// tr_draw.c
// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"


#include "tr_local.h"



/*
=============
RE_StretchRaw

Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/

// param 'bDirty' should be true 99% of the time
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int iClient, qboolean bDirty ) 
{
	R_SyncRenderThread();

//===========
	// Q3Final added this:
	// we definately want to sync every frame for the cinematics
	//qglFinish();

#ifdef TIMEBIND
	int start, end;
	start = end = 0;	// only to stop compiler whining, don't need to be initialised
#endif
	// make sure rows and cols are powers of 2
	if ( (cols&(cols-1)) || (rows&(rows-1)) )
	{
		Com_Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
	}

	GL_Bind( tr.scratchImage[iClient] );

	// if the scratchImage isn't in the format we want, specify it as a new texture...
	//
	if ( cols != tr.scratchImage[iClient]->width || rows != tr.scratchImage[iClient]->height ) 
	{
		tr.scratchImage[iClient]->width = cols;
		tr.scratchImage[iClient]->height = rows;
#ifdef TIMEBIND
		if ( r_ignore->integer ) 
		{
			start = Sys_Milliseconds();
		}
#endif

		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
		
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );

#ifdef TIMEBIND
		if ( r_ignore->integer ) 
		{
			end = Sys_Milliseconds();
			VID_Printf( PRINT_ALL, "qglTexImage2D %i, %i: %i msec\n", cols, rows, end - start );
		}
#endif
	} 
	else 
	{	
		if (bDirty)	// FIXME: some TA addition or other, not sure why, yet. Should probably be true 99% of the time?
		{
			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
			// it and don't try and do a texture compression

	#ifdef TIMEBIND
			if ( r_ignore->integer ) 
			{
				start = Sys_Milliseconds();
			}
	#endif

			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );				

	#ifdef TIMEBIND
			if ( r_ignore->integer ) 
			{
				end = Sys_Milliseconds();
				VID_Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
			}
	#endif
		}
	}


	extern void	RB_SetGL2D (void);
	if (!backEnd.projection2D)
	{
		RB_SetGL2D();	
	}
	qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );

#ifdef _XBOX
	qglBeginEXT (GL_TRIANGLE_STRIP, 4, 0, 0, 4, 0);//, 0, 0);
	qglTexCoord2f ( 0.5 / cols,  0.5 / rows );
	qglVertex2f (x, y);
	qglTexCoord2f ( ( cols - 0.5 ) / cols ,  0.5 / rows );
	qglVertex2f (x+w, y);
	qglTexCoord2f ( 0.5 / cols, ( rows - 0.5 ) / rows );
	qglVertex2f (x, y+h);
	qglTexCoord2f ( ( cols - 0.5 ) / cols, ( rows - 0.5 ) / rows );
	qglVertex2f (x+w, y+h);
	qglEnd ();
#else
	qglBegin (GL_QUADS);
	qglTexCoord2f ( 0.5 / cols,  0.5 / rows );
	qglVertex2f (x, y);
	qglTexCoord2f ( ( cols - 0.5 ) / cols ,  0.5 / rows );
	qglVertex2f (x+w, y);
	qglTexCoord2f ( ( cols - 0.5 ) / cols, ( rows - 0.5 ) / rows );
	qglVertex2f (x+w, y+h);
	qglTexCoord2f ( 0.5 / cols, ( rows - 0.5 ) / rows );
	qglVertex2f (x, y+h);
	qglEnd ();
#endif
}



void RE_UploadCinematic (int cols, int rows, const byte *data, int client, qboolean dirty) {

	GL_Bind( tr.scratchImage[client] );

	// if the scratchImage isn't in the format we want, specify it as a new texture
	if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
		tr.scratchImage[client]->width = cols;
		tr.scratchImage[client]->height = rows;
#ifdef _XBOX
		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, cols, rows, 0, GL_LIN_RGBA, GL_UNSIGNED_BYTE, data );
#else
		qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
#endif

		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
		qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
	} else {
		if (dirty) {
			// otherwise, just subimage upload it so that drivers can tell we are going to be changing
			// it and don't try and do a texture compression
			qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
		}
	}
}



#if 0
void RE_GetScreenShot(byte *data, int w, int h)
{
	byte		*buffer;
	int			offset;
	int			x, y;
	int			xc, yc;
	int			xstep, ystep;
	int			count = 0;

	buffer = (byte *)R_Malloc(glConfig.vidWidth * glConfig.vidHeight * 3);
	if(!buffer)
	{
		return;
	}
	qglReadPixels (0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_RGB, GL_UNSIGNED_BYTE, buffer ); 
	
	xstep = (glConfig.vidWidth << 16) / w;
	ystep = (glConfig.vidHeight << 16) / h;
	yc = 0;
	for(y = 0; y < h; y++, yc += ystep)
	{
		xc = 0;
		for(x = 0; x < w; x++, xc += xstep)
		{
			offset = ((glConfig.vidWidth * (yc >> 16)) + (xc >> 16)) * 3;
			*data++ = buffer[offset++];
			*data++ = buffer[offset++];
			*data++ = buffer[offset++];
			*data++ = 0xff;
			count++;
		}
	}
	assert(count == w * h);
	R_Free(buffer);
}

