/*
 * Copyright (C) 1997-2001 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.
 *
 * =======================================================================
 *
 * Misc refresher functions
 *
 * =======================================================================
 */

#include "header/local.h"

byte dottexture[8][8] = {
	{0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 1, 1, 0, 0, 0, 0},
	{0, 1, 1, 1, 1, 0, 0, 0},
	{0, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0},
};

typedef struct _TargaHeader
{
	unsigned char id_length, colormap_type, image_type;
	unsigned short colormap_index, colormap_length;
	unsigned char colormap_size;
	unsigned short x_origin, y_origin, width, height;
	unsigned char pixel_size, attributes;
} TargaHeader;

void
R_InitParticleTexture(void)
{
	int x, y;
	byte data[8][8][4];

	/* particle texture */
	for (x = 0; x < 8; x++)
	{
		for (y = 0; y < 8; y++)
		{
			data[y][x][0] = 255;
			data[y][x][1] = 255;
			data[y][x][2] = 255;
			data[y][x][3] = dottexture[x][y] * 255;
		}
	}

	r_particletexture = R_LoadPic("***particle***", (byte *)data,
			8, 0, 8, 0, it_sprite, 32);

	/* also use this for bad textures, but without alpha */
	for (x = 0; x < 8; x++)
	{
		for (y = 0; y < 8; y++)
		{
			data[y][x][0] = dottexture[x & 3][y & 3] * 255;
			data[y][x][1] = 0;
			data[y][x][2] = 0;
			data[y][x][3] = 255;
		}
	}

	r_notexture = R_LoadPic("***r_notexture***", (byte *)data,
			8, 0, 8, 0, it_wall, 32);
}

void
R_ScreenShot(void)
{
	byte *buffer;
	char picname[80];
	char checkname[MAX_OSPATH];
	int i, c, temp;
	FILE *f;

	/* create the scrnshots directory if it doesn't exist */
	Com_sprintf(checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir());
	ri.Sys_Mkdir(checkname);

	/* find a file name to save it to */
	strcpy(picname, "quake00.tga");

	for (i = 0; i <= 99; i++)
	{
		picname[5] = i / 10 + '0';
		picname[6] = i % 10 + '0';
		Com_sprintf(checkname, sizeof(checkname), "%s/scrnshot/%s",
			   	ri.FS_Gamedir(), picname);
		f = fopen(checkname, "rb");

		if (!f)
		{
			break; /* file doesn't exist */
		}

		fclose(f);
	}

	if (i == 100)
	{
		ri.Con_Printf(PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n");
		return;
	}

	buffer = malloc(vid.width * vid.height * 3 + 18);
	memset(buffer, 0, 18);
	buffer[2] = 2; /* uncompressed type */
	buffer[12] = vid.width & 255;
	buffer[13] = vid.width >> 8;
	buffer[14] = vid.height & 255;
	buffer[15] = vid.height >> 8;
	buffer[16] = 24; /* pixel size */

	qglReadPixels(0, 0, vid.width, vid.height, GL_RGB,
			GL_UNSIGNED_BYTE, buffer + 18);

	/* swap rgb to bgr */
	c = 18 + vid.width * vid.height * 3;

	for (i = 18; i < c; i += 3)
	{
		temp = buffer[i];
		buffer[i] = buffer[i + 2];
		buffer[i + 2] = temp;
	}

	f = fopen(checkname, "wb");
	fwrite(buffer, 1, c, f);
	fclose(f);

	free(buffer);
	ri.Con_Printf(PRINT_ALL, "Wrote %s\n", picname);
}

void
R_Strings(void)
{
	ri.Con_Printf(PRINT_ALL, "GL_VENDOR: %s\n", gl_config.vendor_string);
	ri.Con_Printf(PRINT_ALL, "GL_RENDERER: %s\n", gl_config.renderer_string);
	ri.Con_Printf(PRINT_ALL, "GL_VERSION: %s\n", gl_config.version_string);
	ri.Con_Printf(PRINT_ALL, "GL_EXTENSIONS: %s\n", gl_config.extensions_string);
}

void
R_SetDefaultState(void)
{
	qglClearColor(1, 0, 0.5, 0.5);
	qglCullFace(GL_FRONT);
	qglEnable(GL_TEXTURE_2D);

	qglEnable(GL_ALPHA_TEST);
	qglAlphaFunc(GL_GREATER, 0.666);

	qglDisable(GL_DEPTH_TEST);
	qglDisable(GL_CULL_FACE);
	qglDisable(GL_BLEND);

	qglColor4f(1, 1, 1, 1);

	qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	qglShadeModel(GL_FLAT);

	R_TextureMode(gl_texturemode->string);
	R_TextureAlphaMode(gl_texturealphamode->string);
	R_TextureSolidMode(gl_texturesolidmode->string);

	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);

	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	R_TexEnv(GL_REPLACE);

	if (qglPointParameterfEXT)
	{
		float attenuations[3];

		attenuations[0] = gl_particle_att_a->value;
		attenuations[1] = gl_particle_att_b->value;
		attenuations[2] = gl_particle_att_c->value;

		/* GL_POINT_SMOOTH is not implemented by some OpenGL
		   drivers, especially the crappy Mesa3D backends like
		   i915.so. That the points are squares and not circles
		   is not a problem by Quake II! */
		qglEnable(GL_POINT_SMOOTH);
		qglPointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
				gl_particle_min_size->value);
		qglPointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
				gl_particle_max_size->value);
		qglPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, attenuations);
	}

	if (qglColorTableEXT && gl_ext_palettedtexture->value)
	{
		qglEnable(GL_SHARED_TEXTURE_PALETTE_EXT);

		R_SetTexturePalette(d_8to24table);
	}
}

