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

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  

RTCW MP 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 3 of the License, or
(at your option) any later version.

RTCW MP 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 RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

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



#ifndef TR_LOCAL_H
#define TR_LOCAL_H

#include "../qcommon/q_shared.h"
#include "../qcommon/qfiles.h"
#include "../qcommon/qcommon.h"
#include "../renderer/tr_public.h"
#include "tr_extratypes.h"
#include "tr_extramath.h"
#include "tr_fbo.h"
#include "tr_postprocess.h"
#include "qgl.h"
#include "../renderer/iqm.h"

#define GL_INDEX_TYPE       GL_UNSIGNED_INT
typedef unsigned int glIndex_t;

#define BUFFER_OFFSET(i) ((char *)NULL + (i))

// 13 bits
// can't be increased without changing bit packing for drawsurfs
// see QSORT_SHADERNUM_SHIFT

#define SHADERNUM_BITS	13
#define MAX_SHADERS		(1<<SHADERNUM_BITS)

#define	MAX_FBOS      64
#define MAX_VISCOUNTS 5
#define MAX_VAOS      4096

#define MAX_CALC_PSHADOWS    64
#define MAX_DRAWN_PSHADOWS    16 // do not increase past 32, because bit flags are used on surfaces
#define PSHADOW_MAP_SIZE      512
#define CUBE_MAP_MIPS      7
#define CUBE_MAP_SIZE      (1 << CUBE_MAP_MIPS)
 
#define USE_VERT_TANGENT_SPACE


// a trRefEntity_t has all the information passed in by
// the client game, as well as some locally derived info
typedef struct {
	refEntity_t e;

	float axisLength;           // compensate for non-normalized axis

	qboolean needDlights;       // true for bmodels that touch a dlight
	qboolean lightingCalculated;
	qboolean	mirrored;		// mirrored matrix, needs reversed culling
	vec3_t		lightDir;		// normalized direction towards light, in world space
	vec3_t      modelLightDir;  // normalized direction towards light, in model space
	vec3_t ambientLight;        // color normalized to 0-255
	int ambientLightInt;            // 32 bit rgba packed
	vec3_t directedLight;
	float brightness;
} trRefEntity_t;

typedef struct {
	vec3_t origin;              // in world coordinates
	vec3_t axis[3];             // orientation in world
	vec3_t viewOrigin;          // viewParms->or.origin in local coordinates
	float modelMatrix[16];
	float		transformMatrix[16];
} orientationr_t;

typedef enum
{
	IMGTYPE_COLORALPHA, // for color, lightmap, diffuse, and specular
	IMGTYPE_NORMAL,
	IMGTYPE_NORMALHEIGHT,
	IMGTYPE_DELUXE, // normals are swizzled, deluxe are not
} imgType_t;

typedef enum
{
	IMGFLAG_NONE           = 0x0000,
	IMGFLAG_MIPMAP         = 0x0001,
	IMGFLAG_PICMIP         = 0x0002,
	IMGFLAG_CUBEMAP        = 0x0004,
	IMGFLAG_NO_COMPRESSION = 0x0010,
	IMGFLAG_NOLIGHTSCALE   = 0x0020,
	IMGFLAG_CLAMPTOEDGE    = 0x0040,
	IMGFLAG_SRGB           = 0x0080,
	IMGFLAG_GENNORMALMAP   = 0x0100,
} imgFlags_t;

typedef struct image_s {
	char imgName[MAX_QPATH];            // game path, including extension
	int width, height;                      // source image
	int uploadWidth, uploadHeight;          // after power of two and picmip but not including clamp to MAX_TEXTURE_SIZE
	GLuint texnum;                      // gl texture binding

	int frameUsed;                  // for texture usage in frame statistics

	int internalFormat;
	int TMU;                        // only needed for voodoo2

	imgType_t   type;
	imgFlags_t  flags;

	int hash;           // for fast building of the backupHash

	struct image_s* next;
} image_t;

// Ensure this is >= the ATTR_INDEX_COUNT enum below
#define VAO_MAX_ATTRIBS 16

typedef enum
{
	VAO_USAGE_STATIC,
	VAO_USAGE_DYNAMIC
} vaoUsage_t;

typedef struct vaoAttrib_s
{
	uint32_t enabled;
	uint32_t count;
	uint32_t type;
	uint32_t normalized;
	uint32_t stride;
	uint32_t offset;
}
vaoAttrib_t;

typedef struct vao_s
{
	char            name[MAX_QPATH];

	uint32_t        vao;

	uint32_t        vertexesVBO;
	int             vertexesSize;	// amount of memory data allocated for all vertices in bytes
	vaoAttrib_t     attribs[VAO_MAX_ATTRIBS];

	uint32_t        frameSize;      // bytes to skip per frame when doing vertex animation

	uint32_t        indexesIBO;
	int             indexesSize;	// amount of memory data allocated for all triangles in bytes
} vao_t;

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

typedef enum {
	SS_BAD,
	SS_PORTAL,          // mirrors, portals, viewscreens
	SS_ENVIRONMENT,     // sky box
	SS_OPAQUE,          // opaque

	SS_DECAL,           // scorch marks, etc.
	SS_SEE_THROUGH,     // ladders, grates, grills that may have small blended edges
						// in addition to alpha test
	SS_BANNER,

	SS_FOG,

	SS_UNDERWATER,      // for items that should be drawn in front of the water plane

	SS_BLEND0,          // regular transparency and filters
	SS_BLEND1,          // generally only used for additive type effects
	SS_BLEND2,
	SS_BLEND3,

	SS_BLEND6,
	SS_STENCIL_SHADOW,
	SS_ALMOST_NEAREST,  // gun smoke puffs

	SS_NEAREST          // blood blobs
} shaderSort_t;


#define MAX_SHADER_STAGES 8

typedef enum {
	GF_NONE,

	GF_SIN,
	GF_SQUARE,
	GF_TRIANGLE,
	GF_SAWTOOTH,
	GF_INVERSE_SAWTOOTH,

	GF_NOISE

} genFunc_t;


typedef enum {
	DEFORM_NONE,
	DEFORM_WAVE,
	DEFORM_NORMALS,
	DEFORM_BULGE,
	DEFORM_MOVE,
	DEFORM_PROJECTION_SHADOW,
	DEFORM_AUTOSPRITE,
	DEFORM_AUTOSPRITE2,
	DEFORM_TEXT0,
	DEFORM_TEXT1,
	DEFORM_TEXT2,
	DEFORM_TEXT3,
	DEFORM_TEXT4,
	DEFORM_TEXT5,
	DEFORM_TEXT6,
	DEFORM_TEXT7
} deform_t;

// deformVertexes types that can be handled by the GPU
typedef enum
{
	// do not edit: same as genFunc_t

	DGEN_NONE,
	DGEN_WAVE_SIN,
	DGEN_WAVE_SQUARE,
	DGEN_WAVE_TRIANGLE,
	DGEN_WAVE_SAWTOOTH,
	DGEN_WAVE_INVERSE_SAWTOOTH,
	DGEN_WAVE_NOISE,

	// do not edit until this line

	DGEN_BULGE,
	DGEN_MOVE
} deformGen_t;

typedef enum {
	AGEN_IDENTITY,
	AGEN_SKIP,
	AGEN_ENTITY,
	AGEN_ONE_MINUS_ENTITY,
	AGEN_NORMALZFADE,   // Ridah
	AGEN_VERTEX,
	AGEN_ONE_MINUS_VERTEX,
	AGEN_LIGHTING_SPECULAR,
	AGEN_WAVEFORM,
	AGEN_PORTAL,
	AGEN_CONST
} alphaGen_t;

typedef enum {
	CGEN_BAD,
	CGEN_IDENTITY_LIGHTING, // tr.identityLight
	CGEN_IDENTITY,          // always (1,1,1,1)
	CGEN_ENTITY,            // grabbed from entity's modulate field
	CGEN_ONE_MINUS_ENTITY,  // grabbed from 1 - entity.modulate
	CGEN_EXACT_VERTEX,      // tess.vertexColors
	CGEN_VERTEX,            // tess.vertexColors * tr.identityLight
	CGEN_EXACT_VERTEX_LIT,	// like CGEN_EXACT_VERTEX but takes a light direction from the lightgrid
	CGEN_VERTEX_LIT,	// like CGEN_VERTEX but takes a light direction from the lightgrid
	CGEN_ONE_MINUS_VERTEX,
	CGEN_WAVEFORM,          // programmatically generated
	CGEN_LIGHTING_DIFFUSE,
	CGEN_FOG,               // standard fog
	CGEN_CONST              // fixed color
} colorGen_t;

typedef enum {
	TCGEN_BAD,
	TCGEN_IDENTITY,         // clear to 0,0
	TCGEN_LIGHTMAP,
	TCGEN_TEXTURE,
	TCGEN_ENVIRONMENT_MAPPED,
	TCGEN_FIRERISEENV_MAPPED,
	TCGEN_FOG,
	TCGEN_VECTOR            // S and T from world coordinates
} texCoordGen_t;

typedef enum {
	ACFF_NONE,
	ACFF_MODULATE_RGB,
	ACFF_MODULATE_RGBA,
	ACFF_MODULATE_ALPHA
} acff_t;

typedef struct {
	genFunc_t func;

	float base;
	float amplitude;
	float phase;
	float frequency;
} waveForm_t;

#define TR_MAX_TEXMODS 4

typedef enum {
	TMOD_NONE,
	TMOD_TRANSFORM,
	TMOD_TURBULENT,
	TMOD_SCROLL,
	TMOD_SCALE,
	TMOD_STRETCH,
	TMOD_ROTATE,
	TMOD_ENTITY_TRANSLATE,
	TMOD_SWAP
} texMod_t;

#define MAX_SHADER_DEFORMS  3
typedef struct {
	deform_t deformation;               // vertex coordinate modification type

	vec3_t moveVector;
	waveForm_t deformationWave;
	float deformationSpread;

	float bulgeWidth;
	float bulgeHeight;
	float bulgeSpeed;
} deformStage_t;


typedef struct {
	texMod_t type;

	// used for TMOD_TURBULENT and TMOD_STRETCH
	waveForm_t wave;

	// used for TMOD_TRANSFORM
	float matrix[2][2];                 // s' = s * m[0][0] + t * m[1][0] + trans[0]
	float translate[2];                 // t' = s * m[0][1] + t * m[0][1] + trans[1]

	// used for TMOD_SCALE
	float scale[2];                     // s *= scale[0]
										// t *= scale[1]

	// used for TMOD_SCROLL
	float scroll[2];                    // s' = s + scroll[0] * time
										// t' = t + scroll[1] * time

	// + = clockwise
	// - = counterclockwise
	float rotateSpeed;

} texModInfo_t;


