#ifndef mdsprite_h_
# define mdsprite_h_

#ifdef USE_OPENGL
#include "palette.h"
#include "gl_hwtexture.h"
#include "model_kvx.h"

#if defined(_M_IX86) || defined(_M_AMD64) || defined(__i386) || defined(__x86_64)
#define SHIFTMOD32(a) (a)
#else
#define SHIFTMOD32(a) ((a)&31)
#endif

#define IDP2_MAGIC 0x32504449
#define IDP3_MAGIC 0x33504449

class FGameTexture;

struct mdmodel_t
{
 
    int32_t mdnum, shadeoff;
	float scale, bscale, zadd, yoffset;
	FGameTexture *texture;
	
	int32_t flags;
};

struct mdanim_t
{
	int32_t startframe, endframe;
	int32_t fpssc, flags;
	mdanim_t* next;
};

struct mdskinmap_t
{
	uint8_t palette, flags, filler[2]; // Build palette number, flags the same as hightiles
	int32_t skinnum, surfnum;   // Skin identifier, surface number
	FTextureID texture;
	mdskinmap_t* next;
	float param, specpower, specfactor;
};

struct idmodel_t : public mdmodel_t
{
	int32_t numframes, cframe, nframe, fpssc, usesalpha;
	float oldtime, curtime, interpol;
	mdanim_t *animations;
	mdskinmap_t *skinmap;
	int32_t numskins, skinloaded;
};

#define MDANIM_LOOP 0
#define MDANIM_ONESHOT 1



//This MD2 code is based on the source code from David Henry (tfc_duke(at)hotmail.com)
//   Was at http://tfc.duke.free.fr/us/tutorials/models/md2.htm
//   Available from http://web.archive.org/web/20030816010242/http://tfc.duke.free.fr/us/tutorials/models/md2.htm
//   Now at http://tfc.duke.free.fr/coding/md2.html (in French)
//He probably wouldn't recognize it if he looked at it though :)

typedef struct
{
    int32_t id, vers, skinxsiz, skinysiz, framebytes; //id:"IPD2", vers:8
    int32_t numskins, numverts, numuv, numtris, numglcmds, numframes;
    int32_t ofsskins, ofsuv, ofstris, ofsframes, ofsglcmds, ofseof; //ofsskins: skin names (64 bytes each)
} md2head_t;

typedef struct { uint8_t v[3], ni; } md2vert_t; //compressed vertex coords (x,y,z)
typedef struct
{
    vec3f_t mul, add; //scale&translation vector
    char name[16];    //frame name
    md2vert_t verts[1]; //first vertex of this frame
} md2frame_t;

typedef struct { int16_t u, v; } md2uv_t;
typedef struct
{
    uint16_t v[3];
    uint16_t u[3];
} md2tri_t;

struct md2model_t : public idmodel_t
{
    //MD2 specific stuff:
    int32_t numverts, numglcmds, framebytes, *glcmds;
    char *frames;
    char *basepath;   // pointer to string of base path
    char *skinfn;   // pointer to first of numskins 64-char strings
    md2uv_t *uv;
    md2tri_t* tris;
};


typedef struct { char nam[64]; int32_t i; } md3shader_t; //ascz path of shader, shader index
typedef struct { int32_t i[3]; } md3tri_t; //indices of tri
typedef struct { float u, v; } md3uv_t;
typedef struct { int16_t x, y, z; uint8_t nlat, nlng; } md3xyzn_t; //xyz are [10:6] ints

typedef struct
{
    vec3f_t min, max, cen; //bounding box&origin
    float r; //radius of bounding sphere
    char nam[16]; //ascz frame name
} md3frame_t;

typedef struct
{
    char nam[64]; //ascz tag name
    vec3f_t p, x, y, z; //tag object pos&orient
} md3tag_t;

typedef struct
{
    int32_t id; //IDP3(0x33806873)
    char nam[64]; //ascz surface name
    int32_t flags; //?
    int32_t numframes, numshaders, numverts, numtris; //numframes same as md3head,max shade=~256,vert=~4096,tri=~8192
    int32_t ofstris;
    int32_t ofsshaders;
    int32_t ofsuv;
    int32_t ofsxyzn;
    int32_t ofsend;
    // DO NOT read directly to this structure
    // the following block is NOT in the file format
    // be sure to use the SIZEOF_MD3SURF_T macro
    md3tri_t *tris;
    md3shader_t *shaders;
    md3uv_t *uv;
    md3xyzn_t *xyzn;
    float *geometry;  // used by Polymer
} md3surf_t;

#define SIZEOF_MD3SURF_T (11*sizeof(int32_t) + 64*sizeof(char))

typedef struct
{
    int32_t id, vers; //id=IDP3(0x33806873), vers=15
    char nam[64]; //ascz path in PK3
    int32_t flags; //?
    int32_t numframes, numtags, numsurfs, numskins; //max=~1024,~16,~32,numskins=artifact of MD2; use shader field instead
    int32_t ofsframes;
    int32_t ofstags;
    int32_t ofssurfs;
    int32_t eof;
    // DO NOT read directly to this structure
    // the following block is NOT in the file format
    // be sure to use the SIZEOF_MD3HEAD_T macro
    md3frame_t *frames;
    md3tag_t *tags;
    md3surf_t *surfs;
} md3head_t;

#define SIZEOF_MD3HEAD_T (sizeof(md3head_t)-3*sizeof(void*))

struct md3model_t : public idmodel_t
{

    //MD3 specific
    md3head_t head;
    vec3f_t *muladdframes;

    uint16_t *indexes;
    uint16_t *vindexes;

    float *maxdepths;
    // polymer VBO names after that, allocated per surface
	/*
    GLuint *indices;
    GLuint *texcoords;
    GLuint *geometry;
	*/
};

EXTERN mdmodel_t **models;

FGameTexture* mdloadskin(idmodel_t* m, int32_t number, int32_t pal, int32_t surf, bool* exact);
void mdinit(void);
void freeallmodels(void);
int32_t polymost_mddraw(tspriteptr_t tspr);
EXTERN void md3_vox_calcmat_common(tspriteptr_t tspr, const vec3f_t *a0, float f, float mat[16]);

EXTERN int32_t mdpause;
EXTERN int32_t nextmodelid;

#endif // defined USE_OPENGL

enum {
    HUDFLAG_HIDE = 1,
    HUDFLAG_NOBOB = 2,
    HUDFLAG_FLIPPED = 4,
    HUDFLAG_NODEPTH = 8,
};

#endif // !mdsprite_h_