#else

void RE_GetScreenShot(byte *buffer, int w, int h)
{
#ifndef _XBOX
	byte		*source;
	byte		*src, *dst;
	int			x, y;
	int			r, g, b;
	float		xScale, yScale;
	int			xx, yy;

    qglFinish();	// try and fix broken Radeon cards (7500 & 8500) that don't read screen pixels properly

	source = (byte *)Z_Malloc(glConfig.vidWidth * glConfig.vidHeight * 3, TAG_TEMP_WORKSPACE, qfalse);
	if(!source)
	{
		return;
	}
	qglReadPixels (0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_RGB, GL_UNSIGNED_BYTE, source ); 
	
	assert (w == h);
	int count = 0;
	// resample from source
	xScale = glConfig.vidWidth / (4.0 * w);
	yScale = glConfig.vidHeight / (3.0 * w);
	for ( y = 0 ; y < w ; y++ ) {
		for ( x = 0 ; x < w ; x++ ) {
			r = g = b = 0;
			for ( yy = 0 ; yy < 3 ; yy++ ) {
				for ( xx = 0 ; xx < 4 ; xx++ ) {
					src = source + 3 * ( glConfig.vidWidth * (int)( (y*3+yy)*yScale ) + (int)( (x*4+xx)*xScale ) );
					r += src[0];
					g += src[1];
					b += src[2];
				}
			}
			dst = buffer + 4 * ( y * w + x );
			dst[0] = r / 12;
			dst[1] = g / 12;
			dst[2] = b / 12;
			count++;
		}
	}

	assert(count == w * h);
	Z_Free(source);
#endif
}

#endif




// this is just a chunk of code from RE_TempRawImage_ReadFromFile() below, subroutinised so I can call it
//	from the screen dissolve code as well...
//
static byte *RE_ReSample(byte *pbLoadedPic,			int iLoadedWidth,	int iLoadedHeight,
						 byte *pbReSampleBuffer,	int *piWidth,		int *piHeight
						)
{
	byte *pbReturn = NULL;

	// if not resampling, just return some values and return...
	//
	if ( pbReSampleBuffer == NULL || (iLoadedWidth == *piWidth && iLoadedHeight == *piHeight) )
	{
		// if not resampling, we're done, just return the loaded size...
		//
		*piWidth = iLoadedWidth;
		*piHeight= iLoadedHeight;
		pbReturn = pbLoadedPic;
	}
	else
	{
		// resample from pbLoadedPic to pbReSampledBuffer...
		//
		float	fXStep = (float)iLoadedWidth / (float)*piWidth;
		float	fYStep = (float)iLoadedHeight/ (float)*piHeight;
		int		iTotPixelsPerDownSample = (int)ceil(fXStep) * (int)ceil(fYStep);

		int 	r,g,b;

		byte	*pbDst = pbReSampleBuffer;

		for ( int y=0; y<*piHeight; y++ )
		{
			for ( int x=0; x<*piWidth; x++ )
			{
				r=g=b=0;

				for ( float yy = (float)y*fYStep; yy < (float)(y+1)*fYStep ; yy+=1 )
				{
					for ( float xx = (float)x*fXStep; xx < (float)(x+1)*fXStep ; xx+=1 )
					{
						byte *pbSrc = pbLoadedPic + 4 * ( ((int)yy * iLoadedWidth) + (int)xx );

						assert(pbSrc < pbLoadedPic + (iLoadedWidth * iLoadedHeight * 4) );

						r += pbSrc[0];
						g += pbSrc[1];
						b += pbSrc[2];
					}
				}
				
				assert(pbDst < pbReSampleBuffer + (*piWidth * *piHeight * 4));

				pbDst[0] = r / iTotPixelsPerDownSample;
				pbDst[1] = g / iTotPixelsPerDownSample;
				pbDst[2] = b / iTotPixelsPerDownSample;
				pbDst[3] = 255;
				pbDst += 4;
			}
		}

		// set return value...
		//
		pbReturn = pbReSampleBuffer;
	}

	return pbReturn;
}


// this is so the server (or anyone else) can get access to raw pixels if they really need to, 
//	currently it's only used by the server so that savegames can embed a graphic in the auto-save files
//	(which can't do a screenshot since they're saved out before the level is drawn).
//
// by default, the pic will be returned as the original dims, but if pbReSampleBuffer != NULL then it's assumed to
//	be a big enough buffer to hold the resampled image, which also means that the width and height params are read as 
//	inputs (as well as still being inherently outputs) and the pic is scaled to that size, and to that buffer.
//
// the return value is either NULL, or a pointer to the pixels to use (which may be either the pbReSampleBuffer param,
//	or the local ptr below).
//
// In either case, you MUST call the free-up function afterwards ( RE_TempRawImage_CleanUp() ) to get rid of any temp
//	memory after you've finished with the pic.
//
// Note: ALWAYS use the return value if != NULL, even if you passed in a declared resample buffer. This is because the
//	resample will get skipped if the values you want are the same size as the pic that it loaded, so it'll return a 
//	different buffer.
//
// the vertflip param is used for those functions that expect things in OpenGL's upside-down pixel-read format (sigh)
//
// (not brilliantly fast, but it's only used for weird stuff anyway)
//
byte* pbLoadedPic = NULL;

