#ifndef TR_LOCAL_H
#define TR_LOCAL_H

#ifdef DEDICATED
typedef const char * LPCSTR;
typedef unsigned short USHORT;
typedef unsigned int GLuint;
#endif

#include "../qcommon/qfiles.h"
#include "tr_public.h"
#if defined(_XBOX)
#include "qgl_console.h"
#include "glext_console.h"
#else
#ifndef DEDICATED
#include "qgl.h"
#endif 
#endif
#include "../ghoul2/ghoul2_shared.h" //rwwRMG - added

#ifdef _XBOX
#define GL_INDEX_TYPE		GL_UNSIGNED_SHORT
typedef unsigned short glIndex_t;
#else
#define GL_INDEX_TYPE		GL_UNSIGNED_INT
typedef unsigned int glIndex_t;
#endif

// fast float to int conversion
#if id386 && !( (defined __linux__ || defined __FreeBSD__ ) && (defined __i386__ ) ) // rb010123
inline long myftol( float f );
#else
#define	myftol(x) ((int)(x))
#endif

//for 3d textures -rww
#define GL_TEXTURE_3D                     0x806F

// 14 bits
// see QSORT_SHADERNUM_SHIFT
#ifdef _XBOX
#define	MAX_SHADERS				2048
#else
#define	MAX_SHADERS				16384
#endif
// can't be increased without changing bit packing for drawsurfs

#define MAX_SHADER_STATES 2048
#define MAX_STATES_PER_SHADER 32
#define MAX_STATE_NAME 32

typedef enum
{
	DLIGHT_VERTICAL	= 0,
	DLIGHT_PROJECTED
} eDLightTypes;

typedef struct dlight_s {
	eDLightTypes	mType;

	vec3_t			origin;
	vec3_t			mProjOrigin;		// projected light's origin

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

	float			radius;
	float			mProjRadius;		// desired radius of light 

	int				additive;			// texture detail is lost tho when the lightmap is dark

	vec3_t			transformed;		// origin in local coordinate system
	vec3_t			mProjTransformed;	// projected light's origin in local coordinate system

	vec3_t			mDirection;
	vec3_t			mBasis2;
	vec3_t			mBasis3;

	vec3_t			mTransDirection;
	vec3_t			mTransBasis2;
	vec3_t			mTransBasis3;
} dlight_t;

// a trMiniRefEntity_t has all the information passed in by
// the client game, other info will come from it's parent main ref entity
typedef struct 
{
	miniRefEntity_t	e;
} trMiniRefEntity_t;

// 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;
	vec3_t		lightDir;		// normalized direction towards light
	vec3_t		ambientLight;	// color normalized to 0-255
	int			ambientLightInt;	// 32 bit rgba packed
	vec3_t		directedLight;
#ifdef _XBOX
	vec3_t		dlightDir;
	vec3_t		dynamicLight;
#endif
	int			dlightBits;
} 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];
} orientationr_t;

typedef struct image_s {
	int			imgCode;

#ifndef FINAL_BUILD
	char		imgName[MAX_QPATH];		// Only in debug, so imagelist cmd is useful
#endif

	USHORT		width, height;				// source image

	GLuint		texnum;					// gl texture binding
	int			internalFormat;

	bool		isLightmap;
	bool		isSystem;
	short		mipcount;

//	bool		allowPicmip;
	short		iLastLevelUsedOn;
} image_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_INSIDE,			// inside body parts (i.e. heart)
	SS_MID_INSIDE,
	SS_MIDDLE,
	SS_MID_OUTSIDE,
	SS_OUTSIDE,			// outside body parts (i.e. ribs)

	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,
	GF_RAND

} 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;

typedef enum {
	AGEN_IDENTITY,
	AGEN_SKIP,
	AGEN_ENTITY,
	AGEN_ONE_MINUS_ENTITY,
	AGEN_VERTEX,
	AGEN_ONE_MINUS_VERTEX,
	AGEN_LIGHTING_SPECULAR,
	AGEN_WAVEFORM,
	AGEN_PORTAL,
	AGEN_BLEND,
	AGEN_CONST,
	AGEN_DOT,
	AGEN_ONE_MINUS_DOT
} 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_ONE_MINUS_VERTEX,
	CGEN_WAVEFORM,			// programmatically generated
	CGEN_LIGHTING_DIFFUSE,
	CGEN_LIGHTING_DIFFUSE_ENTITY, //diffuse lighting * entity
	CGEN_FOG,				// standard fog
	CGEN_CONST,				// fixed color
	CGEN_LIGHTMAPSTYLE,
} colorGen_t;

typedef enum {
	TCGEN_BAD,
	TCGEN_IDENTITY,			// clear to 0,0
	TCGEN_LIGHTMAP,
	TCGEN_LIGHTMAP1,
	TCGEN_LIGHTMAP2,
	TCGEN_LIGHTMAP3,
	TCGEN_TEXTURE,
	TCGEN_ENVIRONMENT_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 enum {
	GLFOGOVERRIDE_NONE = 0,
	GLFOGOVERRIDE_BLACK,
	GLFOGOVERRIDE_WHITE,

	GLFOGOVERRIDE_MAX
} EGLFogOverride;

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
} 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
	//(moved to translate)
//	float			scale[2];			// s *= scale[0]
	                                    // t *= scale[1]

	// used for TMOD_SCROLL
	//(moved to translate)
//	float			scroll[2];			// s' = s + scroll[0] * time
										// t' = t + scroll[1] * time

	// + = clockwise
	// - = counterclockwise
	////(moved to translate[0])
//	float			rotateSpeed;

} texModInfo_t;


#define SURFSPRITE_NONE			0
#define SURFSPRITE_VERTICAL		1
#define SURFSPRITE_ORIENTED		2
#define SURFSPRITE_EFFECT		3
#define SURFSPRITE_WEATHERFX	4

