/*
	gl_draw.c

	Draw functions for chars, textures, etc

	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:

		Free Software Foundation, Inc.
		59 Temple Place - Suite 330
		Boston, MA  02111-1307, USA

	$Id$
*/

#ifdef HAVE_CONFIG_H
# include "config.h"
#endif

#include <string.h>
#include <stdio.h>
#ifdef HAVE_STRINGS_H
#include <strings.h>
#endif

#include "compat.h"
#include "bspfile.h"	// needed by: glquake.h
#include "vid.h"
#include "sys.h"
#include "mathlib.h"	// needed by: protocol.h, render.h, client.h,
			//  modelgen.h, glmodel.h
#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "net.h"	// needed by: client.h
#include "protocol.h"	// needed by: client.h
#include "cmd.h"
#include "sbar.h"
#include "render.h"	// needed by: client.h, model.h, glquake.h
#include "client.h"	// need cls in this file
#include "model.h"	// needed by: glquake.h
#include "console.h"
#include "glquake.h"
#include "view.h"

static int GL_LoadPicTexture (qpic_t *pic);

extern byte            *host_basepal;
extern unsigned char d_15to8table[65536];
extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor;
extern qboolean lighthalf;

cvar_t		*gl_nobind;
cvar_t		*gl_max_size;
cvar_t		*gl_picmip;

cvar_t		*gl_constretch;
cvar_t		*gl_conalpha;
cvar_t		*gl_conspin;
cvar_t		*cl_verstring;
cvar_t		*gl_lightmode; // LordHavoc: lighting mode

byte		*draw_chars;				// 8*8 graphic characters
qpic_t		*draw_disc;
qpic_t		*draw_backtile;

static int	ltexcrctable[256];  // cache mismatch checking  --KB


static int	translate_texture;
static int	char_texture;
static int	cs_texture; // crosshair texturea

static byte cs_data[64] = {
	0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
	0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff,
	0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
	0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
};


typedef struct
{
	int		texnum;
	int		bytesperpixel;
	float	sl, tl, sh, th;
} glpic_t;

int		gl_lightmap_format = 4;
int		gl_solid_format = 3;
int		gl_alpha_format = 4;

static int	gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
static int	gl_filter_max = GL_LINEAR;


typedef struct
{
	int		texnum;
	char	identifier[64];
	int		width, height;
	int		bytesperpixel;
	qboolean	mipmap;
	int		crc;	// not really a standard CRC, but it works
} gltexture_t;

static gltexture_t	gltextures[MAX_GLTEXTURES];
static int			numgltextures = 0;

/*
=============================================================================

  scrap allocation

  Allocate all the little status bar obejcts into a single texture
  to crutch up stupid hardware / drivers

  Note, this is a kluge, which may slow down sane cards..
  As such its all contained in ifdefs..

=============================================================================
*/

#undef gl_draw_scraps

#ifdef gl_draw_scraps

#define	MAX_SCRAPS		2
#define	BLOCK_WIDTH		256
#define	BLOCK_HEIGHT	256

static int		scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH];
static byte		scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4];
static qboolean	scrap_dirty;
static int		scrap_texnum;

// returns a texture number and the position inside it
static int Scrap_AllocBlock (int w, int h, int *x, int *y)
{
	int		i, j;
	int		best, best2;
	int		texnum;

	for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++) {
		best = BLOCK_HEIGHT;

		for (i=0 ; i<BLOCK_WIDTH-w ; i++) {
			best2 = 0;

			for (j=0 ; j<w ; j++) {
				if (scrap_allocated[texnum][i+j] >= best)
					break;
				if (scrap_allocated[texnum][i+j] > best2)
					best2 = scrap_allocated[texnum][i+j];
			}
			if (j == w) {	// this is a valid spot
				*x = i;
				*y = best = best2;
			}
		}

		if (best + h > BLOCK_HEIGHT)
			continue;

		for (i=0 ; i<w ; i++)
			scrap_allocated[texnum][*x + i] = best + h;

		scrap_dirty = true;
		return texnum;
	}

	Sys_Error ("Scrap_AllocBlock: full");
	return 0;
}

static void Scrap_Upload (void)
{
	int		texnum;

	scrap_uploads++;

	for (texnum = 0; texnum < MAX_SCRAPS; texnum++) {
		glBindTexture (GL_TEXTURE_2D, scrap_texnum);
		GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
	}
	scrap_dirty = false;
}