#ifndef _XBOX
byte* RE_TempRawImage_ReadFromFile(const char *psLocalFilename, int *piWidth, int *piHeight, byte *pbReSampleBuffer, qboolean qbVertFlip)
{
	RE_TempRawImage_CleanUp();	// jic

	byte *pbReturn = NULL;

	if (psLocalFilename && piWidth && piHeight)
	{
		int	 iLoadedWidth, iLoadedHeight;

		GLenum format;	// VVFIXME
		R_LoadImage( psLocalFilename, &pbLoadedPic, &iLoadedWidth, &iLoadedHeight, &format);
		if ( pbLoadedPic )
		{
			pbReturn = RE_ReSample(	pbLoadedPic,		iLoadedWidth,	iLoadedHeight,
									pbReSampleBuffer,	piWidth,		piHeight);
		}
	}

	if (pbReturn && qbVertFlip)
	{			
		unsigned int *pSrcLine = (unsigned int *) pbReturn;
		unsigned int *pDstLine = (unsigned int *) pbReturn + (*piHeight * *piWidth );	// *4 done by compiler (ints)
					   pDstLine-= *piWidth;	// point at start of last line, not first after buffer

		for (int iLineCount=0; iLineCount<*piHeight/2; iLineCount++)
		{
			for (int x=0; x<*piWidth; x++)
			{
				unsigned int l = pSrcLine[x];
				pSrcLine[x] = pDstLine[x];
				pDstLine[x] = l;
			}
			pSrcLine += *piWidth;
			pDstLine -= *piWidth;
		}
	}

	return pbReturn;
}
#endif // _XBOX

void RE_TempRawImage_CleanUp(void)
{
	if ( pbLoadedPic )
	{
		Z_Free( pbLoadedPic );
		pbLoadedPic = NULL;
	}
}



typedef enum
{
	eDISSOLVE_RT_TO_LT = 0,
	eDISSOLVE_LT_TO_RT,
	eDISSOLVE_TP_TO_BT,
	eDISSOLVE_BT_TO_TP,
	eDISSOLVE_CIRCULAR_OUT,	// new image comes out from centre
	//
	eDISSOLVE_RAND_LIMIT,	// label only, not valid to select	
	//
	// any others...
	//
	eDISSOLVE_CIRCULAR_IN,	// new image comes in from edges
	//
	eDISSOLVE_NUMBEROF

} Dissolve_e;

typedef struct
{
	int			iWidth;
	int			iHeight;
	int			iUploadWidth;
	int			iUploadHeight;
	int			iScratchPadNumber;
	image_t		*pImage;	// old image screen
	image_t		*pDissolve;	// fuzzy thing
	image_t		*pBlack;	// small black image for clearing
	int			iStartTime;	// 0 = not processing
	Dissolve_e	eDissolveType;	
	qboolean	bTouchNeeded;

} Dissolve_t;

static int PowerOf2(int iArg)
{
	if ( (iArg & (iArg-1)) != 0)
	{
		int iShift=0;
		while (iArg)
		{
			iArg>>=1;
			iShift++;
		}

		iArg = 1<<iShift;
	}

	return iArg;
}

Dissolve_t Dissolve={0};
#define fDISSOLVE_SECONDS 0.75f

// leave the UV stuff in for now as comments in case I ever need to do some sneaky stuff, but for now...
//
static void RE_Blit(float fX0, float fY0, float fX1, float fY1, float fX2, float fY2, float fX3, float fY3,
					//float fU0, float fV0, float fU1, float fV1, float fU2, float fV2, float fU3, float fV3,
					image_t *pImage, int iGLState
					)
{		
	//
	// some junk they had at the top of other StretchRaw code...
	//
	R_SyncRenderThread();
//#ifndef _XBOX
//	qglFinish();
//#endif // _XBOX

	GL_Bind( pImage );
	GL_State(iGLState);
	GL_Cull( CT_TWO_SIDED ) ;

	qglColor3f( 1.0f, 1.0f, 1.0f );

#ifdef _XBOX
	qglBeginEXT(GL_QUADS,4,0,0,4,0);
#else
	qglBegin (GL_QUADS);
#endif // _XBOX
	{
		// TL...
		//
//		qglTexCoord2f( fU0 / (float)pImage->width,  fV0 / (float)pImage->height );
		qglTexCoord2f( 0,0 );
		qglVertex2f( fX0, fY0 );

