("conchars");
	for (i = 0 ; i < 256 * 64 ; i++)
		if (draw_chars[i] == 0)
			draw_chars[i] = 255;	// proper transparent color
			
	// now turn them into textures
	char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true);
//	Draw_CrosshairAdjust();
	cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true);
	
	start = Hunk_LowMark ();
	
	cb = (qpic_t *) COM_LoadHunkFile ("gfx/conback.lmp");
	if (!cb)
		Sys_Error ("Couldn't load gfx/conback.lmp");
	SwapPic (cb);
	
	sprintf (ver, "%4.2f", VERSION);
	dest = cb->data + 320 + 320 * 186 - 11 - 8 * strlen (ver);
	for (x = 0 ; x < strlen (ver) ; x++)
		Draw_CharToConback (ver[x], dest + (x << 3));
		
#if 0
	conback->width = vid.conwidth;
	conback->height = vid.conheight;
	
	// scale console to vid size
	dest = ncdata = Hunk_AllocName (vid.conwidth * vid.conheight, "conback");
	
	for (y = 0 ; y < vid.conheight ; y++, dest += vid.conwidth)
	{
		src = cb->data + cb->width * (y * cb->height / vid.conheight);
		if (vid.conwidth == cb->width)
			memcpy (dest, src, vid.conwidth);
		else
		{
			f = 0;
			fstep = cb->width * 0x10000 / vid.conwidth;
			for (x = 0 ; x < vid.conwidth ; x += 4)
			{
				dest[x] = src[f>>16];
				f += fstep;
				dest[x+1] = src[f>>16];
				f += fstep;
				dest[x+2] = src[f>>16];
				f += fstep;
				dest[x+3] = src[f>>16];
				f += fstep;
			}
		}
	}
#else
	conback->width = cb->width;
	conback->height = cb->height;
	ncdata = cb->data;
#endif
	
	glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	
	gl = (glpic_t *) conback->data;
	gl->texnum = GL_LoadTexture ("conback", conback->width, conback->height, ncdata, false, false);
	gl->sl = 0;
	gl->sh = 1;
	gl->tl = 0;
	gl->th = 1;
	conback->width = vid.conwidth;
	conback->height = vid.conheight;
	
	// free loaded console
	Hunk_FreeToLowMark (start);
	
	// save a texture slot for translated picture
	translate_texture = texture_extension_number++;
	
	// save slots for scraps
	scrap_texnum = texture_extension_number;
	texture_extension_number += MAX_SCRAPS;
	
	//
	// get the other pics we need
	//
	draw_disc = Draw_PicFromWad ("disc");
	draw_backtile = Draw_PicFromWad ("backtile");
}



/*
================
Draw_Character

Draws one 8*8 graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
================
*/
void Draw_Character (int x, int y, int num)
{
	int				row, col;
	float			frow, fcol, size;
	
	if (num == 32)
		return;		// space
		
	num &= 255;
	
	if (y <= -8)
		return;			// totally off screen
		
	row = num >> 4;
	col = num & 15;
	
	frow = row * 0.0625;
	fcol = col * 0.0625;
	size = 0.0625;
	
	GL_Bind (char_texture);
	
	glBegin (GL_QUADS);
	glTexCoord2f (fcol, frow);
	glVertex2f (x, y);
	glTexCoord2f (fcol + size, frow);
	glVertex2f (x + 8, y);
	glTexCoord2f (fcol + size, frow + size);
	glVertex2f (x + 8, y + 8);
	glTexCoord2f (fcol, frow + size);
	glVertex2f (x, y + 8);
	glEnd ();
}

/*
================
Draw_String
================
*/
void Draw_String (int x, int y, char *str)
{
	while (*str)
	{
		Draw_Character (x, y, *str);
		str++;
		x += 8;
	}
}

