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

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

This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).  

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

In addition, the RTCW SP 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 SP 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.

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

#include "tr_local.h"

volatile renderCommandList_t    *renderCommandList;

volatile qboolean renderThreadActive;


/*
=====================
R_PerformanceCounters
=====================
*/
void R_PerformanceCounters( void ) {
	if ( !r_speeds->integer ) {
		// clear the counters even if we aren't printing
		memset( &tr.pc, 0, sizeof( tr.pc ) );
		memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
		return;
	}

	if ( r_speeds->integer == 1 ) {
		ri.Printf( PRINT_ALL, "%i/%i shaders/surfs %i leafs %i verts %i/%i tris %.2f mtex %.2f dc\n",
				   backEnd.pc.c_shaders, backEnd.pc.c_surfaces, tr.pc.c_leafs, backEnd.pc.c_vertexes,
				   backEnd.pc.c_indexes / 3, backEnd.pc.c_totalIndexes / 3,
				   R_SumOfUsedImages() / ( 1000000.0f ), backEnd.pc.c_overDraw / (float)( glConfig.vidWidth * glConfig.vidHeight ) );
	} else if ( r_speeds->integer == 2 ) {
		ri.Printf( PRINT_ALL, "(patch) %i sin %i sclip  %i sout %i bin %i bclip %i bout\n",
				   tr.pc.c_sphere_cull_patch_in, tr.pc.c_sphere_cull_patch_clip, tr.pc.c_sphere_cull_patch_out,
				   tr.pc.c_box_cull_patch_in, tr.pc.c_box_cull_patch_clip, tr.pc.c_box_cull_patch_out );
		ri.Printf( PRINT_ALL, "(md3) %i sin %i sclip  %i sout %i bin %i bclip %i bout\n",
				   tr.pc.c_sphere_cull_md3_in, tr.pc.c_sphere_cull_md3_clip, tr.pc.c_sphere_cull_md3_out,
				   tr.pc.c_box_cull_md3_in, tr.pc.c_box_cull_md3_clip, tr.pc.c_box_cull_md3_out );
	} else if ( r_speeds->integer == 3 ) {
		ri.Printf( PRINT_ALL, "viewcluster: %i\n", tr.viewCluster );
	} else if ( r_speeds->integer == 4 ) {
		if ( backEnd.pc.c_dlightVertexes ) {
			ri.Printf( PRINT_ALL, "dlight srf:%i  culled:%i  verts:%i  tris:%i\n",
					   tr.pc.c_dlightSurfaces, tr.pc.c_dlightSurfacesCulled,
					   backEnd.pc.c_dlightVertexes, backEnd.pc.c_dlightIndexes / 3 );
		}
	}
//----(SA)	this is unnecessary since it will always show 2048.  I moved this to where it is accurate for the world
//	else if (r_speeds->integer == 5 )
//	{
//		ri.Printf( PRINT_ALL, "zFar: %.0f\n", tr.viewParms.zFar );
//	}
	else if ( r_speeds->integer == 6 ) {
		ri.Printf( PRINT_ALL, "flare adds:%i tests:%i renders:%i\n",
				   backEnd.pc.c_flareAdds, backEnd.pc.c_flareTests, backEnd.pc.c_flareRenders );
	}

	memset( &tr.pc, 0, sizeof( tr.pc ) );
	memset( &backEnd.pc, 0, sizeof( backEnd.pc ) );
}


/*
====================
R_InitCommandBuffers
====================
*/
void R_InitCommandBuffers( void ) {
	glConfig.smpActive = qfalse;
	if ( r_smp->integer ) {
		ri.Printf( PRINT_ALL, "Trying SMP acceleration...\n" );
		if ( GLimp_SpawnRenderThread( RB_RenderThread ) ) {
			ri.Printf( PRINT_ALL, "...succeeded.\n" );
			glConfig.smpActive = qtrue;
		} else {
			ri.Printf( PRINT_ALL, "...failed.\n" );
		}
	}
}

/*
====================
R_ShutdownCommandBuffers
====================
*/
void R_ShutdownCommandBuffers( void ) {
	// kill the rendering thread
	if ( glConfig.smpActive ) {
		GLimp_WakeRenderer( NULL );
		glConfig.smpActive = qfalse;
	}
}

