/*
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.

*/

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

#define	MAXCLIPPLANES	11

#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;


typedef struct entity_s
{
 //qbism// 2000-02-03 fenix@io.com: model animation interpolation
	float		frame_start_time;
	float		frame_interval;
	byte		pose1;
	byte			pose2;

//qbism// 2000-02-03 fenix@io.com: model transform interpolation
			float                   translate_start_time;
			vec3_t                  origin1;
			vec3_t                  origin2;
			float                   rotate_start_time;
			vec3_t                  angles1;
			vec3_t                  angles2;

			//qbism//00-10-15 MD2
			// LordHavoc: added support for Q2 interpolation
			byte                             draw_lastpose, draw_pose;       // for interpolation
			float                           draw_lerpstart;                 // for interpolation
			struct model_s                  *draw_lastmodel;                // for interpolation

	qboolean				forcelink;		// model changed

	byte						update_type;

	entity_state_t			baseline;		// to fill in defaults in updates

	double					msgtime;		// time of last update
	vec3_t					msg_origins[2];	// last two updates (0 is newest)
	vec3_t					origin;
	vec3_t					msg_angles[2];	// last two updates (0 is newest)
	vec3_t					angles;

	//qbism//jf 01-10-30
	vec3_t					headangles;
	vec3_t					legsangles;
	vec3_t					torsoangles;
	vec3_t					vwepangles;

	struct model_s			*model;			// NULL = no model
	struct efrag_s			*efrag;			// linked list of efrags
	byte						frame;
	float					syncbase;		// for client-side animations
	byte					*colormap;
	byte						effects;		// light, particles, etc
	byte						effectstrail;		// jft
	byte						skinnum;		// for Alias models
	int						visframe;		// last frame this entity was
											//  found in an active leaf

	int						dlightframe;	// dynamic lighting
	int						dlightbits;

// 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


//qbism//jf 01-10-30
byte						legsskinnum;
byte						legsframe;
struct model_s			*legsmodel;			// NULL = no model
vec3_t					legsangles1; //for interpolation
vec3_t					legsorigin1;
vec3_t					legsangles2;
vec3_t					legsorigin2;
byte                     legsdraw_lastpose, legsdraw_pose;       // for interpolation
float                   legsdraw_lerpstart;                 // for interpolation
struct model_s          *legsdraw_lastmodel;                // for interpolation


byte						torsoskinnum;
byte						torsoframe;
struct model_s			*torsomodel;			// NULL = no model
vec3_t					torsoangles1;
vec3_t					torsoangles2;
byte                     torsodraw_lastpose, torsodraw_pose;       // for interpolation
float                   torsodraw_lerpstart;                 // for interpolation
struct model_s          *torsodraw_lastmodel;                // for interpolation


byte						vwepskinnum;
byte						vwepframe;
struct model_s			*vwepmodel;			// NULL = no model
vec3_t					vwepangles1;
vec3_t					vwepangles2;
byte                     vwepdraw_lastpose, vwepdraw_pose;       // for interpolation
float                   vwepdraw_lerpstart;                 // for interpolation
struct model_s          *vwepdraw_lastmodel;                // for interpolation

byte alpha;
byte headalpha;
byte legsalpha;
byte torsoalpha;
byte vwepalpha;
byte fullbright;


	float					last_light[3];

} 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 allways 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;


//
// refresh
//
extern	int		reinit_surfcache;


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

extern	struct texture_s	*r_notexture_mip;


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_InitSky (struct texture_s *mt);	// called at level load

void R_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);

void R_NewMap (void);


void R_ParseParticleEffect (void);
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void R_RailTrail (vec3_t start, vec3_t end, vec3_t angle);
void R_RocketTrail (vec3_t start, vec3_t end, int type);
void R_BloodTrail (vec3_t start, vec3_t end, entity_t *ent);
void R_TracerTrail (vec3_t start, vec3_t end, entity_t *ent, byte color);
void R_VoorTrail (vec3_t start, vec3_t end, entity_t *ent);
void R_Snow (vec3_t min, vec3_t max, int flakes);
void R_SparkShower (vec3_t origin, vec3_t direction);
void R_Rain (vec3_t min, vec3_t max, int drops);
void R_Fire (entity_t *ent, qboolean fire2);
void R_EntityParticles (entity_t *ent);
void R_ParticleExplosion (vec3_t org);
void R_ParticleExplosion2 (vec3_t origin, int colorStart, int colorLength);
void R_ParticleExplosion3 (vec3_t org);
void R_LavaSplash (vec3_t org);
void R_TeleportSplash (vec3_t org);

void R_PushDlights (void);


//
// surface cache related
//
extern	int		reinit_surfcache;	// if 1, surface cache is currently empty and
extern qboolean	r_cache_thrash;	// set if thrashing the surface cache

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