// RF increased this for onfire animation
//#define	MAX_IMAGE_ANIMATIONS	8
#define MAX_IMAGE_ANIMATIONS    16

typedef struct {
	image_t         *image[MAX_IMAGE_ANIMATIONS];
	int numImageAnimations;
	float imageAnimationSpeed;

	texCoordGen_t tcGen;
	vec3_t tcGenVectors[2];

	int numTexMods;
	texModInfo_t    *texMods;

	int videoMapHandle;
	qboolean isLightmap;
	qboolean isVideoMap;
} textureBundle_t;

enum
{
	TB_COLORMAP    = 0,
	TB_DIFFUSEMAP  = 0,
	TB_LIGHTMAP    = 1,
	TB_LEVELSMAP   = 1,
	TB_SHADOWMAP3   = 1,
	TB_NORMALMAP   = 2,
	TB_DELUXEMAP   = 3,
	TB_SHADOWMAP2  = 3,
	TB_SPECULARMAP = 4,
	TB_SHADOWMAP  = 5,
	TB_CUBEMAP     = 6,
	TB_SHADOWMAP4  = 6,
	NUM_TEXTURE_BUNDLES = 7
};

typedef enum
{
	// material shader stage types
	ST_COLORMAP = 0,			// vanilla Q3A style shader treatening
	ST_DIFFUSEMAP = 0,          // treat color and diffusemap the same
	ST_NORMALMAP,
	ST_NORMALPARALLAXMAP,
	ST_SPECULARMAP,
	ST_GLSL
} stageType_t;

typedef struct {
	qboolean active;

	textureBundle_t bundle[NUM_TEXTURE_BUNDLES];

	waveForm_t rgbWave;
	colorGen_t rgbGen;

	waveForm_t alphaWave;
	alphaGen_t alphaGen;

	byte constantColor[4];                      // for CGEN_CONST and AGEN_CONST

	unsigned stateBits;                         // GLS_xxxx mask

	acff_t adjustColorsForFog;

	// Ridah
	float zFadeBounds[2];

	qboolean isDetail;
	qboolean isFogged;              // used only for shaders that have fog disabled, so we can enable it for individual stages

	stageType_t     type;
	struct shaderProgram_s *glslShaderGroup;
	int glslShaderIndex;

	vec4_t normalScale;
	vec4_t specularScale;

} shaderStage_t;

struct shaderCommands_s;

// any change in the LIGHTMAP_* defines here MUST be reflected in
// R_FindShader() in tr_bsp.c
#define LIGHTMAP_2D         -4	// shader is for 2D rendering
#define LIGHTMAP_BY_VERTEX  -3	// pre-lit triangle models
#define LIGHTMAP_WHITEIMAGE -2
#define LIGHTMAP_NONE       -1

typedef enum {
	CT_FRONT_SIDED,
	CT_BACK_SIDED,
	CT_TWO_SIDED
} cullType_t;

typedef enum {
	FP_NONE,        // surface is translucent and will just be adjusted properly
	FP_EQUAL,       // surface is opaque but possibly alpha tested
	FP_LE           // surface is trnaslucent, but still needs a fog pass (fog surface)
} fogPass_t;

typedef struct {
	float cloudHeight;
	image_t     *outerbox[6], *innerbox[6];
} skyParms_t;

typedef struct {
	vec3_t color;
	float depthForOpaque;
} fogParms_t;


typedef struct shader_s {
	char name[MAX_QPATH];               // game path, including extension
	int lightmapIndex;                  // for a shader to match, both name and lightmapIndex must match

	int index;                          // this shader == tr.shaders[index]
	int sortedIndex;                    // this shader == tr.sortedShaders[sortedIndex]

	float sort;                         // lower numbered shaders draw before higher numbered

	qboolean defaultShader;             // we want to return index 0 if the shader failed to
										// load for some reason, but R_FindShader should
										// still keep a name allocated for it, so if
										// something calls RE_RegisterShader again with
										// the same name, we don't try looking for it again

	qboolean explicitlyDefined;         // found in a .shader file

	int surfaceFlags;                   // if explicitlyDefined, this will have SURF_* flags
	int contentFlags;

	qboolean entityMergable;            // merge across entites optimizable (smoke, blood)

	qboolean isSky;
	skyParms_t sky;
	fogParms_t fogParms;

	float portalRange;                  // distance to fog out at
	qboolean	isPortal;

	cullType_t cullType;                // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
	qboolean polygonOffset;             // set for decals and other items that must be offset
	qboolean noMipMaps;                 // for console fonts, 2D elements, etc.
	qboolean noPicMip;                  // for images that must always be full resolution

	fogPass_t fogPass;                  // draw a blended pass, possibly with depth test equals

	int         vertexAttribs;          // not all shaders will need all data to be gathered

	// Ridah
	qboolean noFog;

	int numDeforms;
	deformStage_t deforms[MAX_SHADER_DEFORMS];

	int numUnfoggedPasses;
	shaderStage_t   *stages[MAX_SHADER_STAGES];

	void ( *optimalStageIteratorFunc )( void );

	float clampTime;                                    // time this shader is clamped to
	float timeOffset;                                   // current time offset for this shader

	struct shader_s *remappedShader;                    // current shader this one is remapped too

	struct shader_s *next;
} shader_t;

static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
{
	if(shader->numDeforms)
	{
		const deformStage_t *ds = &shader->deforms[0];

		if (shader->numDeforms > 1)
			return qtrue;

		switch (ds->deformation)
		{
			case DEFORM_WAVE:
			case DEFORM_BULGE:
				return qfalse;

			default:
				return qtrue;
		}
	}

	return qfalse;
}

typedef struct corona_s {
	vec3_t origin;
	vec3_t color;               // range from 0.0 to 1.0, should be color normalized
	vec3_t transformed;         // origin in local coordinate system
	float scale;                // uses r_flaresize as the baseline (1.0)
	int id;
	qboolean visible;           // still send the corona request, even if not visible, for proper fading
} corona_t;

typedef struct dlight_s {
	vec3_t origin;
	vec3_t color;               // range from 0.0 to 1.0, should be color normalized
	float radius;

	vec3_t transformed;         // origin in local coordinate system
	int		additive;			// texture detail is lost tho when the lightmap is dark

	// Ridah
	int overdraw;
	// done.

	shader_t    *dlshader;	//----(SA) adding a shader to dlights, so, if desired, we can change the blend or texture of a dlight

	qboolean forced;	//----(SA) use this dlight when r_dynamiclight is either 1 or 2 (rather than just 1) for "important" gameplay lights (alarm lights, etc)
	//done
} dlight_t;

enum
{
	ATTR_INDEX_POSITION       = 0,
	ATTR_INDEX_TEXCOORD       = 1,
	ATTR_INDEX_LIGHTCOORD     = 2,
	ATTR_INDEX_TANGENT        = 3,
	ATTR_INDEX_NORMAL         = 4,
	ATTR_INDEX_COLOR          = 5,
	ATTR_INDEX_PAINTCOLOR     = 6,
	ATTR_INDEX_LIGHTDIRECTION = 7,
	ATTR_INDEX_BONE_INDEXES   = 8,
	ATTR_INDEX_BONE_WEIGHTS   = 9,

	// GPU vertex animations
	ATTR_INDEX_POSITION2      = 10,
	ATTR_INDEX_TANGENT2       = 11,
	ATTR_INDEX_NORMAL2        = 12,
	
	ATTR_INDEX_COUNT          = 13
};

enum
{
	ATTR_POSITION =       1 << ATTR_INDEX_POSITION,
	ATTR_TEXCOORD =       1 << ATTR_INDEX_TEXCOORD,
	ATTR_LIGHTCOORD =     1 << ATTR_INDEX_LIGHTCOORD,
	ATTR_TANGENT =        1 << ATTR_INDEX_TANGENT,
	ATTR_NORMAL =         1 << ATTR_INDEX_NORMAL,
	ATTR_COLOR =          1 << ATTR_INDEX_COLOR,
	ATTR_PAINTCOLOR =     1 << ATTR_INDEX_PAINTCOLOR,
	ATTR_LIGHTDIRECTION = 1 << ATTR_INDEX_LIGHTDIRECTION,
	ATTR_BONE_INDEXES =   1 << ATTR_INDEX_BONE_INDEXES,
	ATTR_BONE_WEIGHTS =   1 << ATTR_INDEX_BONE_WEIGHTS,

	// for .md3 interpolation
	ATTR_POSITION2 =      1 << ATTR_INDEX_POSITION2,
	ATTR_TANGENT2 =       1 << ATTR_INDEX_TANGENT2,
	ATTR_NORMAL2 =        1 << ATTR_INDEX_NORMAL2,

	ATTR_DEFAULT = ATTR_POSITION,
	ATTR_BITS =	ATTR_POSITION |
				ATTR_TEXCOORD |
				ATTR_LIGHTCOORD |
				ATTR_TANGENT |
				ATTR_NORMAL |
				ATTR_COLOR |
				ATTR_PAINTCOLOR |
				ATTR_LIGHTDIRECTION |
				ATTR_BONE_INDEXES |
				ATTR_BONE_WEIGHTS |
				ATTR_POSITION2 |
				ATTR_TANGENT2 |
				ATTR_NORMAL2
};

enum
{
	GENERICDEF_USE_DEFORM_VERTEXES  = 0x0001,
	GENERICDEF_USE_TCGEN_AND_TCMOD  = 0x0002,
	GENERICDEF_USE_VERTEX_ANIMATION = 0x0004,
	GENERICDEF_USE_FOG              = 0x0008,
	GENERICDEF_USE_RGBAGEN          = 0x0010,
	GENERICDEF_USE_WOLF_FOG_LINEAR      = 0x0020,
	GENERICDEF_USE_WOLF_FOG_EXPONENTIAL = 0x0040,
	GENERICDEF_ALL                  = 0x007F,
	GENERICDEF_COUNT                = 0x0080,
};

enum
{
	FOGDEF_USE_DEFORM_VERTEXES      = 0x0001,
	FOGDEF_USE_VERTEX_ANIMATION     = 0x0002,
	FOGDEF_USE_WOLF_FOG_LINEAR      = 0x0004,
	FOGDEF_USE_WOLF_FOG_EXPONENTIAL = 0x0008,
	FOGDEF_ALL                      = 0x000F,
	FOGDEF_COUNT                    = 0x0010,
};

enum
{
	DLIGHTDEF_USE_DEFORM_VERTEXES  = 0x0001,
	DLIGHTDEF_ALL                  = 0x0001,
	DLIGHTDEF_COUNT                = 0x0002,
};

enum
{
	LIGHTDEF_USE_LIGHTMAP        = 0x0001,
	LIGHTDEF_USE_LIGHT_VECTOR    = 0x0002,
	LIGHTDEF_USE_LIGHT_VERTEX    = 0x0003,
	LIGHTDEF_LIGHTTYPE_MASK      = 0x0003,
	LIGHTDEF_ENTITY              = 0x0004,
	LIGHTDEF_USE_TCGEN_AND_TCMOD = 0x0008,
	LIGHTDEF_USE_PARALLAXMAP     = 0x0010,
	LIGHTDEF_USE_SHADOWMAP       = 0x0020,
	LIGHTDEF_ALL                 = 0x003F,
	LIGHTDEF_COUNT               = 0x0040
};

enum
{
	GLSL_INT,
	GLSL_FLOAT,
	GLSL_FLOAT5,
	GLSL_VEC2,
	GLSL_VEC3,
	GLSL_VEC4,
	GLSL_MAT16
};

typedef enum
{
	UNIFORM_DIFFUSEMAP = 0,
	UNIFORM_LIGHTMAP,
	UNIFORM_NORMALMAP,
	UNIFORM_DELUXEMAP,
	UNIFORM_SPECULARMAP,

	UNIFORM_TEXTUREMAP,
	UNIFORM_LEVELSMAP,
	UNIFORM_CUBEMAP,

	UNIFORM_SCREENIMAGEMAP,
	UNIFORM_SCREENDEPTHMAP,

	UNIFORM_SHADOWMAP,
	UNIFORM_SHADOWMAP2,
	UNIFORM_SHADOWMAP3,
	UNIFORM_SHADOWMAP4,

	UNIFORM_SHADOWMVP,
	UNIFORM_SHADOWMVP2,
	UNIFORM_SHADOWMVP3,
	UNIFORM_SHADOWMVP4,

	UNIFORM_ENABLETEXTURES,

	UNIFORM_DIFFUSETEXMATRIX,
	UNIFORM_DIFFUSETEXOFFTURB,

	UNIFORM_TCGEN0,
	UNIFORM_TCGEN0VECTOR0,
	UNIFORM_TCGEN0VECTOR1,

	UNIFORM_DEFORMGEN,
	UNIFORM_DEFORMPARAMS,

	UNIFORM_COLORGEN,
	UNIFORM_ALPHAGEN,
	UNIFORM_COLOR,
	UNIFORM_BASECOLOR,
	UNIFORM_VERTCOLOR,

	UNIFORM_DLIGHTINFO,
	UNIFORM_LIGHTFORWARD,
	UNIFORM_LIGHTUP,
	UNIFORM_LIGHTRIGHT,
	UNIFORM_LIGHTORIGIN,
	UNIFORM_MODELLIGHTDIR,
	UNIFORM_LIGHTRADIUS,
	UNIFORM_AMBIENTLIGHT,
	UNIFORM_DIRECTEDLIGHT,