#endif

//=============================================================================
/* Support Routines */

typedef struct cachepic_s
{
	char		name[MAX_QPATH];
	qboolean	dirty;
	qpic_t		pic;
	byte		padding[32];	// for appended glpic
} cachepic_t;

#define	MAX_CACHED_PICS		128
static cachepic_t	cachepics[MAX_CACHED_PICS];
static int			numcachepics;

static byte		menuplyr_pixels[4096];

qpic_t *Draw_PicFromWad (char *name)
{
	qpic_t	*p;
	glpic_t	*gl;

	p = W_GetLumpName (name);
	gl = (glpic_t *)p->data;

#ifdef gl_draw_scraps
	// load little ones into the scrap
	if (p->width < 64 && p->height < 64) {
		int		x, y;
		int		i, j, k;
		int		texnum;

		texnum = Scrap_AllocBlock (p->width, p->height, &x, &y);
		k = 0;
		for (i=0 ; i<p->height ; i++)
			for (j=0 ; j<p->width ; j++, k++)
				scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k];
		texnum += scrap_texnum;
		gl->texnum = texnum;
		gl->sl = (x+0.01)/(float)BLOCK_WIDTH;
		gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH;
		gl->tl = (y+0.01)/(float)BLOCK_WIDTH;
		gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH;
	}
	else
#endif
	{
		gl->texnum = GL_LoadPicTexture (p);
		gl->sl = 0;
		gl->sh = 1;
		gl->tl = 0;
		gl->th = 1;
	}

	return p;
}

void
Draw_ClearCache (void)
{
	cachepic_t	*pic;
	int			i;

	for (pic=cachepics, i=0 ; i<numcachepics ; pic++, i++)
		pic->dirty = true;
}

/*
================
Draw_CachePic
================
*/
qpic_t	*Draw_CachePic (char *path)
{
	cachepic_t	*pic;
	int			i;
	qpic_t		*dat;
	glpic_t		*gl;

	// First, check and see if its cached..
	for (pic=cachepics, i=0 ; i<numcachepics ; pic++, i++)
		if ((!strcmp (path, pic->name)) && !pic->dirty)
			return &pic->pic;

	// Its not cached, lets make sure we have space in the cache..
	if (numcachepics == MAX_CACHED_PICS)
		Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");

	// Load the picture..
	dat = (qpic_t *)COM_LoadTempFile (path);	
	if (!dat)
		Sys_Error ("Draw_CachePic: failed to load %s", path);

	// Adjust for endian..
	SwapPic (dat);

	// Ok, the image is here, lets load it up into the cache..

	// First the image name..
	strncpy (pic->name, path, sizeof(pic->name));

	// Now the width and height.
	pic->pic.width = dat->width;
	pic->pic.height = dat->height;

	// Now feed it to the GL stuff and get a texture number..
	gl = (glpic_t *)pic->pic.data;
	gl->texnum = GL_LoadPicTexture (dat);

	// Alignment stuff..
	gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1;

	// Now lets mark this cache entry as used..
	pic->dirty = false;
	numcachepics++;

	// FIXME: 
	// A really ugly kluge, keep a specific image in memory 
	// for the menu system.
	// 
	// Some days I really dislike legacy support..

	if (!strcmp (path, "gfx/menuplyr.lmp"))
		memcpy (menuplyr_pixels, dat->data, dat->width*dat->height);

	// And now we are done, return what was asked for..
	return &pic->pic;
}


typedef struct
{
	char *name;
	int	minimize, maximize;
} glmode_t;

static glmode_t modes[] = {
	{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
	{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
	{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
	{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
	{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
	{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};

/*
===============
Draw_TextureMode_f
===============
*/
static void Draw_TextureMode_f (void)
{
	int		i;
	gltexture_t	*glt;

	if (Cmd_Argc() == 1)
	{
		for (i=0 ; i< 6 ; i++)
			if (gl_filter_min == modes[i].minimize)
			{
				Con_Printf ("%s\n", modes[i].name);
				return;
			}
		Con_Printf ("current filter is unknown???\n");
		return;
	}

	for (i=0 ; i< 6 ; i++)
	{
		if (!stricmp (modes[i].name, Cmd_Argv(1) ) )
			break;
	}
	if (i == 6)
	{
		Con_Printf ("bad filter name\n");
		return;
	}

	gl_filter_min = modes[i].minimize;
	gl_filter_max = modes[i].maximize;