#define SURFSPRITE_FACING_NORMAL	0
#define SURFSPRITE_FACING_UP		1
#define SURFSPRITE_FACING_DOWN		2
#define SURFSPRITE_FACING_ANY		3


typedef struct surfaceSprite_s
{
	int				surfaceSpriteType;
	float			width, height, density, wind, windIdle, fadeDist, fadeMax, fadeScale;
	float			fxAlphaStart, fxAlphaEnd, fxDuration, vertSkew;
	vec2_t			variance, fxGrow;
	int				facing;		// Hangdown on vertical sprites, faceup on others.
} surfaceSprite_t;

typedef struct {
	image_t			*image;

	vec3_t			*tcGenVectors;

	texModInfo_t	*texMods;
	short			numTexMods;
	short			numImageAnimations;
	float			imageAnimationSpeed;

//	texCoordGen_t	tcGen;
	byte			tcGen;
	byte			isLightmap;
	byte			oneShotAnimMap;
	byte			vertexLightmap;
//	byte			isVideoMap;

//	int				videoMapHandle;
} textureBundle_t;


#define NUM_TEXTURE_BUNDLES 2

typedef struct {
	byte			active;
	byte			isDetail;
	byte			isEnvironment;
//	byte			isSpecular;
	byte			isBumpMap;

	byte			index;						// index of stage
	byte			lightmapStyle;
	byte			alphaGen;
	byte			rgbGen;
	
	byte			adjustColorsForFog;
	byte			mGLFogColorOverride;

	// Whether this object emits a glow or not.
//	byte			glow;

	textureBundle_t	bundle[NUM_TEXTURE_BUNDLES];

	waveForm_t		rgbWave;
	waveForm_t		alphaWave;

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

	unsigned int	stateBits;					// GLS_xxxx mask

	surfaceSprite_t	*ss;

} shaderStage_t;

struct shaderCommands_s;

#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)
	FP_GLFOG
} fogPass_t;

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

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

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

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

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

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

	char		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
	char		explicitlyDefined;		// found in a .shader file
	char		entityMergable;			// merge across entites optimizable (smoke, blood)

	char		isBumpMap;

	skyParms_t	*sky;
	fogParms_t	*fogParms;

	float		portalRange;			// distance to fog out at

	int			multitextureEnv;		// 0, GL_MODULATE, GL_ADD (FIXME: put in stage)

	cullType_t	cullType;				// CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
	char		polygonOffset;			// set for decals and other items that must be offset 
	char		noMipMaps;				// for console fonts, 2D elements, etc.
//	bool		noPicMip;				// for images that must always be full resolution
//	bool		noTC;					// for images that don't want to be texture compressed (eg skies)
#ifdef _XBOX
	char		needsNormal;
	char		needsTangent;
#endif


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

//	vec3_t		bumpVector;				// The given light vector for bump-mapping

	deformStage_t	*deforms[MAX_SHADER_DEFORMS];
	short		numDeforms;

	short		numUnfoggedPasses;
	shaderStage_t	*stages;		

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

#ifndef _XBOX	// GLOWXXX
	// True if this shader has a stage with glow in it (just an optimization).
	bool hasGlow;
#endif

/*
  int numStates;                                    // if non-zero this is a state shader
  struct shader_s *currentShader;                   // current state if this is a state shader
  struct shader_s *parentShader;                    // current state if this is a state shader
  int currentState;                                 // current state index for cycle purposes
  long expireTime;                                  // time in milliseconds this expires

  int shaderStates[MAX_STATES_PER_SHADER];          // index to valid shader states
*/

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

typedef struct shaderState_s {
  char shaderName[MAX_QPATH];     // name of shader this state belongs to
  char name[MAX_STATE_NAME];      // name of this state
  char stateShader[MAX_QPATH];    // shader this name invokes
  int cycleTime;                  // time this cycle lasts, <= 0 is forever
  shader_t *shader;
} shaderState_t;

/*
Ghoul2 Insert Start
*/
 // bogus little registration system for hit and location based damage files in hunk memory
typedef struct
{
	byte	*loc;
	int		width;
	int		height;
	char	name[MAX_QPATH];
} hitMatReg_t;

#define MAX_HITMAT_ENTRIES 1000

extern hitMatReg_t		hitMatReg[MAX_HITMAT_ENTRIES];

/*
Ghoul2 Insert End
*/


// 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

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

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

	int			num_entities;
	trRefEntity_t	*entities;
	trMiniRefEntity_t	*miniEntities;

	int			num_dlights;
	struct dlight_s	*dlights;

	int			numPolys;
	struct srfPoly_s	*polys;

	int			numDrawSurfs;
	struct drawSurf_s	*drawSurfs;


} trRefdef_t;


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

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

typedef struct skin_s {
	char		name[MAX_QPATH];		// game path, including extension
	int			numSurfaces;
	skinSurface_t	*surfaces[128];
} skin_t;


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 struct {
	orientationr_t	ori;				// Can't use "or" as it is a reserved word with gcc DREWS 2/2/2002
	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
	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;
	float		fovX, fovY;
	float		projectionMatrix[16];
	cplane_t	frustum[4];
	vec3_t		visBounds[2];
	float		zFar;
} viewParms_t;


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

SURFACES

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

// any changes in surfaceType must be mirrored in rb_surfaceTable[]
typedef enum {
	SF_BAD,
	SF_SKIP,				// ignore
	SF_FACE,
	SF_GRID,
	SF_TRIANGLES,
	SF_POLY,
	SF_TERRAIN, //rwwRMG - added
	SF_MD3,
/*
Ghoul2 Insert Start
*/
	SF_MDX,
/*
Ghoul2 Insert End
*/
	SF_FLARE,
	SF_ENTITY,				// beams, rails, lightning, etc that can be determined by entity
	SF_DISPLAY_LIST,

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

typedef struct drawSurf_s {
	unsigned			sort;			// bit combination for fast compares
	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 srfDisplayList_s {
	surfaceType_t	surfaceType;
	int				listNum;
} srfDisplayList_t;

