/*
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"
#include "glquake.h"

#ifdef WATERLAYERS
cvar_t	r_waterlayers = {"r_waterlayers","3"};
#endif

cvar_t	gl_skyboxname = {"r_skybox", ""};

extern void R_InitBubble();

/*
==================
R_InitTextures
==================
*
void	GLR_InitTextures (void)
{
	int		x,y, m;
	qbyte	*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 = (qbyte *)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;
			}
	}	
}*/
//we could go for nice smooth round particles... but then we would loose a little bit of the chaotic nature of the particles.
static qbyte	dottexture[8][8] =
{
	{0,0,0,0,0,0,0,0},
	{0,0,0,1,1,0,0,0},
	{0,0,1,1,1,1,0,0},
	{0,1,1,1,1,1,1,0},
	{0,1,1,1,1,1,1,0},
	{0,0,1,1,1,1,0,0},
	{0,0,0,1,1,0,0,0},
	{0,0,0,0,0,0,0,0},
};
static qbyte	exptexture[16][16] =
{
	{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0},
	{0,0,0,1,1,1,1,1,3,1,1,2,1,0,0,0},
	{0,0,0,1,1,1,1,4,4,4,5,4,2,1,1,0},
	{0,0,1,1,6,5,5,8,6,8,3,6,3,2,1,0},
	{0,0,1,5,6,7,5,6,8,8,8,3,3,1,0,0},
	{0,0,0,1,6,8,9,9,9,9,4,6,3,1,0,0},
	{0,0,2,1,7,7,9,9,9,9,5,3,1,0,0,0},
	{0,0,2,4,6,8,9,9,9,9,8,6,1,0,0,0},
	{0,0,2,2,3,5,6,8,9,8,8,4,4,1,0,0},
	{0,0,1,2,4,1,8,7,8,8,6,5,4,1,0,0},
	{0,1,1,1,7,8,1,6,7,5,4,7,1,0,0,0},
	{0,1,2,1,1,5,1,3,4,3,1,1,0,0,0,0},
	{0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
	{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
};
void R_InitParticleTexture (void)
{
	int		x,y;
	qbyte	data[16*16][4];

	//
	// particle texture
	//
	particletexture = texture_extension_number++;
    GL_Bind(particletexture);

	for (x=0 ; x<8 ; x++)
	{
		for (y=0 ; y<8 ; y++)
		{
			data[y*8+x][0] = 255;
			data[y*8+x][1] = 255;
			data[y*8+x][2] = 255;
			data[y*8+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);




	explosiontexture = texture_extension_number++;
    GL_Bind(explosiontexture);

	for (x=0 ; x<16 ; x++)
	{
		for (y=0 ; y<16 ; y++)
		{
			data[y*16+x][0] = 255;
			data[y*16+x][1] = 255;
			data[y*16+x][2] = 255;
			data[y*16+x][3] = exptexture[x][y]*255/9.0;
		}
	}
	glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 16, 16, 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)
{
	qbyte	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 ();
}












qboolean GenerateNormalisationCubeMap()
{
	unsigned char data[32*32*3];

	//some useful variables
	int size=32;
	float offset=0.5f;
	float halfSize=16.0f;
	vec3_t tempVector;
	unsigned char * bytePtr;

	int i, j;

	//positive x
	bytePtr=data;

	for(j=0; j<size; j++)
	{
		for(i=0; i<size; i++)
		{
			tempVector[0] = halfSize;			
			tempVector[1] = -(j+offset-halfSize);
			tempVector[2] = -(i+offset-halfSize);

			VectorNormalize(tempVector);

			bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
			bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
			bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);

			bytePtr+=3;
		}
	}
	glTexImage2D(	GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
					0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

	//negative x
	bytePtr=data;

	for(j=0; j<size; j++)
	{
		for(i=0; i<size; i++)
		{
			tempVector[0] = (-halfSize);
			tempVector[1] = (-(j+offset-halfSize));
			tempVector[2] = ((i+offset-halfSize));

			VectorNormalize(tempVector);

			bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
			bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
			bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);

			bytePtr+=3;
		}
	}
	glTexImage2D(	GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
					0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

	//positive y
	bytePtr=data;

	for(j=0; j<size; j++)
	{
		for(i=0; i<size; i++)
		{
			tempVector[0] = (i+offset-halfSize);
			tempVector[1] = (halfSize);
			tempVector[2] = ((j+offset-halfSize));

			VectorNormalize(tempVector);

			bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
			bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
			bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);

			bytePtr+=3;
		}
	}
	glTexImage2D(	GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
					0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

	//negative y
	bytePtr=data;

	for(j=0; j<size; j++)
	{
		for(i=0; i<size; i++)
		{
			tempVector[0] = (i+offset-halfSize);
			tempVector[1] = (-halfSize);
			tempVector[2] = (-(j+offset-halfSize));

			VectorNormalize(tempVector);

			bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
			bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
			bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);

			bytePtr+=3;
		}
	}
	glTexImage2D(	GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
					0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

	//positive z
	bytePtr=data;

	for(j=0; j<size; j++)
	{
		for(i=0; i<size; i++)
		{
			tempVector[0] = (i+offset-halfSize);
			tempVector[1] = (-(j+offset-halfSize));
			tempVector[2] = (halfSize);

			VectorNormalize(tempVector);

			bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
			bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
			bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);

			bytePtr+=3;
		}
	}
	glTexImage2D(	GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
					0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

	//negative z
	bytePtr=data;

	for(j=0; j<size; j++)
	{
		for(i=0; i<size; i++)
		{
			tempVector[0] = (-(i+offset-halfSize));
			tempVector[1] = (-(j+offset-halfSize));
			tempVector[2] = (-halfSize);

			VectorNormalize(tempVector);

			bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
			bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
			bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);

			bytePtr+=3;
		}
	}
	glTexImage2D(	GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
					0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);	

	return true;
}


int normalisationCubeMap;
/*
===============
R_Init
===============
*/
void GLR_ReInit (void)
{		
	extern int gl_bumpmappingpossible;
	R_InitParticleTexture ();

#ifdef GLTEST
	Test_Init ();
#endif

	netgraphtexture = texture_extension_number;
	texture_extension_number++;

	playertextures = texture_extension_number;
	texture_extension_number += MAX_CLIENTS;

	if (gl_bumpmappingpossible)
	{
		//Create normalisation cube map
		normalisationCubeMap = texture_extension_number++;
		GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
		GenerateNormalisationCubeMap();
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
	}
	else
		normalisationCubeMap = 0;

}
/*
typedef struct
{
   long offset;                 	// Position of the entry in WAD
   long dsize;                  	// Size of the entry in WAD file
   long size;                   	// Size of the entry in memory
   char type;                   	// type of entry
   char cmprs;                  	// Compression. 0 if none.
   short dummy;                 	// Not used
   char name[16];               	// we use only first 8
} wad2entry_t;
typedef struct
{
   char magic[4]; 			//should be WAD2
   long num;				//number of entries
   long offset;				//location of directory
} wad2_t;
void R_MakeTexWad_f(void)
{
	miptex_t dummymip = {"", 0, 0, {0, 0, 0, 0}};
	wad2_t wad2 = {"WAD2",0,0};
	wad2entry_t entry[2048];
	int entries = 0, i;
	FILE *f;
	char base[128];
	char *texname;
//	qbyte b;
	float scale;
	int width, height;

	qbyte *buf, *outmip;
	qbyte *mip, *stack;

//	WIN32_FIND_DATA fd;
//	HANDLE h;

	scale = atof(Cmd_Argv(2));
	if (!scale)
		scale = 2;

//	h = FindFirstFile(va("%s/textures/*.tga", com_gamedir), &fd);
	if (!shader)
		return;
	mip = BZ_Malloc(1024*1024);
//	initbuf = BZ_Malloc(1024*1024*4);
	stack = BZ_Malloc(1024*1024*4+1024);
	f=fopen(va("%s/shadrtex.wad", com_gamedir), "wb");
	fwrite(&wad2, 1, sizeof(wad2_t), f);

	for (shad = shader; shad; shad=shad->next)
	{
		texname = shad->editorname;
		if (!*texname)
			continue;
		COM_StripExtension(shad->name, base);
		base[15]=0;
		for (i =0; i < entries; i++)
			if (!strcmp(entry[entries].name, base))
				break;
		if (i != entries)
		{
			Con_Printf("Skipped %s - duplicated shrunken name\n", texname);
			continue;
		}
		entry[entries].offset = ftell(f);
		entry[entries].dsize = entry[entries].size = 0;
		entry[entries].type = TYP_MIPTEX;
		entry[entries].cmprs = 0;
		entry[entries].dummy = 0;
		strcpy(entry[entries].name, base);

		strcpy(dummymip.name, base);