	UNIFORM_PORTALRANGE,

	UNIFORM_FOGDISTANCE,
	UNIFORM_FOGDEPTH,
	UNIFORM_FOGEYET,
	UNIFORM_FOGCOLORMASK,

	UNIFORM_MODELMATRIX,
	UNIFORM_MODELVIEWPROJECTIONMATRIX,

	UNIFORM_TIME,
	UNIFORM_VERTEXLERP,
	UNIFORM_NORMALSCALE,
	UNIFORM_SPECULARSCALE,

	UNIFORM_VIEWINFO, // znear, zfar, width/2, height/2
	UNIFORM_VIEWORIGIN,
	UNIFORM_LOCALVIEWORIGIN,
	UNIFORM_VIEWFORWARD,
	UNIFORM_VIEWLEFT,
	UNIFORM_VIEWUP,

	UNIFORM_INVTEXRES,
	UNIFORM_AUTOEXPOSUREMINMAX,
	UNIFORM_TONEMINAVGMAXLINEAR,

	UNIFORM_PRIMARYLIGHTORIGIN,
	UNIFORM_PRIMARYLIGHTCOLOR,
	UNIFORM_PRIMARYLIGHTAMBIENT,
	UNIFORM_PRIMARYLIGHTRADIUS,

	UNIFORM_CUBEMAPINFO,

	UNIFORM_FIRERISEDIR,
	UNIFORM_ZFADELOWEST,
	UNIFORM_ZFADEHIGHEST,

	UNIFORM_COUNT
} uniform_t;

// shaderProgram_t represents a pair of one
// GLSL vertex and one GLSL fragment shader
typedef struct shaderProgram_s
{
	char            name[MAX_QPATH];

	GLhandleARB     program;
	GLhandleARB     vertexShader;
	GLhandleARB     fragmentShader;
	uint32_t        attribs;	// vertex array attributes

	// uniform parameters
	GLint uniforms[UNIFORM_COUNT];
	short uniformBufferOffsets[UNIFORM_COUNT]; // max 32767/64=511 uniforms
	char  *uniformBuffer;
} shaderProgram_t;


// trRefdef_t holds everything that comes in refdef_t,
// as well as the locally generated scene information
typedef struct {
	int x, y, width, height;
	float fov_x, fov_y;
	vec3_t vieworg;
	vec3_t viewaxis[3];             // transformation matrix

	stereoFrame_t	stereoFrame;

	int time;                       // time in milliseconds for shader effects and other time dependent rendering issues
	int rdflags;                    // RDF_NOWORLDMODEL, etc

	// 1 bits will prevent the associated area from rendering at all
	byte areamask[MAX_MAP_AREA_BYTES];
	qboolean areamaskModified;      // qtrue if areamask changed since last scene

	float floatTime;                // tr.refdef.time / 1000.0

	float		blurFactor;

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

	int num_entities;
	trRefEntity_t   *entities;

	int num_dlights;
	struct dlight_s *dlights;

	int num_coronas;
	struct corona_s *coronas;

	int numPolys;
	struct srfPoly_s    *polys;

	int numDrawSurfs;
	struct drawSurf_s   *drawSurfs;

	unsigned int dlightMask;
	int         num_pshadows;
	struct pshadow_s *pshadows;

	float       sunShadowMvp[4][16];
	float       sunDir[4];
	float       sunCol[4];
	float       sunAmbCol[4];
	float       colorScale;
 
	float       autoExposureMinMax[2];
	float       toneMinAvgMaxLinear[3];
} trRefdef_t;


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

// skins allow models to be retextured without modifying the model file
typedef struct {
	char name[MAX_QPATH];
	shader_t    *shader;
} skinSurface_t;

//----(SA) modified
#define MAX_PART_MODELS 5

typedef struct {
	char type[MAX_QPATH];           // md3_lower, md3_lbelt, md3_rbelt, etc.
	char model[MAX_QPATH];          // lower.md3, belt1.md3, etc.
} skinModel_t;

typedef struct skin_s {
	char name[MAX_QPATH];               // game path, including extension
	int numSurfaces;
	int numModels;
	skinSurface_t   *surfaces[MD3_MAX_SURFACES];
	skinModel_t     *models[MAX_PART_MODELS];
	vec3_t scale;       //----(SA)	added
} skin_t;
//----(SA) end

typedef struct {
	int originalBrushNumber;
	vec3_t bounds[2];

	unsigned colorInt;                  // in packed byte format
	float tcScale;                      // texture coordinate vector scales
	fogParms_t parms;

	// for clipping distance in fog when outside
	qboolean hasSurface;
	float surface[4];
} fog_t;

typedef enum {
	VPF_NONE         = 0x00,
	VPF_NOVIEWMODEL     = 0x01,
	VPF_SHADOWMAP       = 0x02,
	VPF_DEPTHSHADOW     = 0x04,
	VPF_DEPTHCLAMP      = 0x08,
	VPF_ORTHOGRAPHIC    = 0x10,
	VPF_USESUNLIGHT     = 0x20,
	VPF_FARPLANEFRUSTUM = 0x40,
	VPF_NOCUBEMAPS      = 0x80
} viewParmFlags_t;

typedef struct {
	orientationr_t  or;
	orientationr_t world;
	vec3_t pvsOrigin;               // may be different than or.origin for portals
	qboolean isPortal;              // true if this view is through a portal
	qboolean isMirror;              // the portal is a mirror, invert the face culling
	viewParmFlags_t flags;
	int frameSceneNum;              // copied from tr.frameSceneNum
	int frameCount;                 // copied from tr.frameCount
	cplane_t portalPlane;           // clip anything behind this if mirroring
	int viewportX, viewportY, viewportWidth, viewportHeight;
	FBO_t *targetFbo;
	int targetFboLayer;
	int targetFboCubemapIndex;
	float fovX, fovY;
	float projectionMatrix[16];
	cplane_t frustum[5];
	vec3_t visBounds[2];
	float zFar;
	float       zNear;
	stereoFrame_t	stereoFrame;

	glfog_t glFog;                  // fog parameters	//----(SA)	added

} viewParms_t;


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

SURFACES

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

typedef byte color4ub_t[4];

// any changes in surfaceType must be mirrored in rb_surfaceTable[]
// NOTE: also mirror changes to max2skl.c
typedef enum {
	SF_BAD,
	SF_SKIP,                // ignore
	SF_FACE,
	SF_GRID,
	SF_TRIANGLES,
	SF_POLY,
	SF_MDV,
	SF_MDC,
	SF_MDS,
	SF_MDR,
	SF_IQM,
	SF_FLARE,
	SF_ENTITY,              // beams, rails, lightning, etc that can be determined by entity
	SF_VAO_MESH,
	SF_VAO_MDVMESH,

	SF_NUM_SURFACE_TYPES,
	SF_MAX = 0xffffffff         // ensures that sizeof( surfaceType_t ) == sizeof( int )
} surfaceType_t;

typedef struct drawSurf_s {
	unsigned int		sort;			// bit combination for fast compares
	int		cubemapIndex;
	surfaceType_t		*surface;       // any of surface*_t
} drawSurf_t;

#define MAX_FACE_POINTS     64

#define MAX_PATCH_SIZE      32          // max dimensions of a patch mesh in map file
#define MAX_GRID_SIZE       65          // max dimensions of a grid mesh in memory

// when cgame directly specifies a polygon, it becomes a srfPoly_t
// as soon as it is called
typedef struct srfPoly_s {
	surfaceType_t surfaceType;
	qhandle_t hShader;
	int fogIndex;
	int numVerts;
	polyVert_t      *verts;
} srfPoly_t;


typedef struct srfFlare_s {
	surfaceType_t surfaceType;
	vec3_t origin;
	vec3_t normal;
	vec3_t color;
} srfFlare_t;


typedef struct
{
	vec3_t          xyz;
	vec2_t          st;
	vec2_t          lightmap;
	vec3_t          normal;
#ifdef USE_VERT_TANGENT_SPACE
	vec4_t          tangent;
#endif
	vec3_t          lightdir;
	vec4_t			vertexColors;

#if DEBUG_OPTIMIZEVERTICES
	unsigned int    id;
#endif
} srfVert_t;

#ifdef USE_VERT_TANGENT_SPACE
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
#else
#define srfVert_t_cleared(x) srfVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0},  {0, 0, 0, 0}}
#endif

// srfBspSurface_t covers SF_GRID, SF_TRIANGLES, SF_POLY, and SF_VAO_MESH
typedef struct srfBspSurface_s
{
	surfaceType_t surfaceType;

	// dynamic lighting information
	int dlightBits;
	int 	pshadowBits;

	// culling information
	vec3_t			cullBounds[2];
	vec3_t			cullOrigin;
	float			cullRadius;
	cplane_t        cullPlane;

	// indexes
	int             numIndexes;
	glIndex_t      *indexes;

	// vertexes
	int             numVerts;
	srfVert_t      *verts;

	// BSP VBO offsets
	int             firstVert;
	int             firstIndex;
	glIndex_t       minIndex;
	glIndex_t       maxIndex;

	// static render data
	vao_t          *vao;

	// SF_GRID specific variables after here

	// lod information, which may be different
	// than the culling information to allow for
	// groups of curves that LOD as a unit
	vec3_t			lodOrigin;
	float			lodRadius;
	int				lodFixed;
	int				lodStitched;

	// vertexes
	int				width, height;
	float			*widthLodError;
	float			*heightLodError;
} srfBspSurface_t;

// inter-quake-model
typedef struct {
	int		num_vertexes;
	int		num_triangles;
	int		num_frames;
	int		num_surfaces;
	int		num_joints;
	int		num_poses;
	struct srfIQModel_s	*surfaces;

	float		*positions;
	float		*texcoords;
	float		*normals;
	float		*tangents;
	byte		*blendIndexes;
	union {
		float	*f;
		byte	*b;
	} blendWeights;
	byte		*colors;
	int		*triangles;