#ifdef _XBOX
typedef struct srfFlare_s {
	surfaceType_t	surfaceType;
	unsigned short	origin[3];
	unsigned short	normal[3];
	byte			color[3];
	byte			number;
	int				visible;
} srfFlare_t;

#else // _XBOX

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

#endif

#ifdef _XBOX
// Added tangent size in here
#define	VERTEXSIZE			(9+(MAXLIGHTMAPS*3))
#define VERTEX_LM			8  
#define	VERTEX_COLOR(flags)		(VERTEX_LM + (((flags) & 0x7F) * 2))
#else
#define	VERTEXSIZE			(6+(MAXLIGHTMAPS*3))
#define VERTEX_LM			5
#define	VERTEX_COLOR		(5+(MAXLIGHTMAPS*2))
#endif

#define	VERTEX_FINAL_COLOR	(5+(MAXLIGHTMAPS*3))

#ifdef _XBOX
#define NEXT_SURFPOINT(flags) (VERTEX_LM + (((flags) & 0x7F) * 2) + ((((flags) & 0x80) >> 7) * 4));
#define POINTS_ST_SCALE 128.0f
#define POINTS_LIGHT_SCALE 65536.0f
#define GLM_COMP_SIZE 64.0f
#define GLM_COMP_UV_SIZE 16384.0f
#endif // _XBOX

typedef struct srfTerrain_s
{
	surfaceType_t			surfaceType;
	class CTRLandScape		*landscape;
} srfTerrain_t;

typedef struct srfGridMesh_s {
	surfaceType_t	surfaceType;

	// dynamic lighting information
	int				dlightBits;

	// culling information
	vec3_t			meshBounds[2];
	vec3_t			localOrigin;
	float			meshRadius;

	// 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;
	drawVert_t		verts[1];		// variable sized
} srfGridMesh_t;

#ifdef _XBOX
#pragma pack (push, 1)
typedef struct {
	surfaceType_t	surfaceType;
	cplane_t	plane;

	// dynamic lighting information
	int			dlightBits;

	// triangle definitions (no normals at points)
	unsigned char	numPoints;
	unsigned short	numIndices;
	unsigned short	ofsIndices;
	unsigned char   flags; //highest bit - true if face uses vertex colors,
							//low 7 bits - number of light maps
//	vec3_t			*tangents;
	unsigned short	*srfPoints;			// variable sized
										// there is a variable length list of indices here also
} srfSurfaceFace_t;
#pragma pack (pop)

#else // _XBOX

typedef struct {
	surfaceType_t	surfaceType;
	cplane_t	plane;

	// dynamic lighting information
	int			dlightBits;

	// triangle definitions (no normals at points)
	int			numPoints;
	int			numIndices;
	int			ofsIndices;
	float		points[1][VERTEXSIZE];	// variable sized
										// there is a variable length list of indices here also
} srfSurfaceFace_t;

#endif // _XBOX


// misc_models in maps are turned into direct geometry by q3map
typedef struct {
	surfaceType_t	surfaceType;

	// dynamic lighting information
	int				dlightBits;

	// culling information (FIXME: use this!)
	vec3_t			bounds[2];
//	vec3_t			localOrigin;
//	float			radius;

	// triangle definitions
	int				numIndexes;
	int				*indexes;

	int				numVerts;
	drawVert_t		*verts;
//	vec3_t			*tangents;
} srfTriangles_t;


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

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

TERRAIN DATA

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

void RE_InitRendererTerrain( const char *info );
void RB_SurfaceTerrain( surfaceInfo_t *surface );
void R_TerrainInit (void);
void R_TerrainShutdown(void);


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

BRUSH MODELS

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


//
// in memory representation
//

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

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

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



#define	CONTENTS_NODE		-1

#ifdef _XBOX
#pragma pack (push, 1)
typedef struct mnode_s {
	// common with leaf and node
	signed char	contents;		// -1 for nodes, to differentiate from leafs
	int 		visframe;		// node needs to be traversed if current
	short		mins[3], maxs[3];		// for bounding box culling
	struct mnode_s *parent;

	// node specific
	unsigned int planeNum;
	struct mnode_s	*children[2];	

} mnode_t;

struct mleaf_s {
	// common with leaf and node
	signed char	contents;		// -1 for nodes, to differentiate from leafs
	int 		visframe;		// node needs to be traversed if current
	short		mins[3], maxs[3];		// for bounding box culling
	struct mnode_s *parent;

	// leaf specific
	short			cluster;
	signed char		area;

	unsigned short firstMarkSurfNum;
	short		nummarksurfaces;
};
#pragma pack (pop)

#else // _XBOX

typedef struct mnode_s {
	// common with leaf and node
	int			contents;		// -1 for nodes, to differentiate from leafs
	int			visframe;		// 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;

	msurface_t	**firstmarksurface;
	int			nummarksurfaces;
} mnode_t;

#endif // _XBOX

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

#ifdef _XBOX
#pragma pack(push, 1)
typedef struct {
	byte flags;
	byte latLong[2];
	int data;

	/*
	   flags has the following bits:
	   0 - ambientLight[0] and directLight[0] are not all zeros
	   1 - ambientLight[1] and directLight[1] are not all zeros
	   2 - ambientLight[2] and directLight[2] are not all zeros
	   3 - ambientLight[3] and directLight[3] are not all zeros
	   4 - styles[0] is not LS_NONE
	   5 - styles[1] is not LS_NONE
	   6 - styles[2] is not LS_NONE
	   7 - styles[3] is not LS_NONE

	   data points to memory which stores ambientLight, directLight and
	   styles when they are not 0 or LS_NONE.
	*/
} mgrid_t;
#pragma pack(pop)

#else // _XBOX

typedef struct 
{
	byte		ambientLight[MAXLIGHTMAPS][3];
	byte		directLight[MAXLIGHTMAPS][3];
	byte		styles[MAXLIGHTMAPS];
	byte		latLong[2];
//	byte		pad[2];								// to align to a cache line
} mgrid_t;