/*
====================
R_IssueRenderCommands
====================
*/
int c_blockedOnRender;
int c_blockedOnMain;

void R_IssueRenderCommands( qboolean runPerformanceCounters ) {
	renderCommandList_t *cmdList;

	cmdList = &backEndData[tr.smpFrame]->commands;
	assert( cmdList ); // bk001205
	// add an end-of-list command
	*( int * )( cmdList->cmds + cmdList->used ) = RC_END_OF_LIST;

	// clear it out, in case this is a sync and not a buffer flip
	cmdList->used = 0;

	if ( glConfig.smpActive ) {
		// if the render thread is not idle, wait for it
		if ( renderThreadActive ) {
			c_blockedOnRender++;
			if ( r_showSmp->integer ) {
				ri.Printf( PRINT_ALL, "R" );
			}
		} else {
			c_blockedOnMain++;
			if ( r_showSmp->integer ) {
				ri.Printf( PRINT_ALL, "." );
			}
		}

		// sleep until the renderer has completed
		GLimp_FrontEndSleep();
	}

	// at this point, the back end thread is idle, so it is ok
	// to look at it's performance counters
	if ( runPerformanceCounters ) {
		R_PerformanceCounters();
	}

	// actually start the commands going
	if ( !r_skipBackEnd->integer ) {
		// let it start on the new batch
		if ( !glConfig.smpActive ) {
			RB_ExecuteRenderCommands( cmdList->cmds );
		} else {
			GLimp_WakeRenderer( cmdList );
		}
	}
}


/*
====================
R_SyncRenderThread

Issue any pending commands and wait for them to complete.
After exiting, the render thread will have completed its work
and will remain idle and the main thread is free to issue
OpenGL calls until R_IssueRenderCommands is called.
====================
*/
void R_SyncRenderThread( void ) {
	if ( !tr.registered ) {
		return;
	}
	R_IssueRenderCommands( qfalse );

	if ( !glConfig.smpActive ) {
		return;
	}
	GLimp_FrontEndSleep();
}

/*
============
R_GetCommandBuffer

make sure there is enough command space, waiting on the
render thread if needed.
============
*/
void *R_GetCommandBuffer( int bytes ) {
	renderCommandList_t *cmdList;

	cmdList = &backEndData[tr.smpFrame]->commands;

	// always leave room for the end of list command
	if ( cmdList->used + bytes + 4 > MAX_RENDER_COMMANDS ) {
		if ( bytes > MAX_RENDER_COMMANDS - 4 ) {
			ri.Error( ERR_FATAL, "R_GetCommandBuffer: bad size %i", bytes );
		}
		// if we run out of room, just start dropping commands
		return NULL;
	}

	cmdList->used += bytes;

	return cmdList->cmds + cmdList->used - bytes;
}


/*
=============
R_AddDrawSurfCmd

=============
*/
void    R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs ) {
	drawSurfsCommand_t  *cmd;

	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}
	cmd->commandId = RC_DRAW_SURFS;

	cmd->drawSurfs = drawSurfs;
	cmd->numDrawSurfs = numDrawSurfs;

	cmd->refdef = tr.refdef;
	cmd->viewParms = tr.viewParms;
}


/*
=============
RE_SetColor

Passing NULL will set the color to white
=============
*/
void    RE_SetColor( const float *rgba ) {
	setColorCommand_t   *cmd;

	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}
	cmd->commandId = RC_SET_COLOR;
	if ( !rgba ) {
		static float colorWhite[4] = { 1, 1, 1, 1 };

		rgba = colorWhite;
	}

	cmd->color[0] = rgba[0];
	cmd->color[1] = rgba[1];
	cmd->color[2] = rgba[2];
	cmd->color[3] = rgba[3];
}


/*
=============
RE_StretchPic
=============
*/
void RE_StretchPic( float x, float y, float w, float h,
					float s1, float t1, float s2, float t2, qhandle_t hShader ) {
	stretchPicCommand_t *cmd;

	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}
	cmd->commandId = RC_STRETCH_PIC;
	cmd->shader = R_GetShaderByHandle( hShader );
	cmd->x = x;
	cmd->y = y;
	cmd->w = w;
	cmd->h = h;
	cmd->s1 = s1;
	cmd->t1 = t1;
	cmd->s2 = s2;
	cmd->t2 = t2;
}