	// depending upon the exporter, blend indices and weights might be int/float
	// as opposed to the recommended byte/byte, for example Noesis exports
	// int/float whereas the official IQM tool exports byte/byte
	byte blendWeightsType; // IQM_UBYTE or IQM_FLOAT

	int		*jointParents;
	float		*jointMats;
	float		*poseMats;
	float		*bounds;
	char		*names;
} iqmData_t;

// inter-quake-model surface
typedef struct srfIQModel_s {
	surfaceType_t	surfaceType;
	char		name[MAX_QPATH];
	shader_t	*shader;
	iqmData_t	*data;
	int		first_vertex, num_vertexes;
	int		first_triangle, num_triangles;
} srfIQModel_t;

typedef struct srfVaoMdvMesh_s
{
	surfaceType_t   surfaceType;

	struct mdvModel_s *mdvModel;
	struct mdvSurface_s *mdvSurface;

	// backEnd stats
	int             numIndexes;
	int             numVerts;
	glIndex_t       minIndex;
	glIndex_t       maxIndex;

	// static render data
	vao_t          *vao;
} srfVaoMdvMesh_t;

extern void( *rb_surfaceTable[SF_NUM_SURFACE_TYPES] ) ( void * );

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

SHADOWS

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

typedef struct pshadow_s
{
	float sort;
	
	int    numEntities;
	int    entityNums[8];
	vec3_t entityOrigins[8];
	float  entityRadiuses[8];

	float viewRadius;
	vec3_t viewOrigin;

	vec3_t lightViewAxis[3];
	vec3_t lightOrigin;
	float  lightRadius;
	cplane_t cullPlane;
} pshadow_t;

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

BRUSH MODELS

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


//
// in memory representation
//

#define SIDE_FRONT  0
#define SIDE_BACK   1
#define SIDE_ON     2

#define CULLINFO_NONE   0
#define CULLINFO_BOX    1
#define CULLINFO_SPHERE 2
#define CULLINFO_PLANE  4

typedef struct cullinfo_s {
	int             type;
	vec3_t          bounds[2];
	vec3_t			localOrigin;
	float			radius;
	cplane_t        plane;
} cullinfo_t;

typedef struct msurface_s {
	//int viewCount;                      // if == tr.viewCount, already added
	struct shader_s	*shader;
	int	fogIndex;
	int	cubemapIndex;
	cullinfo_t	cullinfo;

	surfaceType_t       *data;          // any of srf*_t
} msurface_t;



#define CONTENTS_NODE       -1
typedef struct mnode_s {
	// common with leaf and node
	int contents;               // -1 for nodes, to differentiate from leafs
	int             visCounts[MAX_VISCOUNTS];	// node needs to be traversed if current
	vec3_t mins, maxs;          // for bounding box culling
	struct mnode_s  *parent;

	// node specific
	cplane_t    *plane;
	struct mnode_s  *children[2];

	// leaf specific
	int cluster;
	int area;

	int         firstmarksurface;
	int nummarksurfaces;
} mnode_t;

typedef struct {
	vec3_t bounds[2];           // for culling
	int	        firstSurface;
	int numSurfaces;
} bmodel_t;

typedef struct {
	char name[MAX_QPATH];               // ie: maps/tim_dm2.bsp
	char baseName[MAX_QPATH];           // ie: tim_dm2

	int dataSize;

	int numShaders;
	dshader_t   *shaders;

	int			numBModels;
	bmodel_t    *bmodels;

	int numplanes;
	cplane_t    *planes;

	int numnodes;               // includes leafs
	int numDecisionNodes;
	mnode_t     *nodes;

	int         numWorldSurfaces;

	int numsurfaces;
	msurface_t  *surfaces;
	int         *surfacesViewCount;
	int         *surfacesDlightBits;
	int			*surfacesPshadowBits;

	int			numMergedSurfaces;
	msurface_t	*mergedSurfaces;
	int         *mergedSurfacesViewCount;
	int         *mergedSurfacesDlightBits;
	int			*mergedSurfacesPshadowBits;

	int nummarksurfaces;
	int         *marksurfaces;
	int         *viewSurfaces;

	int numfogs;
	fog_t       *fogs;

	vec3_t lightGridOrigin;
	vec3_t lightGridSize;
	vec3_t lightGridInverseSize;
	int lightGridBounds[3];
	byte        *lightGridData;
	float		*hdrLightGrid;

	int numClusters;
	int clusterBytes;
	const byte  *vis;           // may be passed in by CM_LoadMap to save space

	char        *entityString;
	char        *entityParsePoint;
} world_t;

/*
==============================================================================
MDV MODELS - meta format for vertex animation models like .md2, .md3, .mdc
==============================================================================
*/
typedef struct
{
	float           bounds[2][3];
	float           localOrigin[3];
	float           radius;
} mdvFrame_t;

typedef struct
{
	float           origin[3];
	float           axis[3][3];
} mdvTag_t;

typedef struct
{
	char            name[MAX_QPATH];	// tag name
} mdvTagName_t;

typedef struct
{
	vec3_t          xyz;
	vec3_t          normal;
#ifdef USE_VERT_TANGENT_SPACE
	vec3_t          tangent;
	vec3_t          bitangent;
#endif
} mdvVertex_t;

typedef struct
{
	float           st[2];
} mdvSt_t;

typedef struct mdvSurface_s
{
	surfaceType_t   surfaceType;

	char            name[MAX_QPATH];	// polyset name

	int             numShaderIndexes;
	int				*shaderIndexes;

	int             numVerts;
	mdvVertex_t    *verts;
	mdvSt_t        *st;

	int             numIndexes;
	glIndex_t      *indexes;

	struct mdvModel_s *model;
} mdvSurface_t;

typedef struct mdvModel_s
{
	int             numFrames;
	mdvFrame_t     *frames;

	int             numTags;
	mdvTag_t       *tags;
	mdvTagName_t   *tagNames;

	int             numSurfaces;
	mdvSurface_t   *surfaces;

	int             numVaoSurfaces;
	srfVaoMdvMesh_t  *vaoSurfaces;

	int             numSkins;
} mdvModel_t;

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

typedef enum {
	MOD_BAD,
	MOD_BRUSH,
	MOD_MESH,
	MOD_MDS,
	MOD_MDC, // Ridah
	MOD_MDR,
	MOD_IQM
} modtype_t;

typedef struct model_s {
	char name[MAX_QPATH];
	modtype_t type;
	int index;                      // model = tr.models[model->index]

	int dataSize;                   // just for listing purposes
	bmodel_t    *bmodel;            // only if type == MOD_BRUSH
	mdvModel_t	*mdv[MD3_MAX_LODS];	// only if type == MOD_MESH
	mdsHeader_t *mds;               // only if type == MOD_MDS
	void	*modelData;		// only if type == (MOD_MDR | MOD_IQM)

	int numLods;
} model_t;


#define MAX_MOD_KNOWN   2048

void        R_ModelInit( void );
model_t     *R_GetModelByHandle( qhandle_t hModel );
int         R_LerpTag( orientation_t *tag, const refEntity_t *refent, const char *tagName, int startIndex );
void        R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );

void        R_Modellist_f( void );

//====================================================
extern refimport_t ri;

#define MAX_DRAWIMAGES          2048
#define MAX_SKINS               1024


#define MAX_DRAWSURFS           0x10000
#define DRAWSURF_MASK           ( MAX_DRAWSURFS - 1 )

/*

the drawsurf sort data is packed into a single 32 bit value so it can be
compared quickly during the qsorting process

the bits are allocated as follows:

(SA) modified for Wolf (11 bits of entity num)

old:

22 - 31	: sorted shader index
12 - 21	: entity index
3 - 7	: fog index
2		: used to be clipped flag
0 - 1	: dlightmap index

#define	QSORT_SHADERNUM_SHIFT	22
#define	QSORT_ENTITYNUM_SHIFT	12
#define	QSORT_FOGNUM_SHIFT		3

new:

22 - 31	: sorted shader index
11 - 21	: entity index
2 - 6	: fog index
removed	: used to be clipped flag
0 - 1	: dlightmap index

newest: (fixes shader index not having enough bytes)

18 - 31	: sorted shader index
7 - 17	: entity index
2 - 6	: fog index
0 - 1	: dlightmap index

SmileTheory - for pshadows
17-31 : sorted shader index
7-16  : entity index
2-6   : fog index
1     : pshadow flag
0     : dlight flag
*/

#define	QSORT_FOGNUM_SHIFT	2
#define	QSORT_REFENTITYNUM_SHIFT	7
#define	QSORT_SHADERNUM_SHIFT	(QSORT_REFENTITYNUM_SHIFT+REFENTITYNUM_BITS)
#if (QSORT_SHADERNUM_SHIFT+SHADERNUM_BITS) > 32
	#error "Need to update sorting, too many bits."
#endif

#define QSORT_PSHADOW_SHIFT     1

extern int gl_filter_min, gl_filter_max;

/*
** performanceCounters_t
*/
typedef struct {
	int c_sphere_cull_patch_in, c_sphere_cull_patch_clip, c_sphere_cull_patch_out;
	int c_box_cull_patch_in, c_box_cull_patch_clip, c_box_cull_patch_out;
	int c_sphere_cull_md3_in, c_sphere_cull_md3_clip, c_sphere_cull_md3_out;
	int c_box_cull_md3_in, c_box_cull_md3_clip, c_box_cull_md3_out;

	int c_leafs;
	int c_dlightSurfaces;
	int c_dlightSurfacesCulled;
} frontEndCounters_t;

#define FOG_TABLE_SIZE      256
#define FUNCTABLE_SIZE      1024
#define FUNCTABLE_SIZE2     10
#define FUNCTABLE_MASK      ( FUNCTABLE_SIZE - 1 )


// the renderer front end should never modify glstate_t
typedef struct {
	int			currenttextures[NUM_TEXTURE_BUNDLES];
	int currenttmu;
	qboolean finishCalled;
	int texEnv[2];
	int faceCulling;
	int         faceCullFront;
	uint32_t    glStateBits;
	uint32_t    storedGlState;
	float           vertexAttribsInterpolation;
	qboolean        vertexAnimation;
	uint32_t        vertexAttribsEnabled;  // global if no VAOs, tess only otherwise
	shaderProgram_t *currentProgram;
	FBO_t          *currentFBO;
	vao_t          *currentVao;
	mat4_t        modelview;
	mat4_t        projection;
	mat4_t		modelviewProjection;
} glstate_t;

typedef enum {
	MI_NONE,
	MI_NVX,
	MI_ATI
} memInfo_t;

typedef enum {
	TCR_NONE = 0x0000,
	TCR_LATC = 0x0001,
	TCR_BPTC = 0x0002,
} textureCompressionRef_t;

// We can't change glConfig_t without breaking DLL/vms compatibility, so
// store extensions we have here.
typedef struct {
	qboolean    drawRangeElements;
	qboolean    multiDrawArrays;
	qboolean	occlusionQuery;

	int glslMajorVersion;
	int glslMinorVersion;

	memInfo_t   memInfo;

	qboolean framebufferObject;
	int maxRenderbufferSize;
	int maxColorAttachments;

	qboolean textureNonPowerOfTwo;
	qboolean textureFloat;
	qboolean halfFloatPixel;
	qboolean packedDepthStencil;
	textureCompressionRef_t textureCompression;
	
	qboolean framebufferMultisample;
	qboolean framebufferBlit;

	qboolean depthClamp;
	qboolean seamlessCubeMap;