#endif // _XBOX


#ifdef _XBOX
template <class T>
class SPARC;
typedef struct {
	char		name[MAX_QPATH];		// ie: maps/tim_dm2.bsp
	char		baseName[MAX_QPATH];	// ie: tim_dm2

	int			numShaders;
	dshader_t	*shaders;

	bmodel_t	*bmodels;

	int			numplanes;
	cplane_t	*planes;

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

	int			numleafs;
	mleaf_s		*leafs;

	int			numsurfaces;
	msurface_t	*surfaces;

	int			nummarksurfaces;
	msurface_t	**marksurfaces;

	int			numfogs;
	fog_t		*fogs;
	int			globalFog;

	int			startLightMapIndex;

	vec3_t		lightGridOrigin;
	vec3_t		lightGridSize;
	vec3_t		lightGridInverseSize;
	int			lightGridBounds[3];
	mgrid_t			*lightGridData;
	unsigned short	*lightGridArray;
	int			numGridArrayElements;

	int			numClusters;
	int			clusterBytes;

	SPARC<byte>	*vis;

	byte		*novis;			// clusterBytes of 0xff

	qboolean	portalPresent;

	char		*entityString;
	char		*entityParsePoint;
} world_t;

#else // _XBOX

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;

	bmodel_t	*bmodels;

	int			numplanes;
	cplane_t	*planes;

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

	int			numsurfaces;
	msurface_t	*surfaces;

	int			nummarksurfaces;
	msurface_t	**marksurfaces;

	int			numfogs;
	fog_t		*fogs;
	int			globalFog;


	vec3_t		lightGridOrigin;
	vec3_t		lightGridSize;
	vec3_t		lightGridInverseSize;
	int			lightGridBounds[3];

	int			lightGridOffsets[8];

	vec3_t		lightGridStep;

	mgrid_t			*lightGridData;
	word		*lightGridArray;
	int			numGridArrayElements;


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

	byte		*novis;			// clusterBytes of 0xff

	char		*entityString;
	char		*entityParsePoint;
} world_t;

#endif // _XBOX

//======================================================================
/*
Ghoul2 Insert Start
*/
#define MDXABONEDEF
#include "mdx_format.h"
/*
Ghoul2 Insert End
*/
typedef enum {
	MOD_BAD,
	MOD_BRUSH,
	MOD_MESH,
/*
Ghoul2 Insert Start
*/
   	MOD_MDXM,
	MOD_MDXA
/*
Ghoul2 Insert End
*/
} 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
	md3Header_t	*md3[MD3_MAX_LODS];	// only if type == MOD_MESH
/*
Ghoul2 Insert Start
*/
	mdxmHeader_t *mdxm;				// only if type == MOD_GL2M which is a GHOUL II Mesh file NOT a GHOUL II animation file
	mdxaHeader_t *mdxa;				// only if type == MOD_GL2A which is a GHOUL II Animation file
/*
Ghoul2 Insert End
*/
	int			 numLods;
	qboolean	bspInstance;
} model_t;


#define	MAX_MOD_KNOWN	1024

void		R_ModelInit (void);
void		R_InitDecals	(void);

model_t		*R_GetModelByHandle( qhandle_t hModel );
int			R_LerpTag( orientation_t *tag, qhandle_t handle, int startFrame, int endFrame, 
					 float frac, const char *tagName );
void		R_ModelBounds( qhandle_t handle, vec3_t mins, vec3_t maxs );

void		R_Modellist_f (void);

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


// An offscreen buffer used for secondary rendering and render-to-texture support (RTT). - AReis
#ifndef _XBOX	// GLOWXXX
#ifndef DEDICATED
class CPBUFFER
{
private:
	// Pixel Buffer Rendering and Device Contexts.
	HGLRC m_hRC;
	HDC m_hDC;

	// The render and device contexts for the previous render target.
	HGLRC m_hOldRC;
	HDC m_hOldDC;

	// Buffer handle.
	HPBUFFERARB m_hBuffer;

	// Buffer Dimensions.
	int m_iWidth, m_iHeight;

	// Color, depth, and stencil bits for this buffer.
	int m_iColorBits, m_iDepthBits, m_iStencilBits;

public:
	// Texture used for displaying the pbuffer.
	GLuint m_uiPBufferTexture;

	// Constructor.
	CPBUFFER() {}

	// Destructor.
	~CPBUFFER() {}

	// Allocate and create a new PBuffer.
	bool Create( int iWidth, int iHeight, int iColorBits, int iDepthBits, int iStencilBits );

	// Destroy and deallocate a PBuffer.
	void Destroy();

	// Make this PBuffer the current render device.
	bool Begin();

	// Restore the previous render device.
	bool End();
};
#endif  // DEDICATED
#endif	// _XBOX


#define	MAX_DRAWIMAGES			2048
#define	MAX_LIGHTMAPS			256
#define	MAX_SKINS				1024


#ifdef _XBOX
#define	MAX_DRAWSURFS			0x4000
#else
#define	MAX_DRAWSURFS			0x10000
#endif
#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:

18-31 : sorted shader index
7-17  : entity index
2-6   : fog index
0-1   : dlightmap index
*/
#define	QSORT_SHADERNUM_SHIFT	18
#define	QSORT_ENTITYNUM_SHIFT	7
#define	QSORT_FOGNUM_SHIFT		2

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[2];
	int			currenttmu;
	qboolean	finishCalled;
	int			texEnv[2];
	int			faceCulling;
	unsigned long	glStateBits;
} glstate_t;


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

	int		c_flareAdds;
	int		c_flareTests;
	int		c_flareRenders;

	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	ori;		// Can't use or as it is a c++ reserved word DREWS 2/2/2002
	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
} 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.
*/