		// TR...
		//
//		qglTexCoord2f( fU1 / (float)pImage->width,  fV1 / (float)pImage->height );
		qglTexCoord2f( 1,0 );
		qglVertex2f( fX1, fY1 );

		// BR...
		//
//		qglTexCoord2f( fU2 / (float)pImage->width,  fV2 / (float)pImage->height );
		qglTexCoord2f( 1,1 );
		qglVertex2f( fX2, fY2);

		// BL...
		//
//		qglTexCoord2f( fU3 / (float)pImage->width,  fV3 / (float)pImage->height );
		qglTexCoord2f( 0,1 );
		qglVertex2f( fX3, fY3);
	}
	qglEnd ();
}

static void RE_KillDissolve(void)
{
	Dissolve.iStartTime = 0;

	if (Dissolve.pImage)
	{
		R_Images_DeleteImage(	Dissolve.pImage );
								Dissolve.pImage = NULL;
	}
}
// Draw the dissolve pic to the screen, over the top of what's already been rendered.
//
// return = qtrue while still processing, for those interested...
//
#define iSAFETY_SPRITE_OVERLAP 2	// #pixels to overlap blit region by, in case some drivers leave onscreen seams
qboolean RE_ProcessDissolve(void)
{
	if (Dissolve.iStartTime)
	{
		if (Dissolve.bTouchNeeded)
		{
			// Stuff to avoid music stutter...
			//
			//	The problem is, that if I call RE_InitDissolve() then call RestartMusic, then by the time the music
			//	has loaded in if it took longer than one second the dissolve would think that it had finished,
			//	even if it had never actually drawn up. However, if I called RE_InitDissolve() AFTER the music had
			//	restarted, then the music would stutter on slow video cards or CPUs while I did the binding/resampling.
			//
			// This way, I restart the millisecond counter the first time we actually get as far as rendering, which
			//	should let things work properly...
			//
			Dissolve.bTouchNeeded = qfalse;
			Dissolve.iStartTime = Sys_Milliseconds();
		}
		
		int iDissolvePercentage = ((Sys_Milliseconds() - Dissolve.iStartTime)*100) / (1000.0f * fDISSOLVE_SECONDS);

//		VID_Printf(PRINT_ALL,"iDissolvePercentage %d\n",iDissolvePercentage);

		if (iDissolvePercentage <= 100)
		{
			extern void	RB_SetGL2D (void);
			RB_SetGL2D();			

//			GLdouble glD;
//			qglGetDoublev(GL_DEPTH_CLEAR_VALUE,&glD);
//			qglClearColor(0,0,0,1);
			qglClearDepth(1.0f);
			qglClear( GL_DEPTH_BUFFER_BIT );
			

			float fXScaleFactor = (float)SCREEN_WIDTH / (float)Dissolve.iWidth;
			float fYScaleFactor = (float)SCREEN_HEIGHT/ (float)Dissolve.iHeight;
			float x0,y0, x1,y1,	x2,y2, x3,y3;	

			switch (Dissolve.eDissolveType)
			{
				case eDISSOLVE_RT_TO_LT:
				{
					float fXboundary = (float) Dissolve.iWidth - (((float)(Dissolve.iWidth+Dissolve.pDissolve->width)*(float)iDissolvePercentage)/100.0f);

					// blit the fuzzy-dissolve sprite...
					//
					x0 = fXScaleFactor * fXboundary;
					y0 = 0.0f;
					x1 = fXScaleFactor * (fXboundary + Dissolve.pDissolve->width);
					y1 = 0.0f;
					x2 = x1;
					y2 = fYScaleFactor * Dissolve.iHeight;
					x3 = x0;
					y3 = y2;

					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pDissolve, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE | GLS_ATEST_LT_80);

					// blit a blank thing over the area the old screen is to be displayed on to enable screen-writing...
					// (to the left of fXboundary)
					//
					x0 = 0.0f;
					y0 = 0.0f;
					x1 = fXScaleFactor * (fXboundary + iSAFETY_SPRITE_OVERLAP);
					y1 = 0.0f;
					x2 = x1;
					y2 = fYScaleFactor * Dissolve.iHeight;
					x3 = x0;
					y3 = y2;
					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pBlack, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE);
				}
				break;

				case eDISSOLVE_LT_TO_RT:
				{
					float fXboundary = (((float)(Dissolve.iWidth+(2*Dissolve.pDissolve->width))*(float)iDissolvePercentage)/100.0f) - Dissolve.pDissolve->width;

					// blit the fuzzy-dissolve sprite...
					//
					x0 = fXScaleFactor * (fXboundary + Dissolve.pDissolve->width);						
					y0 = 0.0f;
					x1 = fXScaleFactor * fXboundary;
					y1 = 0.0f;
					x2 = x1;
					y2 = fYScaleFactor * Dissolve.iHeight;
					x3 = x0;
					y3 = y2;

					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pDissolve, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE | GLS_ATEST_LT_80);

