/***
*
*	Copyright (c) 1998, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
****/

#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>

#include "bsp5.h"

vec3_t	draw_mins, draw_maxs;

void Draw_ClearBounds (void)
{
}

void Draw_AddToBounds (vec3_t v)
{
}

void Draw_DrawFace (face_t *f)
{
	int		i;

	if (!drawflag)
		return;

	glColor4f (0,0,0,0.5);
	glBegin (GL_LINE_LOOP);
	for (i=0 ; i<f->numpoints ; i++)
		glVertex3f (f->pts[i][0], f->pts[i][1], f->pts[i][2]);
	glEnd ();

	glColor4f (0,1,0,0.3);
	glBegin (GL_POLYGON);
	for (i=0 ; i<f->numpoints ; i++)
		glVertex3f (f->pts[i][0], f->pts[i][1], f->pts[i][2]);
	glEnd ();

	glFlush ();
}

#define	WIN_SIZE	512

void InitWindow (void)
{
    auxInitDisplayMode (AUX_SINGLE | AUX_RGB);
    auxInitPosition (0, 0, WIN_SIZE, WIN_SIZE);
    auxInitWindow ("qbsp");
}

void Draw_ClearWindow (void)
{
	static int	init;
	int		w, h, g;
	float	mx, my;

	if (!drawflag)
		return;

	if (!init)
	{
		init = true;
		InitWindow ();
	}

	glClearColor (1,0.8,0.8,0);
	glClear (GL_COLOR_BUFFER_BIT);

	w = (draw_maxs[0] - draw_mins[0]);
	h = (draw_maxs[1] - draw_mins[1]);

	mx = draw_mins[0] + w/2;
	my = draw_mins[1] + h/2;

	g = w > h ? w : h;

	glLoadIdentity ();
    gluPerspective (90,  1,  2,  16384);
	gluLookAt (mx, my, draw_maxs[2] + g/2, mx , my, draw_maxs[2], 0, 1, 0);

	glColor4f (0,0,0,1);
//	glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
	glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
	glDisable (GL_DEPTH_TEST);
	glDisable (GL_CULL_FACE);
	glEnable (GL_BLEND);
	glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

#if 0
	glBegin (GL_POLYGON);

	glVertex3f (mx, my, draw_mins[2]);
	glVertex3f (mx, my+100, draw_mins[2]);
	glVertex3f (mx, my+100, draw_mins[2]+100);
	glVertex3f (mx, my, draw_mins[2]+100);

	glEnd ();
#endif
	glFlush ();

}

void Draw_SetRed (void)
{
	if (!drawflag)
		return;

	glColor3f (1,0,0);
}

void Draw_SetGrey (void)
{
	if (!drawflag)
		return;

	glColor3f (0.5,0.5,0.5);
}

void Draw_SetBlack (void)
{
	if (!drawflag)
		return;

	glColor3f (0,0,0);
}

void DrawPoint (vec3_t v)
{
}

void DrawLeaf (node_t *l, int color)
{
}

void DrawWinding (winding_t *w)
{
	int		i;

	if (!drawflag)
		return;

	glBegin (GL_POLYGON);
	for (i=0 ; i<w->numpoints ; i++)
		glVertex3f (w->points[i][0], w->points[i][1], w->points[i][2]);
	glEnd ();
	glFlush ();
}

void DrawTri (vec3_t p1, vec3_t p2, vec3_t p3)
{
}

void DrawPortal (portal_t *portal)
{
	DrawWinding (portal->winding);
}