#ifdef _XBOX
#define NUM_SCRATCH_IMAGES 1
#else
#define NUM_SCRATCH_IMAGES 16
#endif

#define SCREEN_IMAGE_MAX_WIDTH	512
#define SCREEN_IMAGE_MAX_HEIGHT	256

typedef struct {
	qboolean				registered;		// cleared at shutdown, set at beginRegistration

	int						visCount;		// 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;
	world_t					*world;

#ifdef _XBOX
	SPARC<byte>				*externalVisData;	// from RE_SetWorldVisData, shared with CM_Load
#else
	const byte				*externalVisData;	// from RE_SetWorldVisData, shared with CM_Load
#endif

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

	image_t					*screenImage; //reserve us a gl texnum to use with RF_DISTORTION

#ifndef _XBOX	// GLOWXXX
	// Handle to the Glow Effect Vertex Shader. - AReis
	GLuint					glowVShader;

	// Handle to the Glow Effect Pixel Shader. - AReis
	GLuint					glowPShader;

	// Image the glowing objects are rendered to. - AReis
	GLuint					screenGlow;

	// A rectangular texture representing the normally rendered scene.
	GLuint					sceneImage;

	// Image used to downsample and blur scene to.	- AReis
	GLuint					blurImage;
#endif

	shader_t				*defaultShader;
	shader_t				*shadowShader;
	shader_t				*distortionShader;
	shader_t				*projectionShadowShader;

	shader_t				*sunShader;

	int						numLightmaps;
	image_t					*lightmaps[MAX_LIGHTMAPS];

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

	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			ori;					// for current entity

	trRefdef_t				refdef;

	int						viewCluster;

	vec3_t					sunLight;			// from the sky shader for this level
	vec3_t					sunDirection;
	int						sunSurfaceLight;	// from the sky shader for this level
	vec3_t					sunAmbient;			// from the sky shader	(only used for John's terrain system)

	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;

/*
	world_t					bspModels[MAX_SUB_BSP];
	int						numBSPModels;
*/

	// 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];

	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];

	float					rangedFog;
	float					distanceCull, distanceCullSquared; //rwwRMG - added

	srfTerrain_t			landScape; //rwwRMG - added
} trGlobals_t;


int		 R_Images_StartIteration(void);
image_t *R_Images_GetNextIteration(void);
void	 R_Images_Clear(void);
void	 R_Images_DeleteLightMaps(void);
void	 R_Images_DeleteImage(image_t *pImage);


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


//
// cvars
//
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_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_stereo;				// desired pixelformat stereo flag
extern cvar_t	*r_texturebits;			// number of desired texture bits
										// 0 = use framebuffer depth
										// 16 = use 16-bit textures
										// 32 = use 32-bit textures
										// all else = error
extern cvar_t	*r_texturebitslm;		// number of desired lightmap texture bits

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_autolodscalevalue;

extern cvar_t	*r_primitives;			// "0" = based on compiled vertex array existance
										// "1" = glDrawElemet tristrips
										// "2" = glDrawElements triangles
										// "-1" = no drawing

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
extern cvar_t	*r_dynamiclight;		// dynamic lights enabled/disabled
// rjr - removed for hacking 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_drawfog;				// disable/enable fog 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_cullRoofFaces; //attempted smart method of culling out upwards facing surfaces on roofs for automap shots -rww
extern	cvar_t	*r_roofCullCeilDist; //ceiling distance cull tolerance -rww
extern	cvar_t	*r_roofCullFloorDist; //floor distance cull tolerance -rww
extern	cvar_t	*r_nocurves;
extern	cvar_t	*r_showcluster;

extern	cvar_t	*r_autoMap; //automap renderside toggle for debugging -rww
extern	cvar_t	*r_autoMapBackAlpha; //alpha of automap bg -rww
extern	cvar_t	*r_autoMapDisable;

extern cvar_t	*r_dlightStyle;
extern cvar_t	*r_surfaceSprites;
extern cvar_t	*r_surfaceWeather;

extern cvar_t	*r_windSpeed;
extern cvar_t	*r_windAngle;
extern cvar_t	*r_windGust;
extern cvar_t	*r_windDampFactor;
extern cvar_t	*r_windPointForce;
extern cvar_t	*r_windPointX;
extern cvar_t	*r_windPointY;

extern cvar_t	*r_mode;				// video mode
extern cvar_t	*r_fullscreen;
extern cvar_t	*r_gamma;
#ifdef _XBOX
extern cvar_t   *s_brightness_volume;
#endif
extern cvar_t	*r_displayRefresh;		// optional display refresh option
extern cvar_t	*r_ignorehwgamma;		// overrides hardware gamma capabilities

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_compressed_lightmaps;	// turns on compression of lightmaps, off by default
extern cvar_t	*r_ext_preferred_tc_method;
extern cvar_t	*r_ext_gamma_control;
extern cvar_t	*r_ext_texenv_op;
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;

extern cvar_t	*r_DynamicGlow;
extern cvar_t	*r_DynamicGlowPasses;
extern cvar_t	*r_DynamicGlowDelta;
extern cvar_t	*r_DynamicGlowIntensity;
extern cvar_t	*r_DynamicGlowSoft;
extern cvar_t	*r_DynamicGlowWidth;
extern cvar_t	*r_DynamicGlowHeight;

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_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_swapInterval;
extern	cvar_t	*r_markcount;
extern	cvar_t	*r_textureMode;
extern	cvar_t	*r_offsetFactor;
extern	cvar_t	*r_offsetUnits;

extern	cvar_t	*r_fullbright;					// avoid lightmap pass
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_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_ignoreGLErrors;

extern	cvar_t	*r_overBrightBits;

extern	cvar_t	*r_debugSurface;
extern	cvar_t	*r_simpleMipMaps;

extern	cvar_t	*r_showImages;
extern	cvar_t	*r_debugSort;