	// change all the existing mipmap texture objects
	for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
	{
		if (glt->mipmap)
		{
			glBindTexture (GL_TEXTURE_2D, glt->texnum);
			glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
			glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
		}
	}
}

extern void glrmain_init();
extern void glrsurf_init();
/*
===============
Draw_Init
===============
*/
void Draw_Init (void)
{
	int		i;

	// LordHavoc: lighting mode
	gl_lightmode = Cvar_Get("gl_lightmode", "0", CVAR_ARCHIVE,
			"Lighting mode (0 = GLQuake style, 1 = new style)");
	gl_nobind = Cvar_Get("gl_nobind",  "0", CVAR_NONE,
			"whether or not to inhibit texture binding");
	gl_max_size = Cvar_Get("gl_max_size",  "1024", CVAR_NONE,
			"None");  // CVAR_FIXME - set a description
	gl_picmip = Cvar_Get("gl_picmip",  "0", CVAR_NONE,
			"None");  // CVAR_FIXME - set a description

	// Console effects  --KB
	gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE,
			"whether slide the console or stretch it");
	gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE,
			"alpha value for the console background");
	gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE,
			"speed at which the console spins");

	cl_verstring = Cvar_Get("cl_verstring", PROGRAM " " VERSION, CVAR_NONE,
			"client version string");

	// 3dfx can only handle 256 wide textures
	if (!strncasecmp ((char *)gl_renderer, "3dfx",4) ||
		!strncasecmp ((char *)gl_renderer, "Mesa",4))
		Cvar_Set (gl_max_size, "256");

	// LordHavoc: 3DFX's dithering has terrible artifacting when using lightmode 1
	if (!strncasecmp ((char *)gl_renderer, "3dfx",4))
		Cvar_Set (gl_lightmode, "0");
	lighthalf = gl_lightmode->int_val != 0; // to avoid re-rendering all lightmaps on first frame

	Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f);

	// load the console background and the charset
	// by hand, because we need to write the version
	// string into the background before turning
	// it into a texture
	draw_chars = W_GetLumpName ("conchars");
	for (i=0 ; i<256*64 ; i++)
		if (draw_chars[i] == 0)
			draw_chars[i] = 255;	// proper transparent color

	// now turn them into textures
//	char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1);	// 1999-12-27 Conwidth/height charset fix by TcT
//	Draw_CrosshairAdjust();
	cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
	char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1);	// 1999-12-27 Conwidth/height charset fix by TcT

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

	// save a texture slot for translated picture
	translate_texture = texture_extension_number++;

#ifdef gl_draw_scraps
	// save slots for scraps
	scrap_texnum = texture_extension_number;
	texture_extension_number += MAX_SCRAPS;
#endif

	//
	// get the other pics we need
	//
	draw_disc = Draw_PicFromWad ("disc");
	draw_backtile = Draw_PicFromWad ("backtile");

	// LordHavoc: call init code for other GL renderer modules;
	glrmain_init();
	glrsurf_init();
}



/*
================
Draw_Character8

Draws one 8*8 graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
================
*/
void Draw_Character8 (int x, int y, int num)
{
	int				row, col;
	float			frow, fcol, size;

	if (num == 32)
		return;		// space

	num &= 255;
	
	if (y <= -8)
		return;			// totally off screen

	row = num>>4;
	col = num&15;

	frow = row*0.0625;
	fcol = col*0.0625;
	size = 0.0625;

	glBindTexture (GL_TEXTURE_2D, char_texture);

	if (lighthalf)
		glColor3f(0.5,0.5,0.5);
	else
		glColor3f(1,1,1);
	glBegin (GL_QUADS);
	glTexCoord2f (fcol, frow);
	glVertex2f (x, y);
	glTexCoord2f (fcol + size, frow);
	glVertex2f (x+8, y);
	glTexCoord2f (fcol + size, frow + size);
	glVertex2f (x+8, y+8);
	glTexCoord2f (fcol, frow + size);
	glVertex2f (x, y+8);
	glEnd ();
}

/*
================
Draw_String8
================
*/
void Draw_String8 (int x, int y, char *str)
{
	while (*str)
	{
		Draw_Character8 (x, y, *str);
		str++;
		x += 8;
	}
}