/*
================
Draw_Alt_String
================
*/
void Draw_Alt_String (int x, int y, char *str)
{
	while (*str)
	{
		Draw_Character (x, y, (*str) | 0x80);
		str++;
		x += 8;
	}
}

void Draw_Crosshair (void)
{
	int x, y;
	extern vrect_t		scr_vrect;
	unsigned char *pColor;
	
	if (crosshair.value == 2)
	{
		x = scr_vrect.x + scr_vrect.width / 2 - 3 + cl_crossx.value;
		y = scr_vrect.y + scr_vrect.height / 2 - 3 + cl_crossy.value;
		
		glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		pColor = (unsigned char *) &d_8to24table[ (byte) crosshaircolor.value];
		glColor4ubv (pColor);
		GL_Bind (cs_texture);
		
		glBegin (GL_QUADS);
		glTexCoord2f (0, 0);
		glVertex2f (x - 4, y - 4);
		glTexCoord2f (1, 0);
		glVertex2f (x + 12, y - 4);
		glTexCoord2f (1, 1);
		glVertex2f (x + 12, y + 12);
		glTexCoord2f (0, 1);
		glVertex2f (x - 4, y + 12);
		glEnd ();
		
		glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	}
	else if (crosshair.value)
		Draw_Character (scr_vrect.x + scr_vrect.width / 2 - 4 + cl_crossx.value,
						scr_vrect.y + scr_vrect.height / 2 - 4 + cl_crossy.value,
						'+');
}


/*
================
Draw_DebugChar

Draws a single character directly to the upper right corner of the screen.
This is for debugging lockups by drawing different chars in different parts
of the code.
================
*/
void Draw_DebugChar (char num)
{
}

/*
=============
Draw_Pic
=============
*/
void Draw_Pic (int x, int y, qpic_t *pic)
{
	glpic_t			*gl;
	
	if (scrap_dirty)
		Scrap_Upload ();
	gl = (glpic_t *) pic->data;
	glColor4f (1, 1, 1, 1);
	GL_Bind (gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (gl->sl, gl->tl);
	glVertex2f (x, y);
	glTexCoord2f (gl->sh, gl->tl);
	glVertex2f (x + pic->width, y);
	glTexCoord2f (gl->sh, gl->th);
	glVertex2f (x + pic->width, y + pic->height);
	glTexCoord2f (gl->sl, gl->th);
	glVertex2f (x, y + pic->height);
	glEnd ();
}

/*
=============
Draw_AlphaPic
=============
*/
void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha)
{
	glpic_t			*gl;
	
	if (scrap_dirty)
		Scrap_Upload ();
	gl = (glpic_t *) pic->data;
	glDisable (GL_ALPHA_TEST);
	glEnable (GL_BLEND);
//	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glCullFace (GL_FRONT);
	glColor4f (1, 1, 1, alpha);
	GL_Bind (gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (gl->sl, gl->tl);
	glVertex2f (x, y);
	glTexCoord2f (gl->sh, gl->tl);
	glVertex2f (x + pic->width, y);
	glTexCoord2f (gl->sh, gl->th);
	glVertex2f (x + pic->width, y + pic->height);
	glTexCoord2f (gl->sl, gl->th);
	glVertex2f (x, y + pic->height);
	glEnd ();
	glColor4f (1, 1, 1, 1);
	glEnable (GL_ALPHA_TEST);
	glDisable (GL_BLEND);
}

void Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height)
{
	glpic_t			*gl;
	float newsl, newtl, newsh, newth;
	float oldglwidth, oldglheight;
	
	if (scrap_dirty)
		Scrap_Upload ();
	gl = (glpic_t *) pic->data;
	
	oldglwidth = gl->sh - gl->sl;
	oldglheight = gl->th - gl->tl;
	
	newsl = gl->sl + (srcx * oldglwidth) / pic->width;
	newsh = newsl + (width * oldglwidth) / pic->width;
	
	newtl = gl->tl + (srcy * oldglheight) / pic->height;
	newth = newtl + (height * oldglheight) / pic->height;
	
	glColor4f (1, 1, 1, 1);
	GL_Bind (gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (newsl, newtl);
	glVertex2f (x, y);
	glTexCoord2f (newsh, newtl);
	glVertex2f (x + width, y);
	glTexCoord2f (newsh, newth);
	glVertex2f (x + width, y + height);
	glTexCoord2f (newsl, newth);
	glVertex2f (x, y + height);
	glEnd ();
}

/*
=============
Draw_TransPic
=============
*/
void Draw_TransPic (int x, int y, qpic_t *pic)
{

	if (x < 0 || (unsigned) (x + pic->width) > vid.width || y < 0 ||
			(unsigned) (y + pic->height) > vid.height)
	{
		Sys_Error ("Draw_TransPic: bad coordinates");
	}
	
	Draw_Pic (x, y, pic);
}


/*
=============
Draw_TransPicTranslate

Only used for the player color selection menu
=============
*/
void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
{
	int				v, u, c;
	unsigned		trans[64*64], *dest;
	byte			*src;
	int				p;
	
	GL_Bind (translate_texture);
	
	c = pic->width * pic->height;
	
	dest = trans;
	for (v = 0 ; v < 64 ; v++, dest += 64)
	{
		src = &menuplyr_pixels[ ( (v*pic->height) >>6) *pic->width];
		for (u = 0 ; u < 64 ; u++)
		{
			p = src[ (u*pic->width) >>6];
			if (p == 255)
				dest[u] = p;
			else
				dest[u] =  d_8to24table[translation[p]];
		}
	}
	
	glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
	
	glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	
	glColor3f (1, 1, 1);
	glBegin (GL_QUADS);
	glTexCoord2f (0, 0);
	glVertex2f (x, y);
	glTexCoord2f (1, 0);
	glVertex2f (x + pic->width, y);
	glTexCoord2f (1, 1);
	glVertex2f (x + pic->width, y + pic->height);
	glTexCoord2f (0, 1);
	glVertex2f (x, y + pic->height);
	glEnd ();
}


/*
================
Draw_ConsoleBackground

================
*/
void Draw_ConsoleBackground (int lines)
{
	char ver[80];
	int x, i;
	int y;
	
	y = (vid.height * 3) >> 2;
	if (lines > y)
		Draw_Pic (0, lines - vid.height, conback);
	else
		Draw_AlphaPic (0, lines - vid.height, conback, (float) (1.2 * lines) / y);
		
	// hack the version number directly into the pic
//	y = lines-186;
	y = lines - 14;
	if (!cls.download)
	{
#ifdef __linux__
		sprintf (ver, "LinuxGL (%4.2f) QuakeWorld", LINUX_VERSION);
#else
		sprintf (ver, "GL (%4.2f) QuakeWorld", GLQUAKE_VERSION);
#endif
		x = vid.conwidth - (strlen (ver) * 8 + 11) - (vid.conwidth * 8 / 320) * 7;
		for (i = 0 ; i < strlen (ver) ; i++)
			Draw_Character (x + i * 8, y, ver[i] | 0x80);
	}
}


/*
=============
Draw_TileClear

This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void Draw_TileClear (int x, int y, int w, int h)
{
	glColor3f (1, 1, 1);
	GL_Bind (* (int *) draw_backtile->data);
	glBegin (GL_QUADS);
	glTexCoord2f (x / 64.0, y / 64.0);
	glVertex2f (x, y);
	glTexCoord2f ( (x + w) / 64.0, y / 64.0);
	glVertex2f (x + w, y);
	glTexCoord2f ( (x + w) / 64.0, (y + h) / 64.0);
	glVertex2f (x + w, y + h);
	glTexCoord2f (x / 64.0, (y + h) / 64.0);
	glVertex2f (x, y + h);
	glEnd ();
}


/*
=============
Draw_Fill

Fills a box of pixels with a single color
=============
*/
void Draw_Fill (int x, int y, int w, int h, int c)
{
	glDisable (GL_TEXTURE_2D);
	glColor3f (host_basepal[c*3] / 255.0,
			   host_basepal[c*3+1] / 255.0,
			   host_basepal[c*3+2] / 255.0);
			   
	glBegin (GL_QUADS);
	
	glVertex2f (x, y);
	glVertex2f (x + w, y);
	glVertex2f (x + w, y + h);
	glVertex2f (x, y + h);
	
	glEnd ();
	glColor3f (1, 1, 1);
	glEnable (GL_TEXTURE_2D);
}
//=============================================================================

/*
================
Draw_FadeScreen

================
*/
void Draw_FadeScreen (void)
{
	glEnable (GL_BLEND);
	glDisable (GL_TEXTURE_2D);
	glColor4f (0, 0, 0, 0.8);
	glBegin (GL_QUADS);
	
	glVertex2f (0, 0);
	glVertex2f (vid.width, 0);
	glVertex2f (vid.width, vid.height);
	glVertex2f (0, vid.height);
	
	glEnd ();
	glColor4f (1, 1, 1, 1);
	glEnable (GL_TEXTURE_2D);
	glDisable (GL_BLEND);
	
	Sbar_Changed();
}

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

/*
================
Draw_BeginDisc

Draws the little blue disc in the corner of the screen.
Call before beginning any disc IO.
================
*/
void Draw_BeginDisc (void)
{
	if (!draw_disc)
		return;
	glDrawBuffer (GL_FRONT);
	Draw_Pic (vid.width - 24, 0, draw_disc);
	glDrawBuffer (GL_BACK);
}


/*
================
Draw_EndDisc

Erases the disc icon.
Call after completing any disc IO
================
*/
void Draw_EndDisc (void)
{
}

/*
================
GL_Set2D

Setup as if the screen was 320*200
================
*/
void GL_Set2D (void)
{
	glViewport (glx, gly, glwidth, glheight);
	
	glMatrixMode (GL_PROJECTION);
	glLoadIdentity ();
	glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
	
	glMatrixMode (GL_MODELVIEW);
	glLoadIdentity ();
	
	glDisable (GL_DEPTH_TEST);
	glDisable (GL_CULL_FACE);
	glDisable (GL_BLEND);
	glEnable (GL_ALPHA_TEST);
//	glDisable (GL_ALPHA_TEST);

	glColor4f (1, 1, 1, 1);
}

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

/*
================
GL_FindTexture
================
*/
int GL_FindTexture (char *identifier)
{
	int		i;
	gltexture_t	*glt;
	
	for (i = 0, glt = gltextures ; i < numgltextures ; i++, glt++)
	{
		if (!strcmp (identifier, glt->identifier))
			return gltextures[i].texnum;
	}
	
	return -1;
}

/*
================
GL_ResampleTexture
================
*/
void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out,  int outwidth, int outheight)
{
	int		i, j;
	unsigned	*inrow;
	unsigned	frac, fracstep;
	
	fracstep = inwidth * 0x10000 / outwidth;
	for (i = 0 ; i < outheight ; i++, out += outwidth)
	{
		inrow = in + inwidth * (i * inheight / outheight);
		frac = fracstep >> 1;
		for (j = 0 ; j < outwidth ; j += 4)
		{
			out[j] = inrow[frac>>16];
			frac += fracstep;
			out[j+1] = inrow[frac>>16];
			frac += fracstep;
			out[j+2] = inrow[frac>>16];
			frac += fracstep;
			out[j+3] = inrow[frac>>16];
			frac += fracstep;
		}
	}
}

/*
================
GL_Resample8BitTexture -- JACK
================
*/
void GL_Resample8BitTexture (unsigned char *in, int inwidth, int inheight, unsigned char *out,  int outwidth, int outheight)
{
	int		i, j;
	unsigned	char *inrow;
	unsigned	frac, fracstep;
	
	fracstep = inwidth * 0x10000 / outwidth;
	for (i = 0 ; i < outheight ; i++, out += outwidth)
	{
		inrow = in + inwidth * (i * inheight / outheight);
		frac = fracstep >> 1;
		for (j = 0 ; j < outwidth ; j += 4)
		{
			out[j] = inrow[frac>>16];
			frac += fracstep;
			out[j+1] = inrow[frac>>16];
			frac += fracstep;
			out[j+2] = inrow[frac>>16];
			frac += fracstep;
			out[j+3] = inrow[frac>>16];
			frac += fracstep;
		}
	}
}

/*
================
GL_MipMap

Operates in place, quartering the size of the texture
================
*/
void GL_MipMap (byte *in, int width, int height)
{
	int		i, j;
	byte	*out;
	
	width <<= 2;
	height >>= 1;
	out = in;
	for (i = 0 ; i < height ; i++, in += width)
	{
		for (j = 0 ; j < width ; j += 8, out += 4, in += 8)
		{
			out[0] = (in[0] + in[4] + in[width+0] + in[width+4]) >> 2;
			out[1] = (in[1] + in[5] + in[width+1] + in[width+5]) >> 2;
			out[2] = (in[2] + in[6] + in[width+2] + in[width+6]) >> 2;
			out[3] = (in[3] + in[7] + in[width+3] + in[width+7]) >> 2;
		}
	}
}

/*
================
GL_MipMap8Bit

Mipping for 8 bit textures
================
*/
void GL_MipMap8Bit (byte *in, int width, int height)
{
	int		i, j;
	byte	*out;
	unsigned short     r, g, b;
	byte	*at1, *at2, *at3, *at4;
	
	height >>= 1;
	out = in;
	for (i = 0 ; i < height ; i++, in += width)
		for (j = 0 ; j < width ; j += 2, out += 1, in += 2)
		{
			at1 = (byte *) &d_8to24table[in[0]];
			at2 = (byte *) &d_8to24table[in[1]];
			at3 = (byte *) &d_8to24table[in[width+0]];
			at4 = (byte *) &d_8to24table[in[width+1]];
			
			r = (at1[0] + at2[0] + at3[0] + at4[0]);
			r >>= 5;
			g = (at1[1] + at2[1] + at3[1] + at4[1]);
			g >>= 5;
			b = (at1[2] + at2[2] + at3[2] + at4[2]);
			b >>= 5;
			
			out[0] = d_15to8table[ (r<<0) + (g<<5) + (b<<10) ];
		}
}

/*
===============
GL_Upload32
===============
*/
void GL_Upload32 (unsigned *data, int width, int height,  qboolean mipmap, qboolean alpha)
{
	int			samples;
	static	unsigned	scaled[1024*512];	// [512*256];
	int			scaled_width, scaled_height;
	
	for (scaled_width = 1 ; scaled_width < width ; scaled_width <<= 1)
		;
	for (scaled_height = 1 ; scaled_height < height ; scaled_height <<= 1)
		;
		
	scaled_width >>= (int) gl_picmip.value;
	scaled_height >>= (int) gl_picmip.value;
	
	if (scaled_width > gl_max_size.value)
		scaled_width = gl_max_size.value;
	if (scaled_height > gl_max_size.value)
		scaled_height = gl_max_size.value;
		
	if (scaled_width * scaled_height > sizeof (scaled) / 4)
		Sys_Error ("GL_LoadTexture: too big");
		
	samples = alpha ? gl_alpha_format : gl_solid_format;
	
#if 0
	if (mipmap)
		gluBuild2DMipmaps (GL_TEXTURE_2D, samples, width, height, GL_RGBA, GL_UNSIGNED_BYTE, trans);
	else if (scaled_width == width && scaled_height == height)
		glTexImage2D (GL_TEXTURE_2D, 0, samples, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
	else
	{
		gluScaleImage (GL_RGBA, width, height, GL_UNSIGNED_BYTE, trans,
					   scaled_width, scaled_height, GL_UNSIGNED_BYTE, scaled);
		glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
	}
#else
	texels += scaled_width * scaled_height;
	
	if (scaled_width == width && scaled_height == height)
	{
		if (!mipmap)
		{
			glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
			goto done;
		}
		memcpy (scaled, data, width * height * 4);
	}
	else
		GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height);
	
	glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
	if (mipmap)
	{
		int		miplevel;
	
		miplevel = 0;
		while (scaled_width > 1 || scaled_height > 1)
		{
			GL_MipMap ( (byte *) scaled, scaled_width, scaled_height);
			scaled_width >>= 1;
			scaled_height >>= 1;
			if (scaled_width < 1)
				scaled_width = 1;
			if (scaled_height < 1)
				scaled_height = 1;
			miplevel++;
			glTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
		}
	}
done:
	;
#endif
	
	
	if (mipmap)
	{
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
	else
	{
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
}

void GL_Upload8_EXT (byte *data, int width, int height,  qboolean mipmap, qboolean alpha)
{
	int			i, s;
	qboolean	noalpha;
	int			samples;
	static	unsigned char scaled[1024*512];	// [512*256];
	int			scaled_width, scaled_height;
	
	s = width * height;
	// if there are no transparent pixels, make it a 3 component
	// texture even if it was specified as otherwise
	if (alpha)
	{
		noalpha = true;
		for (i = 0 ; i < s ; i++)
		{
			if (data[i] == 255)
				noalpha = false;
		}
		
		if (alpha && noalpha)
			alpha = false;
	}
	for (scaled_width = 1 ; scaled_width < width ; scaled_width <<= 1)
		;
	for (scaled_height = 1 ; scaled_height < height ; scaled_height <<= 1)
		;
		
	scaled_width >>= (int) gl_picmip.value;
	scaled_height >>= (int) gl_picmip.value;
	
	if (scaled_width > gl_max_size.value)
		scaled_width = gl_max_size.value;
	if (scaled_height > gl_max_size.value)
		scaled_height = gl_max_size.value;
		
	if (scaled_width * scaled_height > sizeof (scaled))
		Sys_Error ("GL_LoadTexture: too big");
		
	samples = 1; // alpha ? gl_alpha_format : gl_solid_format;
	
	texels += scaled_width * scaled_height;
	
	if (scaled_width == width && scaled_height == height)
	{
		if (!mipmap)
		{
			glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX , GL_UNSIGNED_BYTE, data);
			goto done;
		}
		memcpy (scaled, data, width * height);
	}
	else
		GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);
		
	glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
	if (mipmap)
	{
		int		miplevel;
		
		miplevel = 0;
		while (scaled_width > 1 || scaled_height > 1)
		{
			GL_MipMap8Bit ( (byte *) scaled, scaled_width, scaled_height);
			scaled_width >>= 1;
			scaled_height >>= 1;
			if (scaled_width < 1)
				scaled_width = 1;
			if (scaled_height < 1)
				scaled_height = 1;
			miplevel++;
			glTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
		}
	}
done:
	;
	
	if (mipmap)
	{
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
	else
	{
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
}

extern qboolean VID_Is8bit();

/*
===============
GL_Upload8
===============
*/
void GL_Upload8 (byte *data, int width, int height,  qboolean mipmap, qboolean alpha)
{
	static	unsigned	trans[640*480];		// FIXME, temporary
	int			i, s;
	qboolean	noalpha;
	int			p;
	
	s = width * height;
	// if there are no transparent pixels, make it a 3 component
	// texture even if it was specified as otherwise
	if (alpha)
	{
		noalpha = true;
		for (i = 0 ; i < s ; i++)
		{
			p = data[i];
			if (p == 255)
				noalpha = false;
			trans[i] = d_8to24table[p];
		}
		
		if (alpha && noalpha)
			alpha = false;
	}
	else
	{
		if (s & 3)
			Sys_Error ("GL_Upload8: s&3");
		for (i = 0 ; i < s ; i += 4)
		{
			trans[i] = d_8to24table[data[i]];
			trans[i+1] = d_8to24table[data[i+1]];
			trans[i+2] = d_8to24table[data[i+2]];
			trans[i+3] = d_8to24table[data[i+3]];
		}
	}
	
	if (VID_Is8bit() && !alpha && (data != scrap_texels[0]))
	{
		GL_Upload8_EXT (data, width, height, mipmap, alpha);
		return;
	}
	
	GL_Upload32 (trans, width, height, mipmap, alpha);
}

/*
================
GL_LoadTexture
================
*/
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha)
{
	int			i;
	gltexture_t	*glt;
	
	// see if the texture is allready present
	if (identifier[0])
	{
		for (i = 0, glt = gltextures ; i < numgltextures ; i++, glt++)
		{
			if (!strcmp (identifier, glt->identifier))
			{
				if (width != glt->width || height != glt->height)
					Sys_Error ("GL_LoadTexture: cache mismatch");
				return gltextures[i].texnum;
			}
		}
	}
	else
		glt = &gltextures[numgltextures];
	numgltextures++;
	
	strcpy (glt->identifier, identifier);
	glt->texnum = texture_extension_number;
	glt->width = width;
	glt->height = height;
	glt->mipmap = mipmap;
	
	GL_Bind (texture_extension_number);
	
	GL_Upload8 (data, width, height, mipmap, alpha);
	
	texture_extension_number++;
	
	return texture_extension_number - 1;
}

/*
================
GL_LoadPicTexture
================
*/
int GL_LoadPicTexture (qpic_t *pic)
{
	return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true);
}

/****************************************/

static GLenum oldtarget = TEXTURE0_SGIS;

void GL_SelectTexture (GLenum target)
{
	if (!gl_mtexable)
		return;
#ifndef __linux__ // no multitexture under Linux yet
	qglSelectTextureSGIS (target);
#endif
	if (target == oldtarget)
		return;
	cnttextures[oldtarget-TEXTURE0_SGIS] = currenttexture;
	currenttexture = cnttextures[target-TEXTURE0_SGIS];
	oldtarget = target;
}