	GLenum packedNormalDataType;
	GLenum packedTexcoordDataType;
	GLenum packedColorDataType;
	int packedTexcoordDataSize;
	int packedColorDataSize;

	qboolean floatLightmap;
	qboolean vertexArrayObject;
} glRefConfig_t;

typedef struct {
	int c_surfaces, c_shaders, c_vertexes, c_indexes, c_totalIndexes;
	int     c_surfBatches;
	float c_overDraw;

	int		c_vaoBinds;
	int		c_vaoVertexes;
	int		c_vaoIndexes;

	int     c_staticVaoDraws;
	int     c_dynamicVaoDraws;

	int     c_multidraws;
	int     c_multidrawsMerged;

	int c_dlightVertexes;
	int c_dlightIndexes;

	int c_flareAdds;
	int c_flareTests;
	int c_flareRenders;

	int     c_glslShaderBinds;
	int     c_genericDraws;
	int     c_lightallDraws;
	int     c_fogDraws;
	int     c_dlightDraws;

	int msec;               // total msec for backend run
} backEndCounters_t;

// all state modified by the back end is seperated
// from the front end state
typedef struct {
	trRefdef_t refdef;
	viewParms_t viewParms;
	orientationr_t  or;
	backEndCounters_t pc;
	qboolean isHyperspace;
	trRefEntity_t   *currentEntity;
	qboolean skyRenderedThisView;       // flag for drawing sun

	qboolean projection2D;      // if qtrue, drawstretchpic doesn't need to change modes
	byte color2D[4];
	qboolean vertexes2D;        // shader needs to be finished
	trRefEntity_t entity2D;     // currentEntity will point at this when doing 2D rendering

	FBO_t *last2DFBO;
	qboolean    colorMask[4];
	qboolean    framePostProcessed;
	qboolean    depthFill;
} backEndState_t;

/*
** trGlobals_t
**
** Most renderer globals are defined here.
** backend functions should never modify any of these fields,
** but may read fields that aren't dynamically modified
** by the frontend.
*/
typedef struct {
	qboolean registered;                    // cleared at shutdown, set at beginRegistration

	int						visIndex;
	int						visClusters[MAX_VISCOUNTS];
	int						visCounts[MAX_VISCOUNTS];	// incremented every time a new vis cluster is entered

	int frameCount;                         // incremented every frame
	int sceneCount;                         // incremented every scene
	int viewCount;                          // incremented every view (twice a scene if portaled)
											// and every R_MarkFragments call

	int frameSceneNum;                      // zeroed at RE_BeginFrame

	qboolean worldMapLoaded;
	qboolean				worldDeluxeMapping;
	vec2_t                  autoExposureMinMax;
	vec3_t                  toneMinAvgMaxLevel;
	world_t                 *world;

	const byte              *externalVisData;   // from RE_SetWorldVisData, shared with CM_Load

	image_t                 *defaultImage;
	image_t                 *scratchImage[32];
	image_t                 *fogImage;
	image_t                 *dlightImage;   // inverse-square highlight for projective adding
	image_t                 *flareImage;
	image_t                 *whiteImage;            // full of 0xff
	image_t                 *identityLightImage;    // full of tr.identityLightByte

	image_t                 *shadowCubemaps[MAX_DLIGHTS];
	

	image_t					*renderImage;
	image_t					*sunRaysImage;
	image_t					*renderDepthImage;
	image_t					*pshadowMaps[MAX_DRAWN_PSHADOWS];
	image_t					*textureScratchImage[2];
	image_t                 *quarterImage[2];
	image_t					*calcLevelsImage;
	image_t					*targetLevelsImage;
	image_t					*fixedLevelsImage;
	image_t					*sunShadowDepthImage[4];
	image_t                 *screenShadowImage;
	image_t                 *screenSsaoImage;
	image_t					*hdrDepthImage;
	image_t                 *renderCubeImage;
	
	image_t					*textureDepthImage;

	FBO_t					*renderFbo;
	FBO_t					*msaaResolveFbo;
	FBO_t					*sunRaysFbo;
	FBO_t					*depthFbo;
	FBO_t					*pshadowFbos[MAX_DRAWN_PSHADOWS];
	FBO_t					*textureScratchFbo[2];
	FBO_t                   *quarterFbo[2];
	FBO_t					*calcLevelsFbo;
	FBO_t					*targetLevelsFbo;
	FBO_t					*sunShadowFbo[4];
	FBO_t					*screenShadowFbo;
	FBO_t					*screenSsaoFbo;
	FBO_t					*hdrDepthFbo;
	FBO_t                   *renderCubeFbo;

	shader_t                *defaultShader;
	shader_t                *shadowShader;
	shader_t                *projectionShadowShader;
//	shader_t                *dlightShader;      //----(SA) added

	shader_t                *flareShader;
	char                    *sunShaderName;
	shader_t                *sunShader;
	shader_t		*sunFlareShader;
	shader_t                *sunflareShader_old[6];  //----(SA) for the camera lens flare effect for sun

	int numLightmaps;
	int						lightmapSize;
	image_t                 **lightmaps;
	image_t					**deluxemaps;

	int                     fatLightmapSize;
	int		                fatLightmapStep;

	int                     numCubemaps;
	vec3_t                  *cubemapOrigins;
	image_t                 **cubemaps;

	trRefEntity_t           *currentEntity;
	trRefEntity_t worldEntity;                  // point currentEntity at this when rendering world
	int currentEntityNum;
	int shiftedEntityNum;                       // currentEntityNum << QSORT_REFENTITYNUM_SHIFT
	model_t                 *currentModel;

	//
	// GPU shader programs
	//
	shaderProgram_t genericShader[GENERICDEF_COUNT];
	shaderProgram_t textureColorShader;
	shaderProgram_t fogShader[FOGDEF_COUNT];
	shaderProgram_t dlightShader[DLIGHTDEF_COUNT];
	shaderProgram_t lightallShader[LIGHTDEF_COUNT];
	shaderProgram_t shadowmapShader;
	shaderProgram_t pshadowShader;
	shaderProgram_t down4xShader;
	shaderProgram_t bokehShader;
	shaderProgram_t tonemapShader;
	shaderProgram_t calclevels4xShader[2];
	shaderProgram_t shadowmaskShader;
	shaderProgram_t ssaoShader;
	shaderProgram_t depthBlurShader[2];
	shaderProgram_t testcubeShader;


	// -----------------------------------------

	viewParms_t viewParms;

	float identityLight;                        // 1.0 / ( 1 << overbrightBits )
	int identityLightByte;                      // identityLight * 255
	int overbrightBits;                         // r_overbrightBits->integer, but set to 0 if no hw gamma

	orientationr_t          or;                 // for current entity

	trRefdef_t refdef;

	int viewCluster;

	float                   mapLightScale;
	float                   sunShadowScale;

	qboolean                sunShadows;

	vec3_t sunLight;                            // from the sky shader for this level
	vec3_t sunDirection;
	vec3_t                  lastCascadeSunDirection;
	float                   lastCascadeSunMvp[16];

//----(SA)	added
	float lightGridMulAmbient;          // lightgrid multipliers specified in sky shader
	float lightGridMulDirected;         //
//----(SA)	end

//	qboolean				levelGLFog;

	frontEndCounters_t pc;
	int frontEndMsec;                           // not in pc due to clearing issue

	//
	// put large tables at the end, so most elements will be
	// within the +/32K indexed range on risc processors
	//
	model_t                 *models[MAX_MOD_KNOWN];
	int numModels;

	int numImages;
	image_t                 *images[MAX_DRAWIMAGES];

	int						numFBOs;
	FBO_t					*fbos[MAX_FBOS];

	int						numVaos;
	vao_t					*vaos[MAX_VAOS];

	// shader indexes from other modules will be looked up in tr.shaders[]
	// shader indexes from drawsurfs will be looked up in sortedShaders[]
	// lower indexed sortedShaders must be rendered first (opaque surfaces before translucent)
	int numShaders;
	shader_t                *shaders[MAX_SHADERS];
	shader_t                *sortedShaders[MAX_SHADERS];

	int numSkins;
	skin_t                  *skins[MAX_SKINS];

	GLuint					sunFlareQuery[2];
	int						sunFlareQueryIndex;
	qboolean				sunFlareQueryActive[2];

	float sinTable[FUNCTABLE_SIZE];
	float squareTable[FUNCTABLE_SIZE];
	float triangleTable[FUNCTABLE_SIZE];
	float sawToothTable[FUNCTABLE_SIZE];
	float inverseSawToothTable[FUNCTABLE_SIZE];
	float fogTable[FOG_TABLE_SIZE];

	// RF, temp var used while parsing shader only
	int allowCompress;

} trGlobals_t;

extern backEndState_t backEnd;
extern trGlobals_t tr;
extern glconfig_t glConfig;         // outside of TR since it shouldn't be cleared during ref re-init
extern glstate_t glState;           // outside of TR since it shouldn't be cleared during ref re-init

// These three variables should live inside glConfig but can't because of compatibility issues to the original ID vms.
// If you release a stand-alone game and your mod uses tr_types.h from this build you can safely move them to
// the glconfig_t struct.
extern qboolean  textureFilterAnisotropic;
extern int       maxAnisotropy;
extern glRefConfig_t glRefConfig;
extern float     displayAspect;

//
// cvars
//
extern cvar_t   *r_flareSize;
extern cvar_t   *r_flareFade;
// coefficient for the flare intensity falloff function.
#define FLARE_STDCOEFF "150"
extern cvar_t	*r_flareCoeff;

extern cvar_t   *r_railWidth;
extern cvar_t   *r_railCoreWidth;
extern cvar_t   *r_railSegmentLength;

extern cvar_t   *r_ignore;              // used for debugging anything
extern cvar_t   *r_verbose;             // used for verbose debug spew

extern cvar_t   *r_znear;               // near Z clip plane
extern cvar_t	*r_zproj;		// z distance of projection plane
extern cvar_t	*r_stereoSeparation;	// separation of cameras for stereo rendering
extern cvar_t   *r_zfar;                // far Z clip plane

extern cvar_t   *r_stencilbits;         // number of desired stencil bits
extern cvar_t   *r_depthbits;           // number of desired depth bits
extern cvar_t   *r_colorbits;           // number of desired color bits, only relevant for fullscreen
extern cvar_t   *r_texturebits;         // number of desired texture bits
extern cvar_t	*r_ext_multisample;
										// 0 = use framebuffer depth
										// 16 = use 16-bit textures
										// 32 = use 32-bit textures
										// all else = error

extern cvar_t   *r_measureOverdraw;     // enables stencil buffer overdraw measurement

extern cvar_t   *r_lodbias;             // push/pull LOD transitions
extern cvar_t   *r_lodscale;

extern cvar_t   *r_inGameVideo;             // controls whether in game video should be draw
extern cvar_t   *r_fastsky;             // controls whether sky should be cleared or drawn
extern cvar_t   *r_drawSun;             // controls drawing of sun quad
										// "0" no sun
										// "1" draw sun
										// "2" also draw lens flare effect centered on sun
extern cvar_t   *r_dynamiclight;        // dynamic lights enabled/disabled
extern cvar_t   *r_dlightBacks;         // dlight non-facing surfaces for continuity