//----(SA)	added
/*
==============
RE_StretchPicGradient
==============
*/
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 ) {
	stretchPicCommand_t *cmd;

	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}
	cmd->commandId = RC_STRETCH_PIC_GRADIENT;
	cmd->shader = R_GetShaderByHandle( hShader );
	cmd->x = x;
	cmd->y = y;
	cmd->w = w;
	cmd->h = h;
	cmd->s1 = s1;
	cmd->t1 = t1;
	cmd->s2 = s2;
	cmd->t2 = t2;

	if ( !gradientColor ) {
		static float colorWhite[4] = { 1, 1, 1, 1 };

		gradientColor = colorWhite;
	}

	cmd->gradientColor[0] = gradientColor[0] * 255;
	cmd->gradientColor[1] = gradientColor[1] * 255;
	cmd->gradientColor[2] = gradientColor[2] * 255;
	cmd->gradientColor[3] = gradientColor[3] * 255;
	cmd->gradientType = gradientType;
}
//----(SA)	end


/*
====================
RE_BeginFrame

If running in stereo, RE_BeginFrame will be called twice
for each RE_EndFrame
====================
*/
void RE_BeginFrame( stereoFrame_t stereoFrame ) {
	drawBufferCommand_t *cmd;

	if ( !tr.registered ) {
		return;
	}
	glState.finishCalled = qfalse;

	tr.frameCount++;
	tr.frameSceneNum = 0;

	//
	// do overdraw measurement
	//
	if ( r_measureOverdraw->integer ) {
		if ( glConfig.stencilBits < 4 ) {
			ri.Printf( PRINT_ALL, "Warning: not enough stencil bits to measure overdraw: %d\n", glConfig.stencilBits );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else if ( r_shadows->integer == 2 )   {
			ri.Printf( PRINT_ALL, "Warning: stencil shadows and overdraw measurement are mutually exclusive\n" );
			ri.Cvar_Set( "r_measureOverdraw", "0" );
			r_measureOverdraw->modified = qfalse;
		} else
		{
			R_SyncRenderThread();
			qglEnable( GL_STENCIL_TEST );
			qglStencilMask( ~0U );
			qglClearStencil( 0U );
			qglStencilFunc( GL_ALWAYS, 0U, ~0U );
			qglStencilOp( GL_KEEP, GL_INCR, GL_INCR );
		}
		r_measureOverdraw->modified = qfalse;
	} else
	{
		// this is only reached if it was on and is now off
		if ( r_measureOverdraw->modified ) {
			R_SyncRenderThread();
			qglDisable( GL_STENCIL_TEST );
		}
		r_measureOverdraw->modified = qfalse;
	}

	//
	// texturemode stuff
	//
	if ( r_textureMode->modified ) {
		R_SyncRenderThread();
		GL_TextureMode( r_textureMode->string );
		r_textureMode->modified = qfalse;
		// Knightmare- we've already set anisotropy, so don't bother setting it again this frame
		r_ext_texture_filter_anisotropic->modified = qfalse;
	}

	//
	// Knightmare- anisotropic stuff
	//
	if ( r_ext_texture_filter_anisotropic->modified ) {
		R_SyncRenderThread();
		GL_UpdateAnisoMode( );
		r_ext_texture_filter_anisotropic->modified = qfalse;
	}

	//
	// ATI stuff
	//

	// TRUFORM
	if ( qglPNTrianglesiATI ) {

		// tess
		if ( r_ati_truform_tess->modified ) {
			r_ati_truform_tess->modified = qfalse;
			// cap if necessary
			if ( r_ati_truform_tess->value > glConfig.ATIMaxTruformTess ) {
				ri.Cvar_Set( "r_ati_truform_tess", va( "%d",glConfig.ATIMaxTruformTess ) );
			}

			qglPNTrianglesiATI( GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_ati_truform_tess->value );
		}

		// point mode
		if ( r_ati_truform_pointmode->modified ) {
			r_ati_truform_pointmode->modified = qfalse;
			// GR - shorten the mode name
			if ( !Q_stricmp( r_ati_truform_pointmode->string, "LINEAR" ) ) {
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI;
				// GR - fix point mode change
			} else if ( !Q_stricmp( r_ati_truform_pointmode->string, "CUBIC" ) ) {
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI;
			} else {
				// bogus value, set to valid
				glConfig.ATIPointMode = (int)GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI;
				ri.Cvar_Set( "r_ati_truform_pointmode", "LINEAR" );
			}
			qglPNTrianglesiATI( GL_PN_TRIANGLES_POINT_MODE_ATI, glConfig.ATIPointMode );
		}