					// blit a blank thing over the area the old screen is to be displayed on to enable screen-writing...
					// (to the right of fXboundary)
					//
					x0 = fXScaleFactor * (( fXboundary + Dissolve.pDissolve->width) - iSAFETY_SPRITE_OVERLAP);
					y0 = 0.0f;
					x1 = fXScaleFactor * Dissolve.iWidth;
					y0 = 0.0f;
					x2 = x1;
					y2 = fYScaleFactor * Dissolve.iHeight;
					x3 = x0;
					y3 = y2;
					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pBlack, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE);
				}
				break;

				case eDISSOLVE_TP_TO_BT:
				{
					float fYboundary = (((float)(Dissolve.iHeight+(2*Dissolve.pDissolve->width))*(float)iDissolvePercentage)/100.0f) - Dissolve.pDissolve->width;

					// blit the fuzzy-dissolve sprite...
					//
					x0 = 0.0f;
					y0 = fYScaleFactor * (fYboundary + Dissolve.pDissolve->width);
					x1 = x0;
					y1 = fYScaleFactor * fYboundary;
					x2 = fXScaleFactor * Dissolve.iWidth;
					y2 = y1;
					x3 = x2;
					y3 = y0;

					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pDissolve, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE | GLS_ATEST_LT_80);

					// blit a blank thing over the area the old screen is to be displayed on to enable screen-writing...
					// (underneath fYboundary)
					//
					x0 = 0.0f;
					y0 = fYScaleFactor * ( (fYboundary + Dissolve.pDissolve->width) - iSAFETY_SPRITE_OVERLAP);					
					x1 = fXScaleFactor * Dissolve.iWidth;
					y1 = y0;
					x2 = x1;
					y2 = fYScaleFactor * Dissolve.iHeight;
					x3 = x0;
					y3 = y2;
					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pBlack, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE);
				}
				break;

				case eDISSOLVE_BT_TO_TP:
				{
					float fYboundary = Dissolve.iHeight - (((float)(Dissolve.iHeight+Dissolve.pDissolve->width)*(float)iDissolvePercentage)/100.0f);

					// blit the fuzzy-dissolve sprite...
					//
					x0 = 0.0f;
					y0 = fYScaleFactor * fYboundary; 						
					x1 = x0;
					y1 = fYScaleFactor * (fYboundary + Dissolve.pDissolve->width);					
					x2 = fXScaleFactor * Dissolve.iWidth;
					y2 = y1;
					x3 = x2;
					y3 = y0;

					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pDissolve, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE | GLS_ATEST_LT_80);

					// blit a blank thing over the area the old screen is to be displayed on to enable screen-writing...
					// (above fYboundary)
					//
					x0 = 0.0f;
					y0 = 0.0f;
					x1 = fXScaleFactor * Dissolve.iWidth;
					y1 = y0;
					x2 = x1;
					y2 = fYScaleFactor * (fYboundary + iSAFETY_SPRITE_OVERLAP);					
					x3 = x0;
					y3 = y2;
					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pBlack, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE);
				}
				break;

				case eDISSOLVE_CIRCULAR_IN:
				{
					float fDiagZoom = ( ((float)Dissolve.iWidth*0.8) * (100-iDissolvePercentage))/100.0f;

					//
					// blit circular graphic...
					//
					x0 = fXScaleFactor * ((Dissolve.iWidth/2) - fDiagZoom);
					y0 = fYScaleFactor * ((Dissolve.iHeight/2)- fDiagZoom);
					x1 = fXScaleFactor * ((Dissolve.iWidth/2) + fDiagZoom);
					y1 = y0;
					x2 = x1;
					y2 = fYScaleFactor * ((Dissolve.iHeight/2)+ fDiagZoom);
					x3 = x0;
					y3 = y2;

					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pDissolve, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE | GLS_ATEST_LT_80);
				}
				break;

				case eDISSOLVE_CIRCULAR_OUT:
				{
					float fDiagZoom = ( ((float)Dissolve.iWidth*0.8) * iDissolvePercentage)/100.0f;

					//
					// blit circular graphic...
					//
					x0 = fXScaleFactor * ((Dissolve.iWidth/2) - fDiagZoom);
					y0 = fYScaleFactor * ((Dissolve.iHeight/2)- fDiagZoom);
					x1 = fXScaleFactor * ((Dissolve.iWidth/2) + fDiagZoom);
					y1 = y0;
					x2 = x1;
					y2 = fYScaleFactor * ((Dissolve.iHeight/2)+ fDiagZoom);
					x3 = x0;
					y3 = y2;

					RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pDissolve, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE | GLS_ATEST_LT_80);
					// now blit the 4 black squares around it to mask off the rest of the screen...
					//
					// LHS, top to bottom...
					//
					RE_Blit(0,0,								// x0,y0
							x0+iSAFETY_SPRITE_OVERLAP,0,		// x1,y1
							x0+iSAFETY_SPRITE_OVERLAP,(fYScaleFactor * Dissolve.iHeight),// x2,y2
							0,(fYScaleFactor * Dissolve.iHeight),	// x3,y3, 
							Dissolve.pBlack, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE
							);