#ifdef _XBOX
extern	cvar_t	*r_hdreffect;
extern  cvar_t  *r_sundir_x;
extern  cvar_t  *r_sundir_y;
extern  cvar_t  *r_sundir_z;
extern  cvar_t  *r_hdrbloom;
#endif

/*
Ghoul2 Insert Start
*/
#ifdef _DEBUG
extern	cvar_t	*r_noPrecacheGLA;
#endif

extern	cvar_t	*r_noServerGhoul2;
/*
Ghoul2 Insert End
*/
//====================================================================

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_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_AddPolygonSurfaces( void );

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

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


#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);
void R_WorldNormalToEntity (const vec3_t localVec, vec3_t world); 
int R_CullLocalBox ( const vec3_t bounds[2]);
int R_CullPointAndRadius( const vec3_t origin, float radius );
int R_CullLocalPointAndRadius( const vec3_t origin, float radius );

void R_RotateForEntity( const trRefEntity_t *ent, const viewParms_t *viewParms, orientationr_t *ori );

/*
** GL wrapper/helper functions
*/
void	GL_Bind( image_t *image );
void	GL_Bind3D( image_t *image );
void	GL_SetDefaultState (void);
void	GL_SelectTexture( int unit );
void	GL_TextureMode( const char *string );
void	GL_CheckErrors( void );
void	GL_State( unsigned long stateVector );
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_ATEST_GT_0							0x10000000
#define GLS_ATEST_LT_80							0x20000000
#define GLS_ATEST_GE_80							0x40000000
#define GLS_ATEST_GE_C0							0x80000000
#define		GLS_ATEST_BITS						0xF0000000

#define GLS_DEFAULT			GLS_DEPTHMASK_TRUE
#define GLS_ALPHA			(GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA)

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 cols, int rows, const byte *data, int client, qboolean dirty);

void		RE_BeginFrame( stereoFrame_t stereoFrame );
void		RE_BeginRegistration( glconfig_t *glconfig );
void		R_ColorShiftLightingBytes( byte in[4], byte out[4] ); //rwwRMG - added
void		RE_LoadWorldMap( const char *mapname );

#ifdef _XBOX
void		RE_SetWorldVisData( SPARC<byte> *vis );
#else
void		RE_SetWorldVisData( const byte *vis );
#endif
void		RE_SetPlaneData(cplane_t *planes, int count);

qhandle_t	RE_RegisterServerModel( const char *name );
qhandle_t	RE_RegisterModel( const char *name );
qhandle_t	RE_RegisterSkin( const char *name );
void		RE_Shutdown( qboolean destroyWindow );

void		RE_RegisterMedia_LevelLoadBegin(const char *psMapName, ForceReload_e eForceReload);
void		RE_RegisterMedia_LevelLoadEnd(void);
int			RE_RegisterMedia_GetLevel(void);
//
//void		RE_RegisterModels_LevelLoadBegin(const char *psMapName);
qboolean	RE_RegisterModels_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel = qfalse);
#ifdef _XBOX
void*		RE_RegisterModels_Malloc(int iSize, void *pvDiskBufferIfJustLoaded, const char *psModelFileName, qboolean *pqbAlreadyFound, memtag_t eTag, int modindex, bool useModelMem);
#else
void*		RE_RegisterModels_Malloc(int iSize, void *pvDiskBufferIfJustLoaded, const char *psModelFileName, qboolean *pqbAlreadyFound, memtag_t eTag);
#endif
void		RE_RegisterModels_StoreShaderRequest(const char *psModelFileName, const char *psShaderName, int *piShaderIndexPoke);
void		RE_RegisterModels_Info_f(void);
//
//void		RE_RegisterImages_LevelLoadBegin(const char *psMapName);
qboolean	RE_RegisterImages_LevelLoadEnd(void);
void		RE_RegisterImages_Info_f(void);


qboolean	R_GetEntityToken( char *buffer, int size );

model_t		*R_AllocModel( void );

void    	R_Init( void );

#ifndef DEDICATED
#ifdef _XBOX
void R_LoadImage( const char *shortname, byte **pic, int *width, int *height, int *mipcount, GLenum *format );
#else
void R_LoadImage( const char *name, byte **pic, int *width, int *height, GLenum *format );
#endif
#endif // DEDICATED

image_t		*R_FindImageFile( const char *name, qboolean mipmap, qboolean allowPicmip, qboolean allowTC, int glWrapClampMode );

#ifndef DEDICATED
#ifdef _XBOX
image_t		*R_CreateImage( const char *name, const byte *pic, int width, int height, GLenum format, qboolean mipmap, qboolean allowPicmip, int wrapClampMode);
#else
image_t		*R_CreateImage( const char *name, const byte *pic, int width, int height, GLenum format, qboolean mipmap
					, qboolean allowPicmip, qboolean allowTC, int wrapClampMode, bool bRectangle = false );
#endif // _XBOX
#endif // DEDICATED

qboolean	R_GetModeInfo( int *width, int *height, int mode );

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

void	R_ImageList_f( void );
void	R_SkinList_f( void );
void	R_ScreenShot_f( void );

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


//
// tr_shader.c
//
extern	const short	lightmapsNone[MAXLIGHTMAPS];
extern	const short	lightmaps2d[MAXLIGHTMAPS];
extern	const short	lightmapsVertex[MAXLIGHTMAPS];
extern	const short	lightmapsFullBright[MAXLIGHTMAPS];
extern	const byte	stylesDefault[MAXLIGHTMAPS];

qhandle_t RE_RegisterShaderLightMap( const char *name, const short *lightmapIndex, const byte *styles ) ;
qhandle_t		 RE_RegisterShader( const char *name );
qhandle_t		 RE_RegisterShaderNoMip( const char *name );
const char		*RE_ShaderNameFromIndex(int index);
qhandle_t RE_RegisterShaderFromImage(const char *name, short *lightmapIndex, byte *styles, image_t *image, qboolean mipRawImage);

shader_t	*R_FindShader( const char *name, const short *lightmapIndex, const byte *styles, 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(qboolean server);
void		R_ShaderList_f( void );
void    R_RemapShader(const char *oldShader, const char *newShader, const char *timeOffset);
//rwwRMG: Added:
qhandle_t	R_GetShaderByNum(int index, world_t &worldData);
qhandle_t	R_CreateBlendedShader(qhandle_t a, qhandle_t b, qhandle_t c, bool surfaceSprites );