/*
================
Draw_AltString8
================
*/
void Draw_AltString8 (int x, int y, char *str)
{
	while (*str)
	{
		Draw_Character8 (x, y, (*str) | 0x80);
		str++;
		x += 8;
	}
}

void Draw_Crosshair(void)
{
	int x, y;
	extern vrect_t		scr_vrect;
	unsigned char *pColor;

	if (crosshair->int_val == 2)
	{
		x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx->int_val; 
		y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy->int_val;

		pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->int_val];
		if (lighthalf)
			glColor4ub((byte) ((int) pColor[0] >> 1),(byte) ((int) pColor[1] >> 1), (byte) ((int) pColor[2] >> 1), pColor[3]);
		else
			glColor4ubv(pColor);
		glBindTexture (GL_TEXTURE_2D, cs_texture);

		glBegin (GL_QUADS);
		glTexCoord2f (0, 0);
		glVertex2f (x - 4, y - 4);
		glTexCoord2f (1, 0);
		glVertex2f (x+12, y-4);
		glTexCoord2f (1, 1);
		glVertex2f (x+12, y+12);
		glTexCoord2f (0, 1);
		glVertex2f (x - 4, y+12);
		glEnd ();
	}
	else if (crosshair->int_val)
		Draw_Character8 (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx->int_val, 
			scr_vrect.y + scr_vrect.height/2-4 + cl_crossy->int_val, '+');
}

/*
=============
Draw_Pic
=============
*/
void Draw_Pic (int x, int y, qpic_t *pic)
{
	glpic_t			*gl;

#ifdef gl_draw_scraps
	if (scrap_dirty)
		Scrap_Upload ();
#endif
	gl = (glpic_t *)pic->data;
	if (lighthalf)
		glColor3f(0.4,0.4,0.4);
	else
		glColor3f(0.8,0.8,0.8);
	glBindTexture (GL_TEXTURE_2D, gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (gl->sl, gl->tl);
	glVertex2f (x, y);
	glTexCoord2f (gl->sh, gl->tl);
	glVertex2f (x+pic->width, y);
	glTexCoord2f (gl->sh, gl->th);
	glVertex2f (x+pic->width, y+pic->height);
	glTexCoord2f (gl->sl, gl->th);
	glVertex2f (x, y+pic->height);
	glEnd ();
}

void Draw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height)
{
	glpic_t			*gl;
	float newsl, newtl, newsh, newth;
	float oldglwidth, oldglheight;

#ifdef gl_draw_scraps
	if (scrap_dirty)
		Scrap_Upload ();
#endif
	gl = (glpic_t *)pic->data;
	
	oldglwidth = gl->sh - gl->sl;
	oldglheight = gl->th - gl->tl;

	newsl = gl->sl + (srcx*oldglwidth)/pic->width;
	newsh = newsl + (width*oldglwidth)/pic->width;

	newtl = gl->tl + (srcy*oldglheight)/pic->height;
	newth = newtl + (height*oldglheight)/pic->height;
	
	if (lighthalf)
		glColor3f(0.4,0.4,0.4);
	else
		glColor3f(0.8,0.8,0.8);
	glBindTexture (GL_TEXTURE_2D, gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (newsl, newtl);
	glVertex2f (x, y);
	glTexCoord2f (newsh, newtl);
	glVertex2f (x+width, y);
	glTexCoord2f (newsh, newth);
	glVertex2f (x+width, y+height);
	glTexCoord2f (newsl, newth);
	glVertex2f (x, y+height);
	glEnd ();
}

/*
=============
Draw_TransPic
=============
*/
void Draw_TransPic (int x, int y, qpic_t *pic)
{

	if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 ||
		 (unsigned)(y + pic->height) > vid.height)
	{
		Sys_Error ("Draw_TransPic: bad coordinates");
	}
		
	Draw_Pic (x, y, pic);
}


/*
=============
Draw_TransPicTranslate

Only used for the player color selection menu
=============
*/
void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
{
	int				v, u, c;
	unsigned		trans[64*64], *dest;
	byte			*src;
	int				p;

	glBindTexture (GL_TEXTURE_2D, translate_texture);

	c = pic->width * pic->height;

	dest = trans;
	for (v=0 ; v<64 ; v++, dest += 64)
	{
		src = &menuplyr_pixels[ ((v*pic->height)>>6) *pic->width];
		for (u=0 ; u<64 ; u++)
		{
			p = src[(u*pic->width)>>6];
			if (p == 255)
				dest[u] = p;
			else
				dest[u] =  d_8to24table[translation[p]];
		}
	}

	glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);