					// RHS top to bottom...
					//
					RE_Blit(x1-iSAFETY_SPRITE_OVERLAP,0,		// x0,y0
							(fXScaleFactor * Dissolve.iWidth),0,	// x1,y1
							(fXScaleFactor * Dissolve.iWidth),(fYScaleFactor * Dissolve.iHeight),// x2,y2
							x1-iSAFETY_SPRITE_OVERLAP,(fYScaleFactor * Dissolve.iHeight),	// x3,y3, 
							Dissolve.pBlack, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE
							);

					// top...
					//
					RE_Blit(x0-iSAFETY_SPRITE_OVERLAP,0,		// x0,y0
							x1+iSAFETY_SPRITE_OVERLAP,0,		// x1,y1
							x1+iSAFETY_SPRITE_OVERLAP,y0 + iSAFETY_SPRITE_OVERLAP,	// x2,y2
							x0-iSAFETY_SPRITE_OVERLAP,y0 + iSAFETY_SPRITE_OVERLAP,	// x3,y3
							Dissolve.pBlack, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE
							);

					// bottom...
					//
					RE_Blit(x0-iSAFETY_SPRITE_OVERLAP,y3-iSAFETY_SPRITE_OVERLAP,	// x0,y0
							x1+iSAFETY_SPRITE_OVERLAP,y2-iSAFETY_SPRITE_OVERLAP,		// x1,y1
							x1+iSAFETY_SPRITE_OVERLAP,(fYScaleFactor * Dissolve.iHeight),	// x2,y2
							x0-iSAFETY_SPRITE_OVERLAP,(fYScaleFactor * Dissolve.iHeight),	// x3,y3
							Dissolve.pBlack, GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ZERO | GLS_DSTBLEND_ONE
							);
				}
				break;

				default:
				{
					assert(0);
					iDissolvePercentage = 101;	// force a dissolve-kill
					break;
				}
			}

			// re-check in case we hit the default case above...
			//
			if (iDissolvePercentage <= 100)
			{
				// still dissolving, so now (finally), blit old image over top...
				//
				x0 = 0.0f;
				y0 = 0.0f;
#ifdef _XBOX
				x1 = 640;
#else
				x1 = fXScaleFactor * Dissolve.pImage->width;
#endif
				y1 = y0;
				x2 = x1;
#ifdef _XBOX
				y2 = 480;
#else
				y2 = fYScaleFactor * Dissolve.pImage->height;
#endif
				x3 = x0;
				y3 = y2;

				RE_Blit(x0,y0,x1,y1,x2,y2,x3,y3, Dissolve.pImage,GLS_DEPTHFUNC_EQUAL);
			}
		}

		if (iDissolvePercentage > 100)
		{
			RE_KillDissolve();
		}
	}

	return qfalse;
}

#ifdef _XBOX

/**********
RE_GetCompressedBackbuffer
Creates a 256x256 DXT1 texture that contains the backbuffer
**********/
static void RE_GetCompressedBackbuffer()
{
	byte*	data = (byte*)Z_Malloc(32768,TAG_TEMP_WORKSPACE,qtrue);

	Dissolve.pImage = R_CreateImage(	"*DissolveImage",		// const char *name
										data,					// const byte *pic
										256,					// int width
										256,					// int height
										GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
										qfalse,					// qboolean mipmap
										qfalse,					// qboolean allowPicmip
										GL_CLAMP				// int glWrapClampMode
										);
	Z_Free(data);

	GL_Bind(Dissolve.pImage);

	qglCopyBackBufferToTexEXT(256.0f, 256.0f, 0.0f, 0.0f, 640.0f, 480.0f);
}
#endif

// return = qtrue(success) else fail, for those interested...
//
qboolean RE_InitDissolve(qboolean bForceCircularExtroWipe)
{
	R_SyncRenderThread();

//	VID_Printf( PRINT_ALL, "RE_InitDissolve()\n");
	qboolean bReturn = qfalse;

	if (//Dissolve.iStartTime == 0	// no point in interruping an existing one
		//&&
		tr.registered == qtrue		// ... stops it crashing during first cinematic before the menus... :-)
		)
	{
		RE_KillDissolve();	// kill any that are already running

#ifdef _XBOX	// Things are much simpler on Xbox, and use far less RAM

		if (1)
		{ // Silly if(1) to match up with control flow below, as the #ifdef ends inside the block
			RE_GetCompressedBackbuffer();
			Dissolve.iWidth			= glConfig.vidWidth;
			Dissolve.iHeight		= glConfig.vidHeight;