		// normal mode
		if ( r_ati_truform_normalmode->modified ) {
			r_ati_truform_normalmode->modified = qfalse;
			// GR - shorten the mode name
			if ( !Q_stricmp( r_ati_truform_normalmode->string, "LINEAR" ) ) {
				glConfig.ATINormalMode = (int)GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI;
				// GR - fix normal mode change
			} else if ( !Q_stricmp( r_ati_truform_normalmode->string, "QUADRATIC" ) ) {
				glConfig.ATINormalMode = (int)GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI;
			} else {
				// bogus value, set to valid
				glConfig.ATINormalMode = (int)GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI;
				ri.Cvar_Set( "r_ati_truform_normalmode", "LINEAR" );
			}
			qglPNTrianglesiATI( GL_PN_TRIANGLES_NORMAL_MODE_ATI, glConfig.ATINormalMode );
		}
	}

	//
	// NVidia stuff
	//

	// fog control
	if ( glConfig.NVFogAvailable && r_nv_fogdist_mode->modified ) {
		r_nv_fogdist_mode->modified = qfalse;
		if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE_ABSOLUTE_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE_ABSOLUTE_NV;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_PLANE" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_PLANE;
		} else if ( !Q_stricmp( r_nv_fogdist_mode->string, "GL_EYE_RADIAL_NV" ) ) {
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
		} else {
			// in case this was really 'else', store a valid value for next time
			glConfig.NVFogMode = (int)GL_EYE_RADIAL_NV;
			ri.Cvar_Set( "r_nv_fogdist_mode", "GL_EYE_RADIAL_NV" );
		}
	}


	//
	// gamma stuff
	//
	if ( r_gamma->modified ) {
		r_gamma->modified = qfalse;

		R_SyncRenderThread();
		R_SetColorMappings();
	}

	// check for errors
	if ( !r_ignoreGLErrors->integer ) {
		int err;

		R_SyncRenderThread();
		if ( ( err = qglGetError() ) != GL_NO_ERROR ) {
			ri.Error( ERR_FATAL, "RE_BeginFrame() - glGetError() failed (0x%x)!\n", err );
		}
	}

	//
	// draw buffer stuff
	//
	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}
	cmd->commandId = RC_DRAW_BUFFER;

	if ( glConfig.stereoEnabled ) {
		if ( stereoFrame == STEREO_LEFT ) {
			cmd->buffer = (int)GL_BACK_LEFT;
		} else if ( stereoFrame == STEREO_RIGHT ) {
			cmd->buffer = (int)GL_BACK_RIGHT;
		} else {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is enabled, but stereoFrame was %i", stereoFrame );
		}
	} else {
		if ( stereoFrame != STEREO_CENTER ) {
			ri.Error( ERR_FATAL, "RE_BeginFrame: Stereo is disabled, but stereoFrame was %i", stereoFrame );
		}
		if ( !Q_stricmp( r_drawBuffer->string, "GL_FRONT" ) ) {
			cmd->buffer = (int)GL_FRONT;
		} else {
			cmd->buffer = (int)GL_BACK;
		}
	}
}


/*
=============
RE_EndFrame

Returns the number of msec spent in the back end
=============
*/
void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) {
	swapBuffersCommand_t    *cmd;

	if ( !tr.registered ) {
		return;
	}
	cmd = R_GetCommandBuffer( sizeof( *cmd ) );
	if ( !cmd ) {
		return;
	}
	cmd->commandId = RC_SWAP_BUFFERS;

	R_IssueRenderCommands( qtrue );

	// use the other buffers next frame, because another CPU
	// may still be rendering into the current ones
	R_ToggleSmpFrame();

	if ( frontEndMsec ) {
		*frontEndMsec = tr.frontEndMsec;
	}
	tr.frontEndMsec = 0;
	if ( backEndMsec ) {
		*backEndMsec = backEnd.pc.msec;
	}
	backEnd.pc.msec = 0;
}