	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	if (lighthalf)
		glColor3f(0.4,0.4,0.4);
	else
		glColor3f(0.8,0.8,0.8);
	glBegin (GL_QUADS);
	glTexCoord2f (0, 0);
	glVertex2f (x, y);
	glTexCoord2f (1, 0);
	glVertex2f (x+pic->width, y);
	glTexCoord2f (1, 1);
	glVertex2f (x+pic->width, y+pic->height);
	glTexCoord2f (0, 1);
	glVertex2f (x, y+pic->height);
	glEnd ();
}


/*
	Draw_ConsoleBackground

	Draws console background (obviously!)  Completely rewritten to use
	several simple yet very cool GL effects.  --KB
*/
void 
Draw_ConsoleBackground ( int lines )
{
	int		y;
	qpic_t		*conback;
	glpic_t		*gl;
	float		ofs;
	float		alpha;

	// This can be a CachePic now, just like in software
	conback = Draw_CachePic ("gfx/conback.lmp");
	gl = (glpic_t *)conback->data;

	// spin the console? - effect described in a QER tutorial
	if (gl_conspin->value)
	{
		static float xangle = 0;
		static float xfactor = .3f;
		static float xstep = .005f;
		
		glPushMatrix ();
		glMatrixMode (GL_TEXTURE);
		glPushMatrix ();
		glLoadIdentity ();
		xangle += gl_conspin->value;
		xfactor += xstep;
		if (xfactor > 8 || xfactor < .3f)
			xstep = -xstep;
		glRotatef (xangle, 0, 0, 1);
		glScalef (xfactor, xfactor, xfactor);
	}

	// slide console up/down or stretch it?
	if (gl_constretch->value)
		ofs = 0;
	else
		ofs = (vid.conheight - lines)/(float)vid.conheight;

	y = vid.height >> 1;
	if (lines > y)
	{
		alpha = 1.0;
	} else {
		// set up to draw alpha console
		alpha = (float)(gl_conalpha->value * lines)/y;
	}

	if (lighthalf)
		glColor4f(0.4,0.4,0.4,alpha);
	else
		glColor4f(0.8,0.8,0.8,alpha);

	// draw the console texture
	glBindTexture (GL_TEXTURE_2D, gl->texnum);
	glBegin (GL_QUADS);
	glTexCoord2f (gl->sl, gl->tl + ofs);
	glVertex2f (0, 0);
	glTexCoord2f (gl->sh, gl->tl + ofs);
	glVertex2f (vid.conwidth, 0);
	glTexCoord2f (gl->sh, gl->th);
	glVertex2f (vid.conwidth, lines);
	glTexCoord2f (gl->sl, gl->th);
	glVertex2f (0, lines);
	glEnd ();

	// turn off alpha blending
	if (alpha < 1.0)
	{
		if (lighthalf)
			glColor3f(0.4,0.4,0.4);
		else
			glColor3f(0.8,0.8,0.8);
	}

	if (gl_conspin->value)
	{
		glPopMatrix ();
		glMatrixMode (GL_MODELVIEW);
		glPopMatrix ();
	}
}


/*
=============
Draw_TileClear

This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void Draw_TileClear (int x, int y, int w, int h)
{
	if (lighthalf)
		glColor3f(0.4,0.4,0.4);
	else
		glColor3f(0.8,0.8,0.8);
	glBindTexture (GL_TEXTURE_2D, *(int *)draw_backtile->data);
	glBegin (GL_QUADS);
	glTexCoord2f (x/64.0, y/64.0);
	glVertex2f (x, y);
	glTexCoord2f ( (x+w)/64.0, y/64.0);
	glVertex2f (x+w, y);
	glTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
	glVertex2f (x+w, y+h);
	glTexCoord2f ( x/64.0, (y+h)/64.0 );
	glVertex2f (x, y+h);
	glEnd ();
}


/*
=============
Draw_Fill

Fills a box of pixels with a single color
=============
*/
void Draw_Fill (int x, int y, int w, int h, int c)
{
	glDisable (GL_TEXTURE_2D);
	if (lighthalf)
		glColor3f (host_basepal[c*3]/510.0, host_basepal[c*3+1]/510.0, host_basepal[c*3+2]/510.0);
	else
		glColor3f (host_basepal[c*3]/255.0, host_basepal[c*3+1]/255.0, host_basepal[c*3+2]/255.0);

	glBegin (GL_QUADS);

	glVertex2f (x,y);
	glVertex2f (x+w, y);
	glVertex2f (x+w, y+h);
	glVertex2f (x, y+h);

	glEnd ();
	if (lighthalf)
		glColor3f(0.5,0.5,0.5);
	else
		glColor3f(1,1,1);
	glEnable (GL_TEXTURE_2D);
}
//=============================================================================