extern cvar_t  *r_norefresh;            // bypasses the ref rendering
extern cvar_t  *r_drawentities;         // disable/enable entity rendering
extern cvar_t  *r_drawworld;            // disable/enable world rendering
extern cvar_t  *r_speeds;               // various levels of information display
extern cvar_t  *r_detailTextures;       // enables/disables detail texturing stages
extern cvar_t  *r_novis;                // disable/enable usage of PVS
extern cvar_t  *r_nocull;
extern cvar_t  *r_facePlaneCull;        // enables culling of planar surfaces with back side test
extern cvar_t  *r_nocurves;
extern cvar_t  *r_showcluster;

extern cvar_t   *r_mode;                // video mode
extern cvar_t   *r_fullscreen;
extern cvar_t	*r_noborder;
extern cvar_t   *r_gamma;
extern cvar_t   *r_ignorehwgamma;       // overrides hardware gamma capabilities
extern cvar_t	*r_displayRefresh;	// optional display refresh option

extern cvar_t   *r_allowExtensions;             // global enable/disable of OpenGL extensions
extern cvar_t   *r_ext_compressed_textures;     // these control use of specific extensions
extern cvar_t   *r_ext_multitexture;
extern cvar_t   *r_ext_compiled_vertex_array;
extern cvar_t   *r_ext_texture_env_add;
extern cvar_t   *r_ext_texture_filter_anisotropic;  //DAJ from EF
extern cvar_t	*r_ext_max_anisotropy;

extern  cvar_t  *r_ext_draw_range_elements;
extern  cvar_t  *r_ext_multi_draw_arrays;
extern  cvar_t  *r_ext_framebuffer_object;
extern  cvar_t  *r_ext_texture_float;
extern  cvar_t  *r_arb_half_float_pixel;
extern  cvar_t  *r_arb_half_float_vertex;
extern  cvar_t  *r_ext_framebuffer_multisample;
extern  cvar_t  *r_arb_seamless_cube_map;
extern  cvar_t  *r_arb_vertex_type_2_10_10_10_rev;
extern  cvar_t  *r_arb_vertex_array_object;

//----(SA)	added
extern cvar_t   *r_ext_NV_fog_dist;
extern cvar_t   *r_nv_fogdist_mode;

extern cvar_t   *r_ext_ATI_pntriangles;
extern cvar_t   *r_ati_truform_tess;        //
extern cvar_t   *r_ati_truform_normalmode;  // linear/quadratic
extern cvar_t   *r_ati_truform_pointmode;   // linear/cubic
//----(SA)	end

extern cvar_t   *r_ati_fsaa_samples;                //DAJ

extern cvar_t  *r_nobind;                       // turns off binding to appropriate textures
extern cvar_t  *r_singleShader;                 // make most world faces use default shader
extern cvar_t  *r_roundImagesDown;
extern cvar_t  *r_rmse;                         // reduces textures to this root mean square error
extern cvar_t  *r_colorMipLevels;               // development aid to see texture mip usage
extern cvar_t  *r_picmip;                       // controls picmip values
extern cvar_t  *r_finish;
extern cvar_t  *r_drawBuffer;
extern cvar_t  *r_glIgnoreWicked3D;
extern cvar_t  *r_swapInterval;
extern cvar_t  *r_textureMode;
extern cvar_t  *r_offsetFactor;
extern cvar_t  *r_offsetUnits;

extern cvar_t  *r_fullbright;			// avoid lightmap pass // JPW NERVE removed per atvi request
extern cvar_t  *r_lightmap;                     // render lightmaps only
extern cvar_t  *r_vertexLight;                  // vertex lighting mode for better performance
extern cvar_t  *r_uiFullScreen;                 // ui is running fullscreen

extern cvar_t  *r_logFile;                      // number of frames to emit GL logs
extern cvar_t  *r_showtris;                     // enables wireframe rendering of the world
extern cvar_t  *r_showsky;                      // forces sky in front of all surfaces
extern cvar_t  *r_shownormals;                  // draws wireframe normals
extern cvar_t  *r_clear;                        // force screen clear every frame

extern cvar_t  *r_shadows;                      // controls shadows: 0 = none, 1 = blur, 2 = stencil, 3 = black planar projection
extern cvar_t  *r_flares;                       // light flares

extern cvar_t  *r_portalsky;    // (SA) added
extern cvar_t  *r_intensity;

extern cvar_t  *r_lockpvs;
extern cvar_t  *r_noportals;
extern cvar_t  *r_portalOnly;

extern cvar_t  *r_subdivisions;
extern cvar_t  *r_lodCurveError;
extern cvar_t  *r_skipBackEnd;

extern	cvar_t	*r_stereoEnabled;
extern	cvar_t	*r_anaglyphMode;

extern  cvar_t  *r_mergeMultidraws;
extern  cvar_t  *r_mergeLeafSurfaces;

extern  cvar_t  *r_externalGLSL;

extern  cvar_t  *r_hdr;
extern  cvar_t  *r_floatLightmap;
extern  cvar_t  *r_postProcess;

extern  cvar_t  *r_toneMap;
extern  cvar_t  *r_forceToneMap;
extern  cvar_t  *r_forceToneMapMin;
extern  cvar_t  *r_forceToneMapAvg;
extern  cvar_t  *r_forceToneMapMax;

extern  cvar_t  *r_autoExposure;
extern  cvar_t  *r_forceAutoExposure;
extern  cvar_t  *r_forceAutoExposureMin;
extern  cvar_t  *r_forceAutoExposureMax;

extern  cvar_t  *r_cameraExposure;

extern  cvar_t  *r_materialGamma;
extern  cvar_t  *r_lightGamma;
extern  cvar_t  *r_framebufferGamma;
extern  cvar_t  *r_tonemapGamma;

extern  cvar_t  *r_depthPrepass;
extern  cvar_t  *r_ssao;

extern  cvar_t  *r_normalMapping;
extern  cvar_t  *r_specularMapping;
extern  cvar_t  *r_deluxeMapping;
extern  cvar_t  *r_parallaxMapping;
extern  cvar_t  *r_cubeMapping;
extern  cvar_t  *r_deluxeSpecular;
extern  cvar_t  *r_specularIsMetallic;
extern  cvar_t  *r_baseNormalX;
extern  cvar_t  *r_baseNormalY;
extern  cvar_t  *r_baseParallax;
extern  cvar_t  *r_baseSpecular;
extern  cvar_t  *r_baseGloss;
extern  cvar_t  *r_dlightMode;
extern  cvar_t  *r_pshadowDist;
extern  cvar_t  *r_mergeLightmaps;
extern  cvar_t  *r_imageUpsample;
extern  cvar_t  *r_imageUpsampleMaxSize;
extern  cvar_t  *r_imageUpsampleType;
extern  cvar_t  *r_genNormalMaps;
extern  cvar_t  *r_forceSun;
extern  cvar_t  *r_forceSunMapLightScale;
extern  cvar_t  *r_forceSunLightScale;
extern  cvar_t  *r_forceSunAmbientScale;
extern  cvar_t  *r_sunlightMode;
extern  cvar_t  *r_drawSunRays;
extern  cvar_t  *r_sunShadows;
extern  cvar_t  *r_shadowFilter;
extern  cvar_t  *r_shadowMapSize;
extern  cvar_t  *r_shadowCascadeZNear;
extern  cvar_t  *r_shadowCascadeZFar;
extern  cvar_t  *r_shadowCascadeZBias;
extern  cvar_t  *r_ignoreDstAlpha;

extern	cvar_t	*r_greyscale;

extern cvar_t  *r_ignoreGLErrors;

extern cvar_t  *r_overBrightBits;
extern cvar_t  *r_mapOverBrightBits;

extern cvar_t  *r_debugSurface;
extern cvar_t  *r_simpleMipMaps;

extern cvar_t  *r_showImages;
extern cvar_t  *r_debugSort;

extern cvar_t  *r_printShaders;
extern cvar_t  *r_saveFontData;

extern cvar_t	*r_marksOnTriangleMeshes;

// Ridah
extern cvar_t  *r_bonesDebug;
// done.

// Rafael - wolf fog
extern cvar_t   *r_wolffog;
// done

extern cvar_t  *r_highQualityVideo;
//====================================================================

float R_NoiseGet4f( float x, float y, float z, float t );
void  R_NoiseInit( void );

void R_SwapBuffers( int );

void R_RenderView( viewParms_t *parms );
void R_RenderDlightCubemaps(const refdef_t *fd);
void R_RenderPshadowMaps(const refdef_t *fd);
void R_RenderSunShadowMaps(const refdef_t *fd, int level);
void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene );

void R_AddMD3Surfaces( trRefEntity_t *e );
void R_AddNullModelSurfaces( trRefEntity_t *e );
void R_AddBeamSurfaces( trRefEntity_t *e );
void R_AddRailSurfaces( trRefEntity_t *e, qboolean isUnderwater );
void R_AddLightningBoltSurfaces( trRefEntity_t *e );

void R_TagInfo_f( void );

void R_AddPolygonSurfaces( void );

void R_DecomposeSort( unsigned sort, int *entityNum, shader_t **shader,
					int *fogNum, int *dlightMap, int *pshadowMap );

void R_AddDrawSurf( surfaceType_t *surface, shader_t *shader, 
			int fogIndex, int dlightMap, int pshadowMap, int cubemap );

void R_CalcTexDirs(vec3_t sdir, vec3_t tdir, const vec3_t v1, const vec3_t v2,
				   const vec3_t v3, const vec2_t w1, const vec2_t w2, const vec2_t w3);
void R_CalcTbnFromNormalAndTexDirs(vec3_t tangent, vec3_t bitangent, vec3_t normal, vec3_t sdir, vec3_t tdir);
qboolean R_CalcTangentVectors(srfVert_t * dv[3]);

#define CULL_IN     0       // completely unclipped
#define CULL_CLIP   1       // clipped by one or more planes
#define CULL_OUT    2       // completely outside the clipping planes
void R_LocalNormalToWorld (const vec3_t local, vec3_t world);
void R_LocalPointToWorld (const vec3_t local, vec3_t world);
int R_CullBox (vec3_t bounds[2]);
int R_CullLocalBox( vec3_t bounds[2] );
int R_CullPointAndRadiusEx( const vec3_t origin, float radius, const cplane_t* frustum, int numPlanes );
int R_CullPointAndRadius( const vec3_t origin, float radius );
int R_CullLocalPointAndRadius( const vec3_t origin, float radius );

void R_SetupProjection(viewParms_t *dest, float zProj, float zFar, qboolean computeFrustum);
void R_RotateForEntity( const trRefEntity_t * ent, const viewParms_t * viewParms, orientationr_t * or );

/*
** GL wrapper/helper functions
*/
void    GL_Bind( image_t *image );
void	GL_BindToTMU( image_t *image, int tmu );
void    GL_SetDefaultState( void );
void    GL_SelectTexture( int unit );
void    GL_TextureMode( const char *string );
void	GL_CheckErrs( char *file, int line );
#define GL_CheckErrors(...) GL_CheckErrs(__FILE__, __LINE__)
void    GL_State( unsigned long stateVector );
void    GL_SetProjectionMatrix(mat4_t matrix);
void    GL_SetModelviewMatrix(mat4_t matrix);
void    GL_TexEnv( int env );
void    GL_Cull( int cullType );