#else	// _XBOX

		int iPow2VidWidth	= PowerOf2( glConfig.vidWidth );
		int iPow2VidHeight	= PowerOf2( glConfig.vidHeight);

		int iBufferBytes	= iPow2VidWidth * iPow2VidHeight * 4;
		byte *pBuffer = (byte *) Z_Malloc( iBufferBytes, TAG_TEMP_WORKSPACE, qfalse);
		if (pBuffer)
		{
			// read current screen image...  (GL_RGBA should work even on 3DFX in that the RGB parts will be valid at least)
			//
			qglReadPixels (0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_RGBA, GL_UNSIGNED_BYTE, pBuffer );
			//
			// now expand the pic over the top of itself so that it has a stride value of {PowerOf2(glConfig.vidWidth)}
			//	(for GL power-of-2 rules)
			//
			byte *pbSrc = &pBuffer[	glConfig.vidWidth	* glConfig.vidHeight * 4];
			byte *pbDst = &pBuffer[ iPow2VidWidth		* glConfig.vidHeight * 4];
			//
			// ( clear to end, since we've got pbDst nicely setup here)
			//
			int iClearBytes = &pBuffer[iBufferBytes] - pbDst; 
			memset(pbDst, 0, iClearBytes);
			//
			// work out copy/stride vals...
			//
				iClearBytes = ( iPow2VidWidth - glConfig.vidWidth ) * 4;
			int iCopyBytes	= glConfig.vidWidth * 4;
			//
			// do it...
			//
			int y;
			for (y = 0; y < glConfig.vidHeight; y++)
			{
				pbDst -= iClearBytes;
				memset(pbDst,0,iClearBytes);
				pbDst -= iCopyBytes;
				pbSrc -= iCopyBytes;
				memmove(pbDst, pbSrc, iCopyBytes);
			}
			//
			// ok, now we've got the screen image in the top left of the power-of-2 texture square,
			//	but of course the damn thing's upside down (thanks, GL), so invert it, but only within
			//	the picture pixels, NOT the upload texture as a whole...
			//
			byte *pbSwapLineBuffer = (byte *)Z_Malloc( iCopyBytes, TAG_TEMP_WORKSPACE, qfalse);
			pbSrc = &pBuffer[0];
			pbDst = &pBuffer[(glConfig.vidHeight-1) * iPow2VidWidth * 4];
			for (y = 0; y < glConfig.vidHeight/2; y++)
			{
				memcpy(pbSwapLineBuffer, pbDst, iCopyBytes);
				memcpy(pbDst, pbSrc, iCopyBytes);
				memcpy(pbSrc, pbSwapLineBuffer, iCopyBytes);				
				pbDst -= iPow2VidWidth*4;
				pbSrc += iPow2VidWidth*4;
			}
			Z_Free(pbSwapLineBuffer);

			//
			// Now, in case of busted drivers, 3DFX cards, etc etc we stomp the alphas to 255...
			//
			byte *pPix = pBuffer;
			for (int i=0; i<iBufferBytes/4; i++, pPix += 4)
			{
				pPix[3] = 255;
			}

			// work out what res we're capable of storing/xfading this "screen sprite"...
			//
			Dissolve.iWidth			= glConfig.vidWidth;
			Dissolve.iHeight		= glConfig.vidHeight;
			Dissolve.iUploadWidth	= iPow2VidWidth;
			Dissolve.iUploadHeight	= iPow2VidHeight;
			int	iTexSize			= glConfig.maxTextureSize;

			if ( glConfig.maxTextureSize < 256 )	// jic the driver sucks
			{
				iTexSize = 256;
			}

			if (Dissolve.iUploadWidth > iTexSize) {
				Dissolve.iUploadWidth = iTexSize;
			}

			if (Dissolve.iUploadHeight > iTexSize) {
				Dissolve.iUploadHeight = iTexSize;
			}

			// alloc resample buffer...  (note slight optimisation to avoid spurious alloc)
			//
			byte *pbReSampleBuffer =	(	iPow2VidWidth == Dissolve.iUploadWidth && 
											iPow2VidHeight == Dissolve.iUploadHeight 
										)?
										NULL :
										(byte*) Z_Malloc( iPow2VidWidth * iPow2VidHeight * 4, TAG_TEMP_WORKSPACE, qfalse);

			// re-sample screen...
			//
			byte *pbScreenSprite = RE_ReSample(	pBuffer,				// byte *pbLoadedPic
												iPow2VidWidth,			// int iLoadedWidth
												iPow2VidHeight,			// int iLoadedHeight
												//
												pbReSampleBuffer,		// byte *pbReSampleBuffer
												&Dissolve.iUploadWidth,	// int *piWidth
												&Dissolve.iUploadHeight	// int *piHeight
												);

			Dissolve.pImage = R_CreateImage("*DissolveImage",		// const char *name
											pbScreenSprite,			// const byte *pic
											Dissolve.iUploadWidth,	// int width
											Dissolve.iUploadHeight,	// int height
											GL_RGBA,
											qfalse,					// qboolean mipmap
											qfalse,					// qboolean allowPicmip
											qfalse,					// qboolean allowTC
											GL_CLAMP				// int glWrapClampMode
											);