/*
================
Draw_FadeScreen

================
*/
void Draw_FadeScreen (void)
{
	glDisable (GL_TEXTURE_2D);
	glColor4f (0, 0, 0, 0.7);
	glBegin (GL_QUADS);

	glVertex2f (0,0);
	glVertex2f (vid.width, 0);
	glVertex2f (vid.width, vid.height);
	glVertex2f (0, vid.height);

	glEnd ();
	if (lighthalf)
		glColor3f(0.5,0.5,0.5);
	else
		glColor3f(1,1,1);
	glEnable (GL_TEXTURE_2D);

	Sbar_Changed();
}

//=============================================================================

/*
================
Draw_BeginDisc

Draws the little blue disc in the corner of the screen.
Call before beginning any disc IO.
================
*/
void Draw_BeginDisc (void)
{
}


/*
================
Draw_EndDisc

Erases the disc icon.
Call after completing any disc IO
================
*/
void Draw_EndDisc (void)
{
}

/*
================
GL_Set2D

Setup as if the screen was 320*200
================
*/
void GL_Set2D (void)
{
	glViewport (glx, gly, glwidth, glheight);

	glMatrixMode(GL_PROJECTION);
    glLoadIdentity ();
	glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);

	glMatrixMode(GL_MODELVIEW);
    glLoadIdentity ();

	glEnable (GL_BLEND);
	glDisable (GL_DEPTH_TEST);
	glDisable (GL_CULL_FACE);

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

	if (lighthalf)
		glColor3f(0.5,0.5,0.5);
	else
		glColor3f(1,1,1);
}

//====================================================================

/*
================
GL_ResampleTexture
================
*/
static void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out,  int outwidth, int outheight)
{
	int		i, j;
	unsigned	*inrow;
	unsigned	frac, fracstep;

	fracstep = inwidth*0x10000/outwidth;
	for (i=0 ; i<outheight ; i++, out += outwidth)
	{
		inrow = in + inwidth*(i*inheight/outheight);
		frac = fracstep >> 1;
		for (j=0 ; j<outwidth ; j+=4)
		{
			out[j] = inrow[frac>>16];
			frac += fracstep;
			out[j+1] = inrow[frac>>16];
			frac += fracstep;
			out[j+2] = inrow[frac>>16];
			frac += fracstep;
			out[j+3] = inrow[frac>>16];
			frac += fracstep;
		}
	}
}

/*
================
GL_Resample8BitTexture -- JACK
================
*/
static void GL_Resample8BitTexture (unsigned char *in, int inwidth, int inheight, unsigned char *out,  int outwidth, int outheight)
{
	int		i, j;
	unsigned	char *inrow;
	unsigned	frac, fracstep;

	fracstep = inwidth*0x10000/outwidth;
	for (i=0 ; i<outheight ; i++, out += outwidth)
	{
		inrow = in + inwidth*(i*inheight/outheight);
		frac = fracstep >> 1;
		for (j=0 ; j<outwidth ; j+=4)
		{
			out[j] = inrow[frac>>16];
			frac += fracstep;
			out[j+1] = inrow[frac>>16];
			frac += fracstep;
			out[j+2] = inrow[frac>>16];
			frac += fracstep;
			out[j+3] = inrow[frac>>16];
			frac += fracstep;
		}
	}
}

/*
================
GL_MipMap

Operates in place, quartering the size of the texture
================
*/
static void GL_MipMap (byte *in, int width, int height)
{
	int		i, j;
	byte	*out;

	width <<=2;
	height >>= 1;
	out = in;
	for (i=0 ; i<height ; i++, in+=width)
	{
		for (j=0 ; j<width ; j+=8, out+=4, in+=8)
		{
			out[0] = (in[0] + in[4] + in[width+0] + in[width+4])>>2;
			out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2;
			out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2;
			out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2;
		}
	}
}

/*
================
GL_MipMap8Bit

Mipping for 8 bit textures
================
*/
static void GL_MipMap8Bit (byte *in, int width, int height)
{
	int		i, j;
	byte	*out;
	unsigned short     r,g,b;
	byte	*at1, *at2, *at3, *at4;

	height >>= 1;
	out = in;
	for (i=0 ; i<height ; i++, in+=width)
		for (j=0 ; j<width ; j+=2, out+=1, in+=2)
		{
			at1 = (byte *) &d_8to24table[in[0]];
			at2 = (byte *) &d_8to24table[in[1]];
			at3 = (byte *) &d_8to24table[in[width+0]];
			at4 = (byte *) &d_8to24table[in[width+1]];

 			r = (at1[0]+at2[0]+at3[0]+at4[0]); r>>=5;
 			g = (at1[1]+at2[1]+at3[1]+at4[1]); g>>=5;
 			b = (at1[2]+at2[2]+at3[2]+at4[2]); b>>=5;

			out[0] = d_15to8table[(r<<0) + (g<<5) + (b<<10)];
		}
}

/*
===============
GL_Upload32
===============
*/
static void GL_Upload32 (unsigned *data, int width, int height,  qboolean mipmap, qboolean alpha)
{
	int			samples;
static	unsigned	scaled[1024*512];	// [512*256];
	int			scaled_width, scaled_height;

	for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
		;
	for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
		;

	scaled_width >>= gl_picmip->int_val;
	scaled_height >>= gl_picmip->int_val;

	scaled_width = min(scaled_width, gl_max_size->int_val);
	scaled_height = min(scaled_height, gl_max_size->int_val);

	if (scaled_width * scaled_height > sizeof(scaled)/4)
		Sys_Error ("GL_LoadTexture: too big");

	samples = alpha ? gl_alpha_format : gl_solid_format;

#if 0
	if (mipmap)
		gluBuild2DMipmaps (GL_TEXTURE_2D, samples, width, height, GL_RGBA, GL_UNSIGNED_BYTE, trans);
	else if (scaled_width == width && scaled_height == height)
		glTexImage2D (GL_TEXTURE_2D, 0, samples, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
	else
	{
		gluScaleImage (GL_RGBA, width, height, GL_UNSIGNED_BYTE, trans,
			scaled_width, scaled_height, GL_UNSIGNED_BYTE, scaled);
		glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
	}
#else

	if (scaled_width == width && scaled_height == height)
	{
		if (!mipmap)
		{
			glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
			goto done;
		}
		memcpy (scaled, data, width*height*4);
	}
	else
		GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height);

	glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
	if (mipmap)
	{
		int		miplevel;

		miplevel = 0;
		while (scaled_width > 1 || scaled_height > 1)
		{
			GL_MipMap ((byte *)scaled, scaled_width, scaled_height);
			scaled_width >>= 1;
			scaled_height >>= 1;
			if (scaled_width < 1)
				scaled_width = 1;
			if (scaled_height < 1)
				scaled_height = 1;
			miplevel++;
			glTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
		}
	}
done: ;
#endif


	if (mipmap)
	{
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
	else
	{
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
}

void GL_Upload8_EXT (byte *data, int width, int height,  qboolean mipmap, qboolean alpha) 
{
	int			i, s;
	qboolean	noalpha;
	int			samples;
    static	unsigned char scaled[1024*512];	// [512*256];
	int			scaled_width, scaled_height;

	s = width*height;
	// if there are no transparent pixels, make it a 3 component
	// texture even if it was specified as otherwise
	if (alpha)
	{
		noalpha = true;
		for (i=0 ; i<s ; i++)
		{
			if (data[i] == 255)
				noalpha = false;
		}

		if (alpha && noalpha)
			alpha = false;
	}
	for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
		;
	for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
		;

	scaled_width >>= gl_picmip->int_val;
	scaled_height >>= gl_picmip->int_val;

	scaled_width = min(scaled_width, gl_max_size->int_val);
	scaled_height = min(scaled_height, gl_max_size->int_val);

	if (scaled_width * scaled_height > sizeof(scaled))
		Sys_Error ("GL_LoadTexture: too big");

	samples = 1; // alpha ? gl_alpha_format : gl_solid_format;

	if (scaled_width == width && scaled_height == height)
	{
		if (!mipmap)
		{
/* FIXME - what if this extension isn't available? */
#ifdef HAVE_GL_COLOR_INDEX8_EXT
			glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX , GL_UNSIGNED_BYTE, data);
#else
                        /* FIXME - should warn that this isn't available */
#endif
			goto done;
		}
		memcpy (scaled, data, width*height);
	}
	else
		GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);

// FIXME - what if this extension isn't available?
#ifdef HAVE_GL_COLOR_INDEX8_EXT
	glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
#else
        /* FIXME - should warn that this isn't available */
#endif
	if (mipmap)
	{
		int		miplevel;

		miplevel = 0;
		while (scaled_width > 1 || scaled_height > 1)
		{
			GL_MipMap8Bit ((byte *)scaled, scaled_width, scaled_height);
			scaled_width >>= 1;
			scaled_height >>= 1;
			if (scaled_width < 1)
				scaled_width = 1;
			if (scaled_height < 1)
				scaled_height = 1;
			miplevel++;
/* FIXME - what if this extension isn't available? */
#ifdef HAVE_GL_COLOR_INDEX8_EXT
			glTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
#else
                        /* FIXME - should warn that this isn't available */
#endif
		}
	}
done: ;

	if (mipmap)
	{
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
	else
	{
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
		glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
	}
}

extern qboolean VID_Is8bit();

/*
===============
GL_Upload8
===============
*/
void GL_Upload8 (byte *data, int width, int height,  qboolean mipmap, qboolean alpha)
{
static	unsigned	trans[640*480];		// FIXME, temporary
	int			i, s;
	qboolean	noalpha;
	int			p;

	s = width*height;
	// if there are no transparent pixels, make it a 3 component
	// texture even if it was specified as otherwise
	if (alpha)
	{
		noalpha = true;
		for (i=0 ; i<s ; i++)
		{
			p = data[i];
			if (p == 255)
				noalpha = false;
			trans[i] = d_8to24table[p];
		}

		if (alpha && noalpha)
			alpha = false;
	}
	else
	{
		if (s&3)
			Sys_Error ("GL_Upload8: s&3");
		for (i=0 ; i<s ; i+=4)
		{
			trans[i] = d_8to24table[data[i]];
			trans[i+1] = d_8to24table[data[i+1]];
			trans[i+2] = d_8to24table[data[i+2]];
			trans[i+3] = d_8to24table[data[i+3]];
		}
	}

#ifdef gl_draw_scraps
	if (VID_Is8bit() && !alpha && (data!=scrap_texels[0])) 
#else
	if (VID_Is8bit() && !alpha) 
#endif
	{
		GL_Upload8_EXT (data, width, height, mipmap, alpha);
		return;
	}

	GL_Upload32 (trans, width, height, mipmap, alpha);
}

/*
================
GL_LoadTexture
================
*/
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel)
{
	int i, s, lcrc;
	gltexture_t *glt;

	// LordHavoc's cache check, not a standard crc but it works  --KB
	lcrc = 0;
	s = width*height*bytesperpixel; // size
	for (i = 0; i < 256; i++)
		ltexcrctable[i] = i + 1;
	for (i = 0; i < s; i++)
		lcrc += (ltexcrctable[data[i] & 255]++);
	
	// see if the texture is allready present
	if (identifier[0])
	{
		for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
		{
			if (!strcmp (identifier, glt->identifier))
			{
				if (lcrc != glt->crc
						|| width != glt->width
						|| height != glt->height
						|| bytesperpixel != glt->bytesperpixel)
					goto SetupTexture;
				else
					return gltextures[i].texnum;
			}
		}
	}

	if (numgltextures == MAX_GLTEXTURES)
		Sys_Error ("numgltextures == MAX_GLTEXTURES");

	glt = &gltextures[numgltextures];
	numgltextures++;

	strncpy (glt->identifier, identifier, sizeof(glt->identifier) - 1);
	glt->identifier[sizeof(glt->identifier) - 1] = '\0';

	glt->texnum = texture_extension_number;
	texture_extension_number++;

SetupTexture:
	glt->crc = lcrc;
	glt->width = width;
	glt->height = height;
	glt->bytesperpixel = bytesperpixel;
	glt->mipmap = mipmap;

	glBindTexture (GL_TEXTURE_2D, glt->texnum);

	switch (glt->bytesperpixel)
	{
		case 1:
			GL_Upload8 (data, width, height, mipmap, alpha);
			break;
		case 4:
			GL_Upload32 ((unsigned *)data, width, height, mipmap, alpha);
			break;
		default:
			Sys_Error ("SetupTexture: unknown bytesperpixel %i",
					glt->bytesperpixel);
	}

	return glt->texnum;
}


/*
================
GL_LoadPicTexture
================
*/
static int GL_LoadPicTexture (qpic_t *pic)
{
	return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true, 1);
}