		{
	
			qbyte *data;
			int h;
			float x, xi;
			float y, yi;			

			char *path[] ={
		"%s",
		"override/%s.tga",
		"override/%s.pcx",
		"%s.tga",
		"progs/%s"};
			for (h = 0, buf=NULL; h < sizeof(path)/sizeof(char *); h++)
			{			
				buf = COM_LoadStackFile(va(path[h], texname), stack, 1024*1024*4+1024);
				if (buf)
					break;
			}
			if (!buf)
			{
				Con_Printf("Failed to find texture \"%s\"\n", texname);
				continue;
			}


data = ReadTargaFile(buf, com_filesize, &width, &height, false);
if (!data)
{
	BZ_Free(data);
	Con_Printf("Skipped %s - file type not supported (bad bpp?)\n", texname);
	continue;
}

			dummymip.width = (int)(width/scale) & ~0xf;
			dummymip.height = (int)(height/scale) & ~0xf;
			if (dummymip.width<=0)
				dummymip.width=16;
			if (dummymip.height<=0)
				dummymip.height=16;

			dummymip.offsets[0] = sizeof(dummymip);
			dummymip.offsets[1] = dummymip.offsets[0]+dummymip.width*dummymip.height;
			dummymip.offsets[2] = dummymip.offsets[1]+dummymip.width/2*dummymip.height/2;
			dummymip.offsets[3] = dummymip.offsets[2]+dummymip.width/4*dummymip.height/4;
			entry[entries].dsize = entry[entries].size = dummymip.offsets[3]+dummymip.width/8*dummymip.height/8;

			xi = (float)width/dummymip.width;
			yi = (float)height/dummymip.height;


			fwrite(&dummymip, 1, sizeof(dummymip), f);
			outmip=mip;
			for (outmip=mip, y = 0; y < height; y+=yi)
			for (x = 0; x < width; x+=xi)
			{
				*outmip++ = GetPalette(	data[(int)(x+y*width)*4+0],
								data[(int)(x+y*width)*4+1],
								data[(int)(x+y*width)*4+2]);
			}
			fwrite(mip, dummymip.width, dummymip.height, f);
			for (outmip=mip, y = 0; y < height; y+=yi*2)
			for (x = 0; x < width; x+=xi*2)
			{
				*outmip++ = GetPalette(	data[(int)(x+y*width)*4+0],
								data[(int)(x+y*width)*4+1],
								data[(int)(x+y*width)*4+2]);				
			}
			fwrite(mip, dummymip.width/2, dummymip.height/2, f);
			for (outmip=mip, y = 0; y < height; y+=yi*4)
			for (x = 0; x < width; x+=xi*4)
			{
				*outmip++ = GetPalette(	data[(int)(x+y*width)*4+0],
								data[(int)(x+y*width)*4+1],
								data[(int)(x+y*width)*4+2]);				
			}
			fwrite(mip, dummymip.width/4, dummymip.height/4, f);
			for (outmip=mip, y = 0; y < height; y+=yi*8)
			for (x = 0; x < width; x+=xi*8)
			{
				*outmip++ = GetPalette(	data[(int)(x+y*width)*4+0],
								data[(int)(x+y*width)*4+1],
								data[(int)(x+y*width)*4+2]);
			}
			fwrite(mip, dummymip.width/8, dummymip.height/8, f);

			BZ_Free(data);
		}
		entries++;
		Con_Printf("Added %s\n", base);
		GLSCR_UpdateScreen();
	}

	wad2.offset = ftell(f);
	wad2.num = entries;
	fwrite(entry, entries, sizeof(wad2entry_t), f);
	fseek(f, 0, SEEK_SET);
	fwrite(&wad2, 1, sizeof(wad2_t), f);
	fclose(f);


	BZ_Free(mip);
//	BZ_Free(initbuf);
	BZ_Free(stack);

	Con_Printf("Written %i mips to textures.wad\n", entries);
}
*/
void GLR_TimeRefresh_f (void);

extern cvar_t gl_bump;
extern cvar_t r_stains, r_stainfadetime, r_stainfadeammount;

void GLR_DeInit (void)
{
	Cmd_RemoveCommand ("timerefresh");
	Cmd_RemoveCommand ("envmap");
	Cmd_RemoveCommand ("pointfile");

	Cmd_RemoveCommand ("makewad");

	GLDraw_DeInit();

	GLSurf_DeInit();
}

void GLR_Init (void)
{	
	Cmd_AddRemCommand ("timerefresh", GLR_TimeRefresh_f);
	Cmd_AddRemCommand ("envmap", R_Envmap_f);
	Cmd_AddRemCommand ("pointfile", R_ReadPointFile_f);

//	Cmd_AddRemCommand ("makewad", R_MakeTexWad_f);

	R_InitBubble();

	GLR_ReInit();
}

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

Translates a skin texture by the per-player color lookup
===============
*/
void R_TranslatePlayerSkin (int playernum)
{
	int		top, bottom;
	qbyte	translate[256];
	unsigned	translate32[256];
	int		i, j;
	qbyte	*original;
	unsigned	pixels[512*256], *out;
	unsigned	scaled_width, scaled_height;
	int			inwidth, inheight;
	int			tinwidth, tinheight;
	qbyte		*inrow;
	unsigned	frac, fracstep;
	player_info_t *player;
	extern	qbyte		*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_Cache8(player->skin)) != NULL) {
			//skin data width
			inwidth = player->skin->width;
			inheight = player->skin->height;
		} else {
			original = player_8bit_texels;
			inwidth = 296;
			inheight = 194;
		}
		//tinwidth = 251&~3;
		//tinheight = 194&~3;
		//tinwidth = 319&~3;
		//tinheight = 199&~3;

		if (!original)	//can't.
			return;


		// 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;
		qbyte	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 (scaled_width < 8)
			scaled_width = 8;
		if (scaled_height < 8)
			scaled_height = 8;
#ifdef GL_USE8BITTEX
#ifdef GL_EXT_paletted_texture
		if (GLVID_Is8bit())
		{// 8bit texture upload
			qbyte *out2;

			out2 = (qbyte *)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 ((qbyte *)pixels, scaled_width, scaled_height, false, false);
			return;
		}
#endif
#endif

#ifdef Q2BSP
		if (cls.q2server)
		{
			extern unsigned char d_q28to24table[768];
			for (i=0 ; i<256 ; i++)
			{
				translate32[i] = d_q28to24table[i*3] |
								(d_q28to24table[i*3+1]<<8) |
								(d_q28to24table[i*3+2]<<16) |
								255<<24;
			}
		}
		else
#endif
			for (i=0 ; i<256 ; i++)
				translate32[i] = d_8to24rgbtable[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 GLR_NewMap (void)
{
	extern cvar_t host_mapname;
	int		i;
/*
	if (cl.worldmodel->fromgame == fg_quake3 && cls.netchan.remote_address.type != NA_LOOPBACK)
	{
		if (!cls.allow_cheats)
		{
			CL_Disconnect();
			Host_EndGame("\n\nThe quake3 map implementation is still experimental and contains many bugs that could be considered cheats. Therefore, the engine is handicapped to quake3 maps only when hosting - it's single player only.\n\nYou can allow it on the server by activating cheats, at which point this check will be ignored\n");
			return;
		}
//		Cbuf_AddText("disconnect\n", RESTRICT_LOCAL);
	}
*/
	
	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;

	Cvar_Set(&host_mapname, cl.worldmodel->name);

// 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_viewcluster = -1;
	r_oldviewcluster = 0;
	r_viewcluster2 = -1;
	R_ClearParticles ();
	GLR_WipeStains();

	GL_BuildLightmaps ();

	// identify sky texture
	if (cl.worldmodel->fromgame != fg_quake2 && cl.worldmodel->fromgame != fg_quake3)
	{
		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

	UI_Reset();
}

void GLR_PreNewMap(void)
{
}


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

For program optimization
====================
*/
void GLR_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 ();
}

#ifndef SWQUAKE
void D_FlushCaches (void)
{
}
#endif