#define GLS_SRCBLEND_ZERO                       0x00000001
#define GLS_SRCBLEND_ONE                        0x00000002
#define GLS_SRCBLEND_DST_COLOR                  0x00000003
#define GLS_SRCBLEND_ONE_MINUS_DST_COLOR        0x00000004
#define GLS_SRCBLEND_SRC_ALPHA                  0x00000005
#define GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA        0x00000006
#define GLS_SRCBLEND_DST_ALPHA                  0x00000007
#define GLS_SRCBLEND_ONE_MINUS_DST_ALPHA        0x00000008
#define GLS_SRCBLEND_ALPHA_SATURATE             0x00000009
#define     GLS_SRCBLEND_BITS                   0x0000000f

#define GLS_DSTBLEND_ZERO                       0x00000010
#define GLS_DSTBLEND_ONE                        0x00000020
#define GLS_DSTBLEND_SRC_COLOR                  0x00000030
#define GLS_DSTBLEND_ONE_MINUS_SRC_COLOR        0x00000040
#define GLS_DSTBLEND_SRC_ALPHA                  0x00000050
#define GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA        0x00000060
#define GLS_DSTBLEND_DST_ALPHA                  0x00000070
#define GLS_DSTBLEND_ONE_MINUS_DST_ALPHA        0x00000080
#define     GLS_DSTBLEND_BITS                   0x000000f0

#define GLS_DEPTHMASK_TRUE                      0x00000100

#define GLS_POLYMODE_LINE                       0x00001000

#define GLS_DEPTHTEST_DISABLE                   0x00010000
#define GLS_DEPTHFUNC_EQUAL                     0x00020000
#define GLS_DEPTHFUNC_GREATER                   0x00040000
#define GLS_DEPTHFUNC_BITS                      0x00060000

#define GLS_ATEST_GT_0                          0x10000000
#define GLS_ATEST_LT_80                         0x20000000
#define GLS_ATEST_GE_80                         0x40000000
#define     GLS_ATEST_BITS                      0x70000000

#define GLS_DEFAULT         GLS_DEPTHMASK_TRUE

void    RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty );
void    RE_UploadCinematic( int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty );

void        RE_BeginFrame( stereoFrame_t stereoFrame );
void        RE_BeginRegistration( glconfig_t *glconfig );
void        RE_LoadWorldMap( const char *mapname );
void        RE_SetWorldVisData( const byte *vis );
qhandle_t   RE_RegisterModel( const char *name );
qhandle_t   RE_RegisterSkin( const char *name );
void        RE_Shutdown( qboolean destroyWindow );

qboolean    R_GetEntityToken( char *buffer, int size );

//----(SA)
qboolean    RE_GetSkinModel( qhandle_t skinid, const char *type, char *name );
qhandle_t   RE_GetShaderFromModel( qhandle_t modelid, int surfnum, int withlightmap );    //----(SA)
//----(SA) end

model_t     *R_AllocModel( void );

void        R_Init( void );
image_t     *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
image_t *R_CreateImage( const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat );
void		R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height );
qboolean    R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );

void        R_SetColorMappings( void );
void        R_GammaCorrect( byte *buffer, int bufSize );

void    R_ImageList_f( void );
void    R_SkinList_f( void );
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
const void *RB_TakeScreenshotCmd( const void *data );
void    R_ScreenShot_f( void );
void    R_ScreenShotJPEG_f( void );

void    R_InitFogTable( void );
float   R_FogFactor( float s, float t );
void    R_InitImages( void );
void    R_DeleteTextures( void );
int     R_SumOfUsedImages( void );
void    R_InitSkins( void );
skin_t  *R_GetSkinByHandle( qhandle_t hSkin );

int R_ComputeLOD( trRefEntity_t *ent );

const void *RB_TakeVideoFrameCmd( const void *data );

//
// tr_shader.c
//
qhandle_t        RE_RegisterShaderLightMap( const char *name, int lightmapIndex );
qhandle_t        RE_RegisterShader( const char *name );
qhandle_t        RE_RegisterShaderNoMip( const char *name );
qhandle_t RE_RegisterShaderFromImage( const char *name, int lightmapIndex, image_t *image, qboolean mipRawImage );

shader_t    *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImage );
shader_t    *R_GetShaderByHandle( qhandle_t hShader );
shader_t    *R_GetShaderByState( int index, long *cycleTime );
shader_t *R_FindShaderByName( const char *name );
void        R_InitShaders( void );
void        R_ShaderList_f( void );
void    R_RemapShader( const char *oldShader, const char *newShader, const char *timeOffset );

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

IMPLEMENTATION SPECIFIC FUNCTIONS

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

void	GLimp_Init( void );
void	GLimp_Shutdown( void );
void	GLimp_EndFrame( void );

void	GLimp_LogComment( char *comment );
void	GLimp_Minimize(void);

void	GLimp_SetGamma( unsigned char red[256],
					 unsigned char green[256],
					 unsigned char blue[256] );

void		GLimp_InitExtraExtensions( void );

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

TESSELATOR/SHADER DECLARATIONS

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

typedef struct stageVars
{
	color4ub_t colors[SHADER_MAX_VERTEXES];
	vec2_t texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
} stageVars_t;

#define MAX_MULTIDRAW_PRIMITIVES	256

typedef struct shaderCommands_s
{
	glIndex_t	indexes[SHADER_MAX_INDEXES] QALIGN(16);
	vec4_t		xyz[SHADER_MAX_VERTEXES] QALIGN(16);
	uint32_t	normal[SHADER_MAX_VERTEXES] QALIGN(16);
#ifdef USE_VERT_TANGENT_SPACE
	uint32_t	tangent[SHADER_MAX_VERTEXES] QALIGN(16);
#endif
	vec2_t		texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
	vec4_t		vertexColors[SHADER_MAX_VERTEXES] QALIGN(16);
	uint32_t    lightdir[SHADER_MAX_VERTEXES] QALIGN(16);
	//int			vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);

	void *attribPointers[ATTR_INDEX_COUNT];
	vao_t       *vao;
	qboolean    useInternalVao;

	stageVars_t	svars QALIGN(16);

	//color4ub_t	constantColor255[SHADER_MAX_VERTEXES] QALIGN(16);

	shader_t    *shader;
	float shaderTime;
	int fogNum;
	int         cubemapIndex;

	int dlightBits;         // or together of all vertexDlightBits
	int         pshadowBits;
 
	int			firstIndex;

	int numIndexes;
	int numVertexes;
	glIndex_t   minIndex;
	glIndex_t   maxIndex;

	int         multiDrawPrimitives;
	GLsizei     multiDrawNumIndexes[MAX_MULTIDRAW_PRIMITIVES];
	glIndex_t  *multiDrawFirstIndex[MAX_MULTIDRAW_PRIMITIVES];
	glIndex_t   multiDrawMinIndex[MAX_MULTIDRAW_PRIMITIVES];
	glIndex_t   multiDrawMaxIndex[MAX_MULTIDRAW_PRIMITIVES];

	// info extracted from current shader
	int numPasses;
	void ( *currentStageIteratorFunc )( void );
	shaderStage_t   **xstages;
} shaderCommands_t;

extern shaderCommands_t tess;

void RB_BeginSurface(shader_t *shader, int fogNum, int cubemapIndex );
void RB_EndSurface( void );
void RB_CheckOverflow( int verts, int indexes );
#define RB_CHECKOVERFLOW( v,i ) if ( tess.numVertexes + ( v ) >= SHADER_MAX_VERTEXES || tess.numIndexes + ( i ) >= SHADER_MAX_INDEXES ) {RB_CheckOverflow( v,i );}

void R_DrawElementsVao( int numIndexes, glIndex_t firstIndex, glIndex_t minIndex, glIndex_t maxIndex );
void RB_StageIteratorGeneric( void );
void RB_StageIteratorSky( void );
void RB_StageIteratorVertexLitTexture( void );
void RB_StageIteratorLightmappedMultitexture( void );

void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, float color[4] );
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4], float s1, float t1, float s2, float t2 );
void RB_InstantQuad( vec4_t quadVerts[4] );
//void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4], vec4_t color, shaderProgram_t *sp, vec2_t invTexRes);
void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4]);

void RB_ShowImages( void );


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

WORLD MAP

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

void R_AddBrushModelSurfaces( trRefEntity_t *e );
void R_AddWorldSurfaces( void );


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

FLARES

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

void R_ClearFlares( void );

void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, float scale, vec3_t normal, int id, qboolean visible );    //----(SA)	added scale.  added id.  added visible
void RB_AddDlightFlares( void );
void RB_RenderFlares( void );

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

LIGHTS

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

void R_DlightBmodel( bmodel_t *bmodel );
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
void R_TransformDlights( int count, dlight_t * dl, orientationr_t * or );
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );
int R_LightDirForPoint( vec3_t point, vec3_t lightDir, vec3_t normal, world_t *world );
int R_CubemapForPoint( vec3_t point );


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

SHADOWS

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

void RB_ShadowTessEnd( void );
void RB_ShadowFinish( void );
void RB_ProjectionShadowDeform( void );

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

SKIES

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

void R_BuildCloudData( shaderCommands_t *shader );
void R_InitSkyTexCoords( float cloudLayerHeight );
void R_DrawSkyBox( shaderCommands_t *shader );
void RB_DrawSun( float scale, shader_t *shader );
void RB_ClipSkyPolygons( shaderCommands_t *shader );

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

CURVE TESSELATION

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

#define PATCH_STITCHING

srfBspSurface_t *R_SubdividePatchToGrid( int width, int height,
								srfVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
srfBspSurface_t *R_GridInsertColumn( srfBspSurface_t *grid, int column, int row, vec3_t point, float loderror );
srfBspSurface_t *R_GridInsertRow( srfBspSurface_t *grid, int row, int column, vec3_t point, float loderror );
void R_FreeSurfaceGridMesh( srfBspSurface_t *grid );

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

MARKERS, POLYGON PROJECTION ON WORLD POLYGONS

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

int R_MarkFragments( int orientation, const vec3_t *points, const vec3_t projection,
					 int maxPoints, vec3_t pointBuffer, int maxFragments, markFragment_t *fragmentBuffer );


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

VERTEX BUFFER OBJECTS

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

int R_VaoPackTangent(byte *out, vec4_t v);
int R_VaoPackNormal(byte *out, vec3_t v);
int R_VaoPackTexCoord(byte *out, vec2_t st);
int R_VaoPackColors(byte *out, vec4_t color);
void R_VaoUnpackTangent(vec4_t v, uint32_t b);
void R_VaoUnpackNormal(vec3_t v, uint32_t b);

vao_t          *R_CreateVao(const char *name, byte *vertexes, int vertexesSize, byte *indexes, int indexesSize, vaoUsage_t usage);
vao_t          *R_CreateVao2(const char *name, int numVertexes, srfVert_t *verts, int numIndexes, glIndex_t *inIndexes);

void            R_BindVao(vao_t *vao);
void            R_BindNullVao(void);

void Vao_SetVertexPointers(vao_t *vao);

void            R_InitVaos(void);
void            R_ShutdownVaos(void);
void            R_VaoList_f(void);

void            RB_UpdateTessVao(unsigned int attribBits);

