/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code 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.

Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

#ifndef __TR_TYPES_H
#define __TR_TYPES_H

#define	MAX_LIGHTS			1024
#define	MAX_ENTITIES		1023 // can't be increased without changing drawsurf bit packing
#define MAX_BONES			128

// renderfx flags
#define	RF_MINLIGHT		0x0001		// allways have some light (viewmodel, some items)
#define	RF_THIRD_PERSON		0x0002		// don't draw through eyes, only mirrors (player bodies, chat sprites)
#define	RF_FIRST_PERSON		0x0004		// only draw through eyes (view weapon, damage blood blob)
#define	RF_DEPTHHACK		0x0008		// for view weapon Z crunching

#define RF_CROSSHAIR		0x0010		// This item is a cross hair and will draw over everything similar to
						// DEPTHHACK in stereo rendering mode, with the difference that the
						// projection matrix won't be hacked to reduce the stereo separation as
						// is done for the gun.

#define	RF_NOSHADOW		0x0040		// don't add stencil shadows

#define RF_LIGHTING_ORIGIN	0x0080		// use refEntity->lightingOrigin instead of refEntity->origin
						// for lighting.  This allows entities to sink into the floor
						// with their origin going solid, and allows all parts of a
						// player to get the same lighting

#define	RF_SHADOW_PLANE		0x0100		// use refEntity->shadowPlane
#define	RF_WRAP_FRAMES		0x0200		// mod the model frames by the maxframes to allow continuous

// refdef flags
#define RDF_NOWORLDMODEL	0x0001	// used for player configuration screen
#define RDF_NOSHADOWS		0x0002	// force renderer to use faster only lighting path
#define RDF_HYPERSPACE		0x0004	// teleportation effect

typedef struct
{
	vec3_t          xyz;
	float           st[2];
	byte            modulate[4];
} polyVert_t;

typedef struct poly_s
{
	qhandle_t       hShader;
	int             numVerts;
	polyVert_t     *verts;
} poly_t;

typedef enum
{
	RT_MODEL,
	RT_POLY,
	RT_SPRITE,
	RT_BEAM,
	RT_RAIL_CORE,
	RT_RAIL_RINGS,
	RT_LIGHTNING,
	RT_PORTALSURFACE,			// doesn't draw anything, just info for portals

	RT_MAX_REF_ENTITY_TYPE
} refEntityType_t;

typedef struct
{
	int             parentIndex;	// parent index (-1 if root)
	vec3_t          origin;
	quat_t          rotation;
} refBone_t;

typedef enum
{
	SK_INVALID,
	SK_RELATIVE,
	SK_ABSOLUTE
} refSkeletonType_t;

typedef struct
{
	refSkeletonType_t type;		// skeleton has been reset

	int             numBones;
	refBone_t       bones[MAX_BONES];

	vec3_t          bounds[2];	// bounds of all applied animations
	vec3_t          scale;
} refSkeleton_t;

typedef struct
{
	refEntityType_t reType;
	int             renderfx;

	qhandle_t       hModel;		// opaque type outside refresh

	// most recent data
	vec3_t          lightingOrigin;	// so multi-part models can be lit identically (RF_LIGHTING_ORIGIN)
	float			shadowPlane;	// projection shadows go here, stencils go slightly lower

	vec3_t          axis[3];	// rotation vectors
	qboolean        nonNormalizedAxes;	// axis are not normalized, i.e. they have scale
	vec3_t          origin;		// also used as MODEL_BEAM's "from"
	int             frame;		// also used as MODEL_BEAM's diameter

	// previous data for frame interpolation
	vec3_t          oldorigin;	// also used as MODEL_BEAM's "to"
	int             oldframe;
	float           backlerp;	// 0.0 = current, 1.0 = old

	// texturing
	int             skinNum;	// inline skin index
	qhandle_t       customSkin;	// NULL for default skin
	qhandle_t       customShader;	// use one image for the entire thing

	// misc
	byte            shaderRGBA[4];	// colors used by rgbgen entity shaders
	float           shaderTexCoord[2];	// texture coordinates used by tcMod entity modifiers
	float           shaderTime;	// subtracted from refdef time to control effect start times

	// extra sprite information
	float           radius;
	float           rotation;

	// extra animation information
	refSkeleton_t   skeleton;
} refEntity_t;

typedef enum
{
	RL_OMNI,
	RL_PROJ,
	RL_DIRECT,

	RL_MAX_REF_LIGHT_TYPE
} refLightType_t;

typedef struct
{
	refLightType_t  rlType;

	qhandle_t       attenuationShader;

	vec3_t          origin;
	vec3_t          center;
	vec3_t          color;		// range from 0.0 to 1.0, should be color normalized