#endif	// _XBOX

			static byte bBlack[8*8*4]={0};
			for (int j=0; j<8*8*4; j+=4)	// itu?
				bBlack[j+3]=255;		// 

			Dissolve.pBlack = R_CreateImage( "*DissolveBlack",	// const char *name
											bBlack,				// const byte *pic
											8,					// int width
											8,					// int height
											GL_RGBA,
											qfalse,				// qboolean mipmap
											qfalse,				// qboolean allowPicmip
#ifndef _XBOX
											qfalse,				// qboolean allowTC
#endif // _XBOX
											GL_CLAMP			// int glWrapClampMode
											);

#ifndef _XBOX
			if (pbReSampleBuffer)
			{
				Z_Free(pbReSampleBuffer);
			}
			Z_Free(pBuffer);
#endif

			// pick dissolve type...
			//
#if 0
			// cycles through every dissolve type, for testing...
			//
			static Dissolve_e eDissolve = (Dissolve_e) 0;
			Dissolve.eDissolveType =	eDissolve;
										eDissolve = (Dissolve_e) (eDissolve+1);
									if (eDissolve == eDISSOLVE_RAND_LIMIT)
										eDissolve = (Dissolve_e) (eDissolve+1);
									if (eDissolve >= eDISSOLVE_NUMBEROF)
										eDissolve = (Dissolve_e) 0;
#else
			// final (& random) version...
			//
			Dissolve.eDissolveType = (Dissolve_e) Q_irand( 0, eDISSOLVE_RAND_LIMIT-1);
#endif

			if (bForceCircularExtroWipe)
			{
				Dissolve.eDissolveType = eDISSOLVE_CIRCULAR_IN;
			}

			// ... and load appropriate graphics...
			//

			// special tweak, although this code is normally called just before client spawns into world (and
			//	is therefore pretty much immune to precache issues) I also need to make sure that the inverse
			//	iris graphic is loaded so for the special case of doing a circular wipe at the end of the last
			//	level doesn't stall on loading the image. So I'll load it here anyway - to prime the image - 
			//	then allow the random wiper to overwrite the ptr if needed. This way the end of level call
			//	will be instant.  Downside: every level has one extra 256x256 texture.
#ifndef _XBOX	// Trying to decipher these comments - looks like no problem taking this out. I want the RAM.
			{
					Dissolve.pDissolve = R_FindImageFile(	"gfx/2d/iris_mono_rev",		// const char *name
															qfalse,						// qboolean mipmap
															qfalse,						// qboolean allowPicmip
															qfalse,						// qboolean allowTC
															GL_CLAMP					// int glWrapClampMode 
														);
			}
#endif

			extern cvar_t *com_buildScript;
			if (com_buildScript->integer)
			{
				// register any/all of the possible CASE statements below...
				//
				Dissolve.pDissolve = R_FindImageFile(	"gfx/2d/iris_mono",			// const char *name
														qfalse,						// qboolean mipmap
														qfalse,						// qboolean allowPicmip
														qfalse,						// qboolean allowTC
														GL_CLAMP					// int glWrapClampMode 
													);
				Dissolve.pDissolve = R_FindImageFile(	"textures/common/dissolve",	// const char *name
														qfalse,						// qboolean mipmap
														qfalse,						// qboolean allowPicmip
														qfalse,						// qboolean allowTC
														GL_REPEAT					// int glWrapClampMode 
													);
			}

			switch (Dissolve.eDissolveType)
			{
				case eDISSOLVE_CIRCULAR_IN:
				{
					Dissolve.pDissolve = R_FindImageFile(	"gfx/2d/iris_mono_rev",		// const char *name
															qfalse,						// qboolean mipmap
															qfalse,						// qboolean allowPicmip
															qfalse,						// qboolean allowTC
															GL_CLAMP					// int glWrapClampMode 
														);
				}
				break;

				case eDISSOLVE_CIRCULAR_OUT:
				{
					Dissolve.pDissolve = R_FindImageFile(	"gfx/2d/iris_mono",			// const char *name
															qfalse,						// qboolean mipmap
															qfalse,						// qboolean allowPicmip
															qfalse,						// qboolean allowTC
															GL_CLAMP					// int glWrapClampMode 
														);
				}
				break;

				default:
				{
					Dissolve.pDissolve = R_FindImageFile(	"textures/common/dissolve",	// const char *name
															qfalse,						// qboolean mipmap
															qfalse,						// qboolean allowPicmip
															qfalse,						// qboolean allowTC
															GL_REPEAT					// int glWrapClampMode 
														);
				}
				break;
			}

			// all good?...
			//
			if (Dissolve.pDissolve)	// test if image was found, if not, don't do dissolves
			{
				Dissolve.iStartTime = Sys_Milliseconds();	// gets overwritten first time, but MUST be set to NZ
				Dissolve.bTouchNeeded = qtrue;
				bReturn = qtrue;
			}
			else
			{
				RE_KillDissolve();
			}
		}
	}

	return bReturn;
}