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

GLSL

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

void GLSL_InitGPUShaders(void);
void GLSL_ShutdownGPUShaders(void);
void GLSL_VertexAttribPointers(uint32_t attribBits);
void GLSL_BindProgram(shaderProgram_t * program);
void GLSL_BindNullProgram(void);

void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value);
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value);
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v);
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v);
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v);
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v);
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix);

shaderProgram_t *GLSL_GetGenericShaderProgram(int stage, glfog_t *glFog);

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

SCENE GENERATION

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

void R_InitNextFrame( void );

void RE_ClearScene( void );
void RE_AddRefEntityToScene( const refEntity_t *ent );
void RE_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts );
// Ridah
void RE_AddPolysToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts, int numPolys );
// done.
// Ridah
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b, int overdraw );
// done.
//----(SA)
void RE_AddCoronaToScene( const vec3_t org, float r, float g, float b, float scale, int id, qboolean visible );
//----(SA)
void RE_BeginScene( const refdef_t *fd );
void RE_RenderScene( const refdef_t *fd );
void RE_EndScene( void );

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

UNCOMPRESSING BONES

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

#define MC_BITS_X (16)
#define MC_BITS_Y (16)
#define MC_BITS_Z (16)
#define MC_BITS_VECT (16)

#define MC_SCALE_X (1.0f/64)
#define MC_SCALE_Y (1.0f/64)
#define MC_SCALE_Z (1.0f/64)

void MC_UnCompress(float mat[3][4],const unsigned char * comp);

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

ANIMATED MODELS

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

void R_AddAnimSurfaces( trRefEntity_t *ent );
void RB_SurfaceAnim( mdsSurface_t *surfType );
int R_GetBoneTag( orientation_t *outTag, mdsHeader_t *mds, int startTagIndex, const refEntity_t *refent, const char *tagName );
void R_MDRAddAnimSurfaces( trRefEntity_t *ent );
void RB_MDRSurfaceAnim( mdrSurface_t *surface );
qboolean R_LoadIQM (model_t *mod, void *buffer, int filesize, const char *name );
void R_AddIQMSurfaces( trRefEntity_t *ent );
void RB_IQMSurfaceAnim( surfaceType_t *surface );
int R_IQMLerpTag( orientation_t *tag, iqmData_t *data,
                  int startFrame, int endFrame,
                  float frac, const char *tagName, int startIndex );

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

IMAGE LOADERS

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

void R_LoadBMP( const char *name, byte **pic, int *width, int *height );
void R_LoadJPG( const char *name, byte **pic, int *width, int *height );
void R_LoadPCX( const char *name, byte **pic, int *width, int *height );
void R_LoadPNG( const char *name, byte **pic, int *width, int *height );
void R_LoadTGA( const char *name, byte **pic, int *width, int *height );


/*
=============================================================
=============================================================
*/
void    R_TransformModelToClip( const vec3_t src, const float *modelMatrix, const float *projectionMatrix,
								vec4_t eye, vec4_t dst );
void    R_TransformClipToWindow( const vec4_t clip, const viewParms_t *view, vec4_t normalized, vec4_t window );

void    RB_DeformTessGeometry( void );

void    RB_CalcFireRiseEnvTexCoords( float *st );
void    RB_CalcFogTexCoords( float *dstTexCoords );
void    RB_CalcSwapTexCoords( float *dstTexCoords );

void	RB_CalcScaleTexMatrix( const float scale[2], float *matrix );
void	RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix );
void	RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix );
void    RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now );
void	RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix  );
void	RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix );

void    RB_CalcModulateColorsByFog( unsigned char *dstColors );
float	RB_CalcWaveAlphaSingle( const waveForm_t *wf );
float	RB_CalcWaveColorSingle( const waveForm_t *wf );

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

RENDERER BACK END FUNCTIONS

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

void RB_ExecuteRenderCommands( const void *data );

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

RENDERER BACK END COMMAND QUEUE

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

#define MAX_RENDER_COMMANDS 0x40000

typedef struct {
	byte cmds[MAX_RENDER_COMMANDS];
	int used;
} renderCommandList_t;

typedef struct {
	int commandId;
	float color[4];
} setColorCommand_t;

typedef struct {
	int commandId;
	int buffer;
} drawBufferCommand_t;

typedef struct {
	int commandId;
	image_t *image;
	int width;
	int height;
	void    *data;
} subImageCommand_t;

typedef struct {
	int commandId;
} swapBuffersCommand_t;

typedef struct {
	int commandId;
	int buffer;
} endFrameCommand_t;

typedef struct {
	int commandId;
	shader_t    *shader;
	float x, y;
	float w, h;
	float s1, t1;
	float s2, t2;

	byte gradientColor[4];      // color values 0-255
	int gradientType;       //----(SA)	added
	float angle;            // NERVE - SMF
} stretchPicCommand_t;

typedef struct {
	int commandId;
	trRefdef_t refdef;
	viewParms_t viewParms;
	drawSurf_t *drawSurfs;
	int numDrawSurfs;
} drawSurfsCommand_t;

typedef struct {
	int commandId;
	int x;
	int y;
	int width;
	int height;
	char *fileName;
	qboolean jpeg;
} screenshotCommand_t;

typedef struct {
	int						commandId;
	int						width;
	int						height;
	byte					*captureBuffer;
	byte					*encodeBuffer;
	qboolean			motionJpeg;
} videoFrameCommand_t;

typedef struct
{
	int commandId;

	GLboolean rgba[4];
} colorMaskCommand_t;

typedef struct
{
	int commandId;
} clearDepthCommand_t;

typedef struct {
	int commandId;
	int map;
	int cubeSide;
} capShadowmapCommand_t;

typedef struct {
	int		commandId;
	trRefdef_t	refdef;
	viewParms_t	viewParms;
} postProcessCommand_t;

typedef enum {
	RC_END_OF_LIST,
	RC_SET_COLOR,
	RC_STRETCH_PIC,
	RC_ROTATED_PIC,
	RC_STRETCH_PIC_GRADIENT,    // (SA) added
	RC_DRAW_SURFS,
	RC_DRAW_BUFFER,
	RC_SWAP_BUFFERS,
	RC_SCREENSHOT,
	RC_VIDEOFRAME,
	RC_COLORMASK,
	RC_CLEARDEPTH,
	RC_CAPSHADOWMAP,
	RC_POSTPROCESS
} renderCommand_t;


// these are sort of arbitrary limits.
// the limits apply to the sum of all scenes in a frame --
// the main view, all the 3D icons, etc

// Ridah, these aren't enough for cool effects
//#define	MAX_POLYS		256
//#define	MAX_POLYVERTS	1024
#define MAX_POLYS       4096
#define MAX_POLYVERTS   8192
// done.

// all of the information needed by the back end must be
// contained in a backEndData_t
typedef struct {
	drawSurf_t drawSurfs[MAX_DRAWSURFS];
	dlight_t dlights[MAX_DLIGHTS];
	corona_t coronas[MAX_CORONAS];          //----(SA)
	trRefEntity_t entities[MAX_REFENTITIES];
	srfPoly_t *polys;//[MAX_POLYS];
	polyVert_t *polyVerts;//[MAX_POLYVERTS];
	pshadow_t pshadows[MAX_CALC_PSHADOWS];
	renderCommandList_t commands;
} backEndData_t;

extern int max_polys;
extern int max_polyverts;

extern backEndData_t   *backEndData;    // the second one may not be allocated

void *R_GetCommandBuffer( int bytes );
void RB_ExecuteRenderCommands( const void *data );

void R_IssuePendingRenderCommands( void );

void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );
void R_AddCapShadowmapCmd( int dlight, int cubeSide );
void R_AddPostProcessCmd (void);

void RE_SetColor( const float *rgba );
void RE_StretchPic( float x, float y, float w, float h,
					float s1, float t1, float s2, float t2, qhandle_t hShader );
void RE_RotatedPic( float x, float y, float w, float h,
					float s1, float t1, float s2, float t2, qhandle_t hShader, float angle );       // NERVE - SMF
void RE_StretchPicGradient( float x, float y, float w, float h,
							float s1, float t1, float s2, float t2, qhandle_t hShader, const float *gradientColor, int gradientType );
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
void RE_SaveJPG(char * filename, int quality, int image_width, int image_height,
                unsigned char *image_buffer, int padding);
size_t RE_SaveJPGToBuffer(byte *buffer, size_t bufSize, int quality,
		          int image_width, int image_height, byte *image_buffer, int padding);
void RE_TakeVideoFrame( int width, int height,
		byte *captureBuffer, byte *encodeBuffer, qboolean motionJpeg );

// font stuff
void R_InitFreeType( void );
void R_DoneFreeType( void );
void RE_RegisterFont( const char *fontName, int pointSize, fontInfo_t *font );


//------------------------------------------------------------------------------
// Ridah, mesh compression
#define NUMMDCVERTEXNORMALS  256

extern float r_anormals[NUMMDCVERTEXNORMALS][3];

// NOTE: MDC_MAX_ERROR is effectively the compression level. the lower this value, the higher
// the accuracy, but with lower compression ratios.
#define MDC_MAX_ERROR       0.1     // if any compressed vert is off by more than this from the
									// actual vert, make this a baseframe

#define MDC_DIST_SCALE      0.05    // lower for more accuracy, but less range

// note: we are locked in at 8 or less bits since changing to byte-encoded normals
#define MDC_BITS_PER_AXIS   8
#define MDC_MAX_OFS         127.0   // to be safe

#define MDC_MAX_DIST        ( MDC_MAX_OFS * MDC_DIST_SCALE )

#if 0
void R_MDC_DecodeXyzCompressed( mdcXyzCompressed_t *xyzComp, vec3_t out, vec3_t normal );
#else   // optimized version
#define R_MDC_DecodeXyzCompressed( ofsVec, out, normal ) \
	( out )[0] = ( (float)( ( ofsVec ) & 255 ) - MDC_MAX_OFS ) * MDC_DIST_SCALE; \
	( out )[1] = ( (float)( ( ofsVec >> 8 ) & 255 ) - MDC_MAX_OFS ) * MDC_DIST_SCALE; \
	( out )[2] = ( (float)( ( ofsVec >> 16 ) & 255 ) - MDC_MAX_OFS ) * MDC_DIST_SCALE; \
	VectorCopy( ( r_anormals )[( ofsVec >> 24 )], normal );
#endif

void R_AddMDCSurfaces( trRefEntity_t *ent );
// done.
//------------------------------------------------------------------------------

void R_LatLongToNormal( vec3_t outNormal, short latLong );


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

GL FOG

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

//extern glfog_t		glfogCurrent;
extern glfog_t glfogsettings[NUM_FOGS];         // [0] never used (FOG_NONE)
extern glfogType_t glfogNum;                    // fog type to use (from the fog_t enum list)

extern qboolean fogIsOn;

extern void         R_FogOff( void );
extern void         R_FogOn( void );

extern void R_SetFog( int fogvar, int var1, int var2, float r, float g, float b, float density );

extern int skyboxportal;


// Ridah, virtual memory
void *R_Hunk_Begin( void );
void R_Hunk_End( void );

#endif //TR_LOCAL_H (THIS MUST BE LAST!!)
