/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske

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"

//johnfitz -- new cvars
extern cvar_t r_stereo;
extern cvar_t r_stereodepth;
extern cvar_t r_clearcolor;
extern cvar_t r_drawflat;
extern cvar_t r_flatlightstyles;
extern cvar_t gl_fullbrights;
extern cvar_t gl_farclip;
extern cvar_t gl_overbright;
extern cvar_t gl_overbright_models;
extern cvar_t r_waterquality;
extern cvar_t r_oldwater;
extern cvar_t r_waterwarp;
extern cvar_t r_oldskyleaf;
extern cvar_t r_drawworld;
extern cvar_t r_showtris;
extern cvar_t r_showbboxes;
extern cvar_t r_lerpmodels;
extern cvar_t r_lerpmove;
extern cvar_t r_nolerp_list;
//johnfitz

extern cvar_t gl_zfix; // QuakeSpasm z-fighting fix

extern gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz


/*
====================
GL_Overbright_f -- johnfitz
====================
*/
static void GL_Overbright_f (cvar_t *var)
{
	R_RebuildAllLightmaps ();
}

/*
====================
GL_Fullbrights_f -- johnfitz
====================
*/
static void GL_Fullbrights_f (cvar_t *var)
{
	TexMgr_ReloadNobrightImages ();
}

/*
====================
R_SetClearColor_f -- johnfitz
====================
*/
static void R_SetClearColor_f (cvar_t *var)
{
	byte	*rgb;
	int		s;

	s = (int)r_clearcolor.value & 0xFF;
	rgb = (byte*)(d_8to24table + s);
	glClearColor (rgb[0]/255.0,rgb[1]/255.0,rgb[2]/255.0,0);
}

/*
====================
R_Novis_f -- johnfitz
====================
*/
static void R_VisChanged (cvar_t *var)
{
	extern int vis_changed;
	vis_changed = 1;
}

/*
===============
R_NoLerpList_f -- johnfitz -- called when r_nolerp_list cvar changes
===============
*/
static void R_NoLerpList_f (cvar_t *var)
{
	int i;
	for (i=0; i < MAX_MODELS; i++)
		Mod_SetExtraFlags (cl.model_precache[i]);
}

/*
===============
R_Init
===============
*/
void R_Init (void)
{
	extern cvar_t gl_finish;

	Cmd_AddCommand ("timerefresh", R_TimeRefresh_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_wateralpha);
	Cvar_RegisterVariable (&r_dynamic);
	Cvar_RegisterVariable (&r_novis);
	Cvar_SetCallback (&r_novis, R_VisChanged);
	Cvar_RegisterVariable (&r_speeds);

	Cvar_RegisterVariable (&gl_finish);
	Cvar_RegisterVariable (&gl_clear);
	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);

	//johnfitz -- new cvars
	Cvar_RegisterVariable (&r_stereo);
	Cvar_RegisterVariable (&r_stereodepth);
	Cvar_RegisterVariable (&r_clearcolor);
	Cvar_SetCallback (&r_clearcolor, R_SetClearColor_f);
	Cvar_RegisterVariable (&r_waterquality);
	Cvar_RegisterVariable (&r_oldwater);
	Cvar_RegisterVariable (&r_waterwarp);
	Cvar_RegisterVariable (&r_drawflat);
	Cvar_RegisterVariable (&r_flatlightstyles);
	Cvar_RegisterVariable (&r_oldskyleaf);
	Cvar_SetCallback (&r_oldskyleaf, R_VisChanged);
	Cvar_RegisterVariable (&r_drawworld);
	Cvar_RegisterVariable (&r_showtris);
	Cvar_RegisterVariable (&r_showbboxes);
	Cvar_RegisterVariable (&gl_farclip);
	Cvar_RegisterVariable (&gl_fullbrights);
	Cvar_RegisterVariable (&gl_overbright);
	Cvar_SetCallback (&gl_fullbrights, GL_Fullbrights_f);
	Cvar_SetCallback (&gl_overbright, GL_Overbright_f);
	Cvar_RegisterVariable (&gl_overbright_models);
	Cvar_RegisterVariable (&r_lerpmodels);
	Cvar_RegisterVariable (&r_lerpmove);
	Cvar_RegisterVariable (&r_nolerp_list);
	Cvar_SetCallback (&r_nolerp_list, R_NoLerpList_f);
	//johnfitz

