/*
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.

*/

// refresh.h -- public interface to refresh functions

#define MAXCLIPPLANES 11

#define TOP_RANGE   16      // soldier uniform colors
#define BOTTOM_RANGE  96

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

typedef struct efrag_s
{
  struct mleaf_s    *leaf;
  struct efrag_s    *leafnext;
  struct entity_s   *entity;
  struct efrag_s    *entnext;
} efrag_t;


typedef struct entity_s
{
  qboolean        forcelink;    // model changed

  int           update_type;

  entity_state_t      baseline;   // to fill in defaults in updates

  double          msgtime;    // time of last update
  vec3_t          msg_origins[2]; // last two updates (0 is newest) 
  vec3_t          origin;
  vec3_t          msg_angles[2];  // last two updates (0 is newest)
  vec3_t          angles; 
  struct model_s      *model;     // NULL = no model
  struct efrag_s      *efrag;     // linked list of efrags
  int           frame;
  float         syncbase;   // for client-side animations
  byte          *colormap;
  int           effects;    // light, particals, etc
  int           skinnum;    // for Alias models
  int           visframe;   // last frame this entity was
                      //  found in an active leaf
                      
  int           dlightframe;  // dynamic lighting
  int           dlightbits;
  
// FIXME: could turn these into a union
  int           trivial_accept;
  struct mnode_s      *topnode;   // for bmodels, first world node
                      //  that splits bmodel, or NULL if
                      //  not split
} entity_t;

// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
  vrect_t   vrect;        // subwindow in video for refresh
                  // FIXME: not need vrect next field here?
  vrect_t   aliasvrect;     // scaled Alias version
  int     vrectright, vrectbottom;  // right & bottom screen coords
  int     aliasvrectright, aliasvrectbottom;  // scaled Alias versions
  float   vrectrightedge;     // rightmost right edge we care about,
                    //  for use in edge list
  float   fvrectx, fvrecty;   // for floating-point compares
  float   fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
  int     vrect_x_adj_shift20;  // (vrect.x + 0.5 - epsilon) << 20
  int     vrectright_adj_shift20; // (vrectright + 0.5 - epsilon) << 20
  float   fvrectright_adj, fvrectbottom_adj;
                    // right and bottom edges, for clamping
  float   fvrectright;      // rightmost edge, for Alias clamping
  float   fvrectbottom;     // bottommost edge, for Alias clamping
  float   horizontalFieldOfView;  // at Z = 1.0, this many X is visible 
                    // 2.0 = 90 degrees
  float   xOrigin;      // should probably allways be 0.5
  float   yOrigin;      // between be around 0.3 to 0.5

  vec3_t    vieworg;
  vec3_t    viewangles;
  
  float   fov_x, fov_y;

  int     ambientlight;
} refdef_t;


//
// refresh
//
extern  int   reinit_surfcache;


extern  refdef_t  r_refdef;
extern vec3_t r_origin, vpn, vright, vup;

extern  struct texture_s  *r_notexture_mip;


void R_Init (void);
void R_InitTextures (void);
void R_InitEfrags (void);
void R_RenderView (void);   // must set r_refdef first
void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
                // called whenever r_refdef or vid change
void R_InitSky (struct texture_s *mt);  // called at level load

void R_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);

void R_NewMap (void);


void R_ParseParticleEffect (void);
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void R_RocketTrail (vec3_t start, vec3_t end, int type);

#ifdef QUAKE2
void R_DarkFieldParticles (entity_t *ent);
#endif
void R_EntityParticles (entity_t *ent);
void R_BlobExplosion (vec3_t org);
void R_ParticleExplosion (vec3_t org);
void R_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
void R_LavaSplash (vec3_t org);
void R_TeleportSplash (vec3_t org);

void R_PushDlights (void);


//
// surface cache related
//
extern  int   reinit_surfcache; // if 1, surface cache is currently empty and
extern qboolean r_cache_thrash; // set if thrashing the surface cache

int D_SurfaceCacheForRes (int width, int height);
void D_FlushCaches (void);
void D_DeleteSurfaceCache (void);
void D_InitCaches (void *buffer, int size);
void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);