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

IMPLEMENTATION SPECIFIC FUNCTIONS

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

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

void		GLimp_LogComment( char *comment );

#ifndef _XBOX
void		GLimp_SetGamma( unsigned char red[256], 
						    unsigned char green[256],
							unsigned char blue[256] );
#endif


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

TESSELATOR/SHADER DECLARATIONS

====================================================================
*/
typedef byte color4ub_t[4];

typedef struct stageVars
{
#ifdef _XBOX
	unsigned long colors[SHADER_MAX_VERTEXES];
#else
	color4ub_t	colors[SHADER_MAX_VERTEXES];
#endif
	vec2_t		texcoords[NUM_TEXTURE_BUNDLES][SHADER_MAX_VERTEXES];
} stageVars_t;

#define	NUM_TEX_COORDS		(MAXLIGHTMAPS+1)

struct shaderCommands_s 
{
	glIndex_t	indexes[SHADER_MAX_INDEXES];
	vec4_t		xyz[SHADER_MAX_VERTEXES];
	vec4_t		normal[SHADER_MAX_VERTEXES];
#ifdef _XBOX
	vec4_t		tangent[SHADER_MAX_VERTEXES];
#endif
	vec2_t		texCoords[SHADER_MAX_VERTEXES][NUM_TEX_COORDS];
	color4ub_t	vertexColors[SHADER_MAX_VERTEXES];
	byte		vertexAlphas[SHADER_MAX_VERTEXES][4]; //rwwRMG - added support
	int			vertexDlightBits[SHADER_MAX_VERTEXES];

	stageVars_t	svars;

	shader_t	*shader;
  float   shaderTime;
	int			fogNum;

	int			dlightBits;	// or together of all vertexDlightBits

	int			numIndexes;
	int			numVertexes;

	// info extracted from current shader
	int			numPasses;
#ifdef _XBOX
	int		    currentPass;
	bool		setTangents;
#endif
	void		(*currentStageIteratorFunc)( void );
	shaderStage_t	*xstages;

	int			registration;

	qboolean	SSInitializedWind;

	//rww - doing a fade, don't compute shader color/alpha overrides
	bool		fading;
};
#ifndef DEDICATED
typedef __declspec(align(16)) shaderCommands_s	shaderCommands_t;
extern	shaderCommands_t	tess;
#endif
extern	color4ub_t	styleColors[MAX_LIGHT_STYLES];

void RB_BeginSurface(shader_t *shader, int fogNum );
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 RB_StageIteratorGeneric( void );
void RB_StageIteratorSky( void );

void RB_AddQuadStamp( vec3_t origin, vec3_t left, vec3_t up, byte *color );
void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, byte *color, float s1, float t1, float s2, float t2 );

void RB_ShowImages( void );


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

WORLD MAP

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

void R_AddBrushModelSurfaces( trRefEntity_t *e );
void R_AddWorldSurfaces( void );
qboolean R_inPVS( const vec3_t p1, const vec3_t p2, byte *mask );


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

FLARES

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

void R_ClearFlares( void );

void RB_AddFlare( void *surface, int fogNum, vec3_t point, vec3_t color, vec3_t normal );
void RB_AddDlightFlares( void );
void RB_RenderFlares (void);

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

LIGHTS

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

void R_DlightBmodel( bmodel_t *bmodel, bool NoLight );
void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent );
void R_TransformDlights( int count, dlight_t *dl, orientationr_t *ori );
int R_LightForPoint( vec3_t point, vec3_t ambientLight, vec3_t directedLight, vec3_t lightDir );


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

SHADOWS

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

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

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

SKIES

============================================================
*/
#ifndef DEDICATED
void R_BuildCloudData( shaderCommands_t *shader );
void R_InitSkyTexCoords( float cloudLayerHeight );
void R_DrawSkyBox( shaderCommands_t *shader );
void RB_DrawSun( void );
void RB_ClipSkyPolygons( shaderCommands_t *shader );
#endif
/*
============================================================

CURVE TESSELATION

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

#define PATCH_STITCHING

#ifdef _XBOX
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
								drawVert_t* points,
								drawVert_t* ctl, float* errorTable );
#else
srfGridMesh_t *R_SubdividePatchToGrid( int width, int height,
								drawVert_t points[MAX_PATCH_SIZE*MAX_PATCH_SIZE] );
#endif // _XBOX

srfGridMesh_t *R_GridInsertColumn( srfGridMesh_t *grid, int column, int row, vec3_t point, float loderror );
srfGridMesh_t *R_GridInsertRow( srfGridMesh_t *grid, int row, int column, vec3_t point, float loderror );
void R_FreeSurfaceGridMesh( srfGridMesh_t *grid );
/*
Ghoul2 Insert Start
*/

float ProjectRadius( float r, vec3_t location );
/*
Ghoul2 Insert End
*/
/*
============================================================

MARKERS, POLYGON PROJECTION ON WORLD POLYGONS

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

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


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

SCENE GENERATION

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

void R_ToggleSmpFrame( void );

void RE_ClearScene( void );
void RE_ClearDecals ( void );
void RE_AddRefEntityToScene( const refEntity_t *ent );
void RE_AddMiniRefEntityToScene( const miniRefEntity_t *ent );
void RE_AddPolyToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num );
void RE_AddDecalToScene ( qhandle_t shader, const vec3_t origin, const vec3_t dir, float orientation, float r, float g, float b, float a, qboolean alphaFade, float radius, qboolean temporary );
void RE_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void RE_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b );
void RE_RenderScene( const refdef_t *fd );