	// omni-directional light specific
	vec3_t          radius;

	// projective light specific
	vec3_t          target;
	vec3_t          right;
	vec3_t          up;

	vec3_t          axis[3];	// rotation vectors
	qboolean        nonNormalizedAxes;	// axis are not normalized, i.e. they have scale
	qboolean        noShadows;
} refLight_t;

#define	MAX_RENDER_STRINGS			8
#define	MAX_RENDER_STRING_LENGTH	32

typedef struct
{
	int             x, y, width, height;
	float           fov_x, fov_y;
	vec3_t          vieworg;
	vec3_t          viewaxis[3];	// transformation matrix

	// time in milliseconds for shader effects and other time dependent rendering issues
	int             time;

	int             rdflags;	// RDF_NOWORLDMODEL, etc

	// 1 bits will prevent the associated area from rendering at all
	byte            areamask[MAX_MAP_AREA_BYTES];

	// text messages for deform text shaders
	char            text[MAX_RENDER_STRINGS][MAX_RENDER_STRING_LENGTH];
} refdef_t;

typedef enum
{
	STEREO_CENTER,
	STEREO_LEFT,
	STEREO_RIGHT
} stereoFrame_t;

/*
** glConfig_t
**
** Contains variables specific to the OpenGL configuration
** being run right now.  These are constant once the OpenGL
** subsystem is initialized.
*/
typedef enum
{
	TC_NONE,
	TC_S3TC,
	TC_ARB
} textureCompression_t;

typedef enum
{
	GLDRV_ICD,					// driver is integrated with window system
	// WARNING: there are tests that check for
	// > GLDRV_ICD for minidriverness, so this
	// should always be the lowest value in this
	// enum set
	GLDRV_STANDALONE,			// driver is a non-3Dfx standalone driver
	GLDRV_VOODOO				// driver is a 3Dfx standalone driver
} glDriverType_t;

typedef enum
{
	GLHW_GENERIC,				// where everthing works the way it should
	GLHW_3DFX_2D3D,				// Voodoo Banshee or Voodoo3, relevant since if this is
	// the hardware type then there can NOT exist a secondary
	// display adapter
	GLHW_RIVA128,				// where you can't interpolate alpha
	GLHW_RAGEPRO,				// where you can't modulate alpha on alpha textures
	GLHW_PERMEDIA2,				// where you don't have src*dst
	GLHW_ATI					// where you don't have proper GLSL support
} glHardwareType_t;

typedef struct
{
	char            renderer_string[MAX_STRING_CHARS];
	char            vendor_string[MAX_STRING_CHARS];
	char            version_string[MAX_STRING_CHARS];
	char            extensions_string[BIG_INFO_STRING];

	int             maxTextureSize;	// queried from GL
	int             maxTextureUnits;	// multitexture ability

	int             colorBits, depthBits, stencilBits;

	glDriverType_t  driverType;
	glHardwareType_t hardwareType;

	qboolean        deviceSupportsGamma;
	textureCompression_t textureCompression;
	qboolean        textureEnvAddAvailable;

	int             vidWidth, vidHeight;
	// aspect is the screen's physical width / height, which may be different
	// than scrWidth / scrHeight if the pixels are non-square
	// normal screens should be 4/3, but wide aspect monitors may be 16/9
	float           windowAspect;

	int             displayFrequency;

	// synonymous with "does rendering consume the entire screen?"
	qboolean        isFullscreen;
	qboolean        stereoEnabled;
	qboolean        smpActive;	// dual processor
} glConfig_t;

typedef struct
{
	int             maxCubeMapTextureSize;
	qboolean        textureCubeAvailable;
	qboolean        vertexProgramAvailable;
	qboolean        vertexBufferObjectAvailable;
	qboolean        occlusionQueryAvailable;
	int             occlusionQueryBits;
	qboolean        shadingLanguage100Available;
	char            shadingLanguageVersion[MAX_STRING_CHARS];

	qboolean        textureFloatAvailable;
	qboolean        textureNPOTAvailable;

	qboolean        stencilWrapAvailable;

	float           maxTextureAnisotropy;
	qboolean        textureAnisotropyAvailable;

	qboolean        framebufferObjectAvailable;
	int             maxRenderbufferSize;
	int             maxColorAttachments;
	qboolean        generateMipmapAvailable;
} glConfig2_t;

#endif	// __TR_TYPES_H