	Cvar_RegisterVariable (&gl_zfix); // QuakeSpasm z-fighting fix

	R_InitParticles ();
	R_SetClearColor_f (&r_clearcolor); //johnfitz

	Sky_Init (); //johnfitz
	Fog_Init (); //johnfitz
}

/*
===============
R_TranslatePlayerSkin -- johnfitz -- rewritten.  also, only handles new colors, not new skins
===============
*/
void R_TranslatePlayerSkin (int playernum)
{
	int			top, bottom;

	top = (cl.scores[playernum].colors & 0xf0)>>4;
	bottom = cl.scores[playernum].colors &15;

	//FIXME: if gl_nocolors is on, then turned off, the textures may be out of sync with the scoreboard colors.
	if (!gl_nocolors.value)
		if (playertextures[playernum])
			TexMgr_ReloadImage (playertextures[playernum], top, bottom);
}

/*
===============
R_TranslateNewPlayerSkin -- johnfitz -- split off of TranslatePlayerSkin -- this is called when
the skin or model actually changes, instead of just new colors
added bug fix from bengt jardup
===============
*/
void R_TranslateNewPlayerSkin (int playernum)
{
	char		name[64];
	byte		*pixels;
	aliashdr_t	*paliashdr;
	int		skinnum;

//get correct texture pixels
	currententity = &cl_entities[1+playernum];

	if (!currententity->model || currententity->model->type != mod_alias)
		return;

	paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);

	skinnum = currententity->skinnum;

	//TODO: move these tests to the place where skinnum gets received from the server
	if (skinnum < 0 || skinnum >= paliashdr->numskins)
	{
		Con_DPrintf("(%d): Invalid player skin #%d\n", playernum, skinnum);
		skinnum = 0;
	}

	pixels = (byte *)paliashdr + paliashdr->texels[skinnum]; // This is not a persistent place!

//upload new image
	q_snprintf(name, sizeof(name), "player_%i", playernum);
	playertextures[playernum] = TexMgr_LoadImage (currententity->model, name, paliashdr->skinwidth, paliashdr->skinheight,
		SRC_INDEXED, pixels, paliashdr->gltextures[skinnum][0]->source_file, paliashdr->gltextures[skinnum][0]->source_offset, TEXPREF_PAD | TEXPREF_OVERWRITE);

//now recolor it
	R_TranslatePlayerSkin (playernum);
}

/*
===============
R_NewGame -- johnfitz -- handle a game switch
===============
*/
void R_NewGame (void)
{
	int i;

	//clear playertexture pointers (the textures themselves were freed by texmgr_newgame)
	for (i=0; i<MAX_SCOREBOARD; i++)
		playertextures[i] = NULL;
}

/*
===============
R_NewMap
===============
*/
void R_NewMap (void)
{
	int		i;

	for (i=0 ; i<256 ; i++)
		d_lightstylevalue[i] = 264;		// normal light value

// 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 ();

	r_framecount = 0; //johnfitz -- paranoid?
	r_visframecount = 0; //johnfitz -- paranoid?

	Sky_NewMap (); //johnfitz -- skybox in worldspawn
	Fog_NewMap (); //johnfitz -- global fog in worldspawn

	load_subdivide_size = gl_subdivide_size.value; //johnfitz -- is this the right place to set this?
}

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

For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
	int		i;
	float		start, stop, time;

	if (cls.state != ca_connected)
	{
		Con_Printf("Not connected to a server\n");
		return;
	}

	start = Sys_DoubleTime ();
	for (i = 0; i < 128; i++)
	{
		GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
		r_refdef.viewangles[1] = i/128.0*360.0;
		R_RenderView ();
		GL_EndRendering ();
	}

	glFinish ();
	stop = Sys_DoubleTime ();
	time = stop-start;
	Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
}

void D_FlushCaches (void)
{
}