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

ANIMATED MODELS

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

void R_MakeAnimModel( model_t *model );
void R_AddAnimSurfaces( trRefEntity_t *ent );
/*
Ghoul2 Insert Start
*/
#pragma warning (disable: 4512)	//default assignment operator could not be gened
class CRenderableSurface
{
public:
#ifdef _G2_GORE
	int				ident;
#else
	const int		ident;			// ident of this surface - required so the materials renderer knows what sort of surface this refers to 
#endif
	CBoneCache 		*boneCache;
	mdxmSurface_t	*surfaceData;	// pointer to surface data loaded into file - only used by client renderer DO NOT USE IN GAME SIDE - if there is a vid restart this will be out of wack on the game
#ifdef _G2_GORE
	float			*alternateTex;		// alternate texture coordinates.
	void			*goreChain;

	float			scale;
	float			fade;
	float			impactTime; // this is a number between 0 and 1 that dictates the progression of the bullet impact
#endif

#ifdef _G2_GORE
	CRenderableSurface& operator= ( const CRenderableSurface& src )
	{
		ident	 = src.ident;
		boneCache = src.boneCache;
		surfaceData = src.surfaceData;
		alternateTex = src.alternateTex;
		goreChain = src.goreChain;

		return *this;
	}
#endif

CRenderableSurface():	
	ident(SF_MDX),
	boneCache(0),
#ifdef _G2_GORE
	surfaceData(0),
	alternateTex(0),
	goreChain(0)
#else
	surfaceData(0)
#endif
	{}

#ifdef _G2_GORE
	void Init()
	{
		ident = SF_MDX;
		boneCache=0;
		surfaceData=0;
		alternateTex=0;
		goreChain=0;
	}
#endif
};

void R_AddGhoulSurfaces( trRefEntity_t *ent );
void RB_SurfaceGhoul( CRenderableSurface *surface );
/*
Ghoul2 Insert End
*/
/*
=============================================================
=============================================================
*/
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_CalcEnvironmentTexCoords( float *dstTexCoords );
void	RB_CalcFogTexCoords( float *dstTexCoords );
void	RB_CalcScrollTexCoords( const float scroll[2], float *dstTexCoords );
void	RB_CalcRotateTexCoords( float rotSpeed, float *dstTexCoords );
void	RB_CalcScaleTexCoords( const float scale[2], float *dstTexCoords );
void	RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *dstTexCoords );
void	RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords );
void	RB_CalcStretchTexCoords( const waveForm_t *wf, float *texCoords );
#ifdef _XBOX
void	RB_CalcWaveColor( const waveForm_t *wf, DWORD *dstColors );
void	RB_CalcColorFromEntity( DWORD *dstColors );
void	RB_CalcColorFromOneMinusEntity( DWORD *dstColors );
void	RB_CalcWaveAlpha( const waveForm_t *wf, DWORD *dstColors );
void	RB_CalcSpecularAlpha( DWORD *alphas );
void	RB_CalcAlphaFromEntity( DWORD *dstColors );
void	RB_CalcAlphaFromOneMinusEntity( DWORD *dstColors );
void	RB_CalcModulateColorsByFog( DWORD *dstColors );
void	RB_CalcModulateAlphasByFog( DWORD *dstColors );
void	RB_CalcModulateRGBAsByFog( DWORD *dstColors );
void	RB_CalcDisintegrateColors( DWORD *colors );
void    RB_CalcDiffuseColor( DWORD *colors );
void	RB_CalcDiffuseEntityColor( DWORD *colors );
#else
void	RB_CalcModulateColorsByFog( unsigned char *dstColors );
void	RB_CalcModulateAlphasByFog( unsigned char *dstColors );
void	RB_CalcModulateRGBAsByFog( unsigned char *dstColors );
void	RB_CalcWaveAlpha( const waveForm_t *wf, unsigned char *dstColors );
void	RB_CalcWaveColor( const waveForm_t *wf, unsigned char *dstColors );
void	RB_CalcAlphaFromEntity( unsigned char *dstColors );
void	RB_CalcAlphaFromOneMinusEntity( unsigned char *dstColors );
void	RB_CalcColorFromEntity( unsigned char *dstColors );
void	RB_CalcColorFromOneMinusEntity( unsigned char *dstColors );
void	RB_CalcSpecularAlpha( unsigned char *alphas );
void	RB_CalcDisintegrateColors( unsigned char *colors );
void	RB_CalcDiffuseColor( unsigned char *colors );
void	RB_CalcDiffuseEntityColor( unsigned char *colors );
#endif // _XBOX

void	RB_CalcDisintegrateVertDeform( void );

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

RENDERER BACK END FUNCTIONS

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

void RB_RenderThread( void );
void RB_ExecuteRenderCommands( const void *data );

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

RENDERER BACK END COMMAND QUEUE

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

#ifdef _XBOX
#define	MAX_RENDER_COMMANDS	0x18000
#else
#define	MAX_RENDER_COMMANDS	0x40000
#endif

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;
} stretchPicCommand_t;

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

typedef struct {
	int		commandId;
	trRefdef_t	refdef;
	viewParms_t	viewParms;
	drawSurf_t *drawSurfs;
	int		numDrawSurfs;
#ifdef _XBOX
	int		clientNum;
#endif
} drawSurfsCommand_t;

typedef enum {
	RC_END_OF_LIST,
	RC_SET_COLOR,
	RC_STRETCH_PIC,
	RC_ROTATE_PIC,
	RC_ROTATE_PIC2,
	RC_DRAW_SURFS,
	RC_DRAW_BUFFER,
	RC_SWAP_BUFFERS,
	RC_WORLD_EFFECTS,
	RC_AUTO_MAP
} 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
#define	MAX_POLYS		600
#define	MAX_POLYVERTS	3000

// all of the information needed by the back end must be
// contained in a backEndData_t.  This entire structure is
// duplicated so the front and back end can run in parallