/*
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_misc.c

#include "quakedef.h"

extern void R_InitBubble();

/*
==================
R_InitTextures
==================
*/
void	R_InitTextures (void)
{
	int		x, y, m;
	byte	*dest;
	
// create a simple checkerboard texture for the default
	r_notexture_mip = Hunk_AllocName (sizeof (texture_t) + 16 * 16 + 8 * 8 + 4 * 4 + 2 * 2, "notexture");
	
	r_notexture_mip->width = r_notexture_mip->height = 16;
	r_notexture_mip->offsets[0] = sizeof (texture_t);
	r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16 * 16;
	r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8 * 8;
	r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4 * 4;
	
	for (m = 0 ; m < 4 ; m++)
	{
		dest = (byte *) r_notexture_mip + r_notexture_mip->offsets[m];
		for (y = 0 ; y< (16 >> m) ; y++)
			for (x = 0 ; x< (16 >> m) ; x++)
			{
				if ( (y< (8 >> m)) ^ (x< (8 >> m)))
					*dest++ = 0;
				else
					*dest++ = 0xff;
			}
	}
}

byte	dottexture[8][8] =
{
	{0, 1, 1, 0, 0, 0, 0, 0},
	{1, 1, 1, 1, 0, 0, 0, 0},
	{1, 1, 1, 1, 0, 0, 0, 0},
	{0, 1, 1, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0},
};
void R_InitParticleTexture (void)
{
	int		x, y;
	byte	data[8][8][4];
	
	//
	// particle texture
	//
	particletexture = texture_extension_number++;
	GL_Bind (particletexture);
	
	for (x = 0 ; x < 8 ; x++)
	{
		for (y = 0 ; y < 8 ; y++)
		{
			data[y][x][0] = 255;
			data[y][x][1] = 255;
			data[y][x][2] = 255;
			data[y][x][3] = dottexture[x][y] * 255;
		}
	}
	glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
	
	glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	
	glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}

/*
===============
R_Envmap_f

Grab six views for environment mapping tests
===============
*/
void R_Envmap_f (void)
{
	byte	buffer[256*256*4];
	
	glDrawBuffer (GL_FRONT);
	glReadBuffer (GL_FRONT);
	envmap = true;
	
	r_refdef.vrect.x = 0;
	r_refdef.vrect.y = 0;
	r_refdef.vrect.width = 256;
	r_refdef.vrect.height = 256;
	
	r_refdef.viewangles[0] = 0;
	r_refdef.viewangles[1] = 0;
	r_refdef.viewangles[2] = 0;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	COM_WriteFile ("env0.rgb", buffer, sizeof (buffer));
	
	r_refdef.viewangles[1] = 90;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	COM_WriteFile ("env1.rgb", buffer, sizeof (buffer));
	
	r_refdef.viewangles[1] = 180;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	COM_WriteFile ("env2.rgb", buffer, sizeof (buffer));
	
	r_refdef.viewangles[1] = 270;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	COM_WriteFile ("env3.rgb", buffer, sizeof (buffer));
	
	r_refdef.viewangles[0] = -90;
	r_refdef.viewangles[1] = 0;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	COM_WriteFile ("env4.rgb", buffer, sizeof (buffer));
	
	r_refdef.viewangles[0] = 90;
	r_refdef.viewangles[1] = 0;
	GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
	R_RenderView ();
	glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
	COM_WriteFile ("env5.rgb", buffer, sizeof (buffer));
	
	envmap = false;
	glDrawBuffer (GL_BACK);
	glReadBuffer (GL_BACK);
	GL_EndRendering ();
}

/*
===============
R_Init
===============
*/
void R_Init (void)
{
	Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
	Cmd_AddCommand ("envmap", R_Envmap_f);
	Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
	
	Cvar_RegisterVariable (&r_norefresh);
	Cvar_RegisterVariable (&r_lightmap);
	Cvar_RegisterVariable (&r_fullbright);
	Cvar_RegisterVariable (&r_drawentities);
	Cvar_RegisterVariable (&r_drawviewmodel);
	Cvar_RegisterVariable (&r_shadows);
	Cvar_RegisterVariable (&r_mirroralpha);
	Cvar_RegisterVariable (&r_wateralpha);
	Cvar_RegisterVariable (&r_dynamic);
	Cvar_RegisterVariable (&r_novis);
	Cvar_RegisterVariable (&r_speeds);
	Cvar_RegisterVariable (&r_netgraph);
	
	Cvar_RegisterVariable (&gl_clear);
	Cvar_RegisterVariable (&gl_texsort);
	
	if (gl_mtexable)
		Cvar_SetValue ("gl_texsort", 0.0);
		
	Cvar_RegisterVariable (&gl_cull);
	Cvar_RegisterVariable (&gl_smoothmodels);
	Cvar_RegisterVariable (&gl_affinemodels);
	Cvar_RegisterVariable (&gl_polyblend);
	Cvar_RegisterVariable (&gl_flashblend);
	Cvar_RegisterVariable (&gl_playermip);
	Cvar_RegisterVariable (&gl_nocolors);
	Cvar_RegisterVariable (&gl_finish);
	
	Cvar_RegisterVariable (&gl_keeptjunctions);
	Cvar_RegisterVariable (&gl_reporttjunctions);
	
	R_InitBubble();
	
	R_InitParticles ();
	R_InitParticleTexture ();
	
#ifdef GLTEST
	Test_Init ();
#endif
	
	netgraphtexture = texture_extension_number;
	texture_extension_number++;
	
	playertextures = texture_extension_number;
	texture_extension_number += MAX_CLIENTS;
}

/*
===============
R_TranslatePlayerSkin

Translates a skin texture by the per-player color lookup
===============
*/
void R_TranslatePlayerSkin (int playernum)
{
	int		top, bottom;
	byte	translate[256];
	unsigned	translate32[256];
	int		i, j;
	byte	*original;
	unsigned	pixels[512*256], *out;
	unsigned	scaled_width, scaled_height;
	int			inwidth, inheight;
	int			tinwidth, tinheight;
	byte		*inrow;
	unsigned	frac, fracstep;
	player_info_t *player;
	extern	byte		player_8bit_texels[320*200];
	char s[512];
	
	GL_DisableMultitexture();
	
	player = &cl.players[playernum];
	if (!player->name[0])
		return;
		
	strcpy (s, Info_ValueForKey (player->userinfo, "skin"));
	COM_StripExtension (s, s);
	if (player->skin && !stricmp (s, player->skin->name))
		player->skin = NULL;
		
	if (player->_topcolor != player->topcolor ||
			player->_bottomcolor != player->bottomcolor || !player->skin)
	{
		player->_topcolor = player->topcolor;
		player->_bottomcolor = player->bottomcolor;
		
		top = player->topcolor;
		bottom = player->bottomcolor;
		top = (top < 0) ? 0 : ( (top > 13) ? 13 : top);
		bottom = (bottom < 0) ? 0 : ( (bottom > 13) ? 13 : bottom);
		top *= 16;
		bottom *= 16;
		
		for (i = 0 ; i < 256 ; i++)
			translate[i] = i;
			
		for (i = 0 ; i < 16 ; i++)
		{
			if (top < 128)	// the artists made some backwards ranges.  sigh.
				translate[TOP_RANGE+i] = top + i;
			else
				translate[TOP_RANGE+i] = top + 15 - i;
				
			if (bottom < 128)
				translate[BOTTOM_RANGE+i] = bottom + i;
			else
				translate[BOTTOM_RANGE+i] = bottom + 15 - i;
		}
		
		//
		// locate the original skin pixels
		//
		// real model width
		tinwidth = 296;
		tinheight = 194;
		
		if (!player->skin)
			Skin_Find (player);
		if ( (original = Skin_Cache (player->skin)) != NULL)
		{
			//skin data width
			inwidth = 320;
			inheight = 200;
		}
		else
		{
			original = player_8bit_texels;
			inwidth = 296;
			inheight = 194;
		}
		
		
		// because this happens during gameplay, do it fast
		// instead of sending it through gl_upload 8
		GL_Bind (playertextures + playernum);
		
#if 0
		s = 320 * 200;
		byte	translated[320*200];
		
		for (i = 0 ; i < s ; i += 4)
		{
			translated[i] = translate[original[i]];
			translated[i+1] = translate[original[i+1]];
			translated[i+2] = translate[original[i+2]];
			translated[i+3] = translate[original[i+3]];
		}
		
		
		// don't mipmap these, because it takes too long
		GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight,
					false, false, true);
#endif
					
		scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
		scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256;
		// allow users to crunch sizes down even more if they want
		scaled_width >>= (int) gl_playermip.value;
		scaled_height >>= (int) gl_playermip.value;
		
		if (VID_Is8bit())   // 8bit texture upload
		{
			byte *out2;
			
			out2 = (byte *) pixels;
			memset (pixels, 0, sizeof (pixels));
			fracstep = tinwidth * 0x10000 / scaled_width;
			for (i = 0 ; i < scaled_height ; i++, out2 += scaled_width)
			{
				inrow = original + inwidth * (i * tinheight / scaled_height);
				frac = fracstep >> 1;
				for (j = 0 ; j < scaled_width ; j += 4)
				{
					out2[j] = translate[inrow[frac>>16]];
					frac += fracstep;
					out2[j+1] = translate[inrow[frac>>16]];
					frac += fracstep;
					out2[j+2] = translate[inrow[frac>>16]];
					frac += fracstep;
					out2[j+3] = translate[inrow[frac>>16]];
					frac += fracstep;
				}
			}
			
			GL_Upload8_EXT ( (byte *) pixels, scaled_width, scaled_height, false, false);
			return;
		}
		
		for (i = 0 ; i < 256 ; i++)
			translate32[i] = d_8to24table[translate[i]];
			
		out = pixels;
		memset (pixels, 0, sizeof (pixels));
		fracstep = tinwidth * 0x10000 / scaled_width;
		for (i = 0 ; i < scaled_height ; i++, out += scaled_width)
		{
			inrow = original + inwidth * (i * tinheight / scaled_height);
			frac = fracstep >> 1;
			for (j = 0 ; j < scaled_width ; j += 4)
			{
				out[j] = translate32[inrow[frac>>16]];
				frac += fracstep;
				out[j+1] = translate32[inrow[frac>>16]];
				frac += fracstep;
				out[j+2] = translate32[inrow[frac>>16]];
				frac += fracstep;
				out[j+3] = translate32[inrow[frac>>16]];
				frac += fracstep;
			}
		}
		
		glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format,
					  scaled_width, scaled_height, 0, GL_RGBA,
					  GL_UNSIGNED_BYTE, pixels);
					  
		glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	}
}

/*
===============
R_NewMap
===============
*/
void R_NewMap (void)
{
	int		i;
	
	for (i = 0 ; i < 256 ; i++)
		d_lightstylevalue[i] = 264;		// normal light value
		
	memset (&r_worldentity, 0, sizeof (r_worldentity));
	r_worldentity.model = cl.worldmodel;
	
// clear out efrags in case the level hasn't been reloaded
// FIXME: is this one short?
	for (i = 0 ; i < cl.worldmodel->numleafs ; i++)
		cl.worldmodel->leafs[i].efrags = NULL;
		
	r_viewleaf = NULL;
	R_ClearParticles ();
	
	GL_BuildLightmaps ();
	
	// identify sky texture
	skytexturenum = -1;
	mirrortexturenum = -1;
	for (i = 0 ; i < cl.worldmodel->numtextures ; i++)
	{
		if (!cl.worldmodel->textures[i])
			continue;
		if (!Q_strncmp (cl.worldmodel->textures[i]->name, "sky", 3))
			skytexturenum = i;
		if (!Q_strncmp (cl.worldmodel->textures[i]->name, "window02_1", 10))
			mirrortexturenum = i;
		cl.worldmodel->textures[i]->texturechain = NULL;
	}
#ifdef QUAKE2
	R_LoadSkys ();
#endif
}


/*
====================
R_TimeRefresh_f

For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
	int			i;
	float		start, stop, time;
	
	glDrawBuffer (GL_FRONT);
	glFinish ();
	
	start = Sys_DoubleTime ();
	for (i = 0 ; i < 128 ; i++)
	{
		r_refdef.viewangles[1] = i / 128.0 * 360.0;
		R_RenderView ();
	}
	
	glFinish ();
	stop = Sys_DoubleTime ();
	time = stop - start;
	Con_Printf ("%f seconds (%f fps)\n", time, 128 / time);
	
	glDrawBuffer (GL_BACK);
	GL_EndRendering ();
}

void D_FlushCaches (void)
{
}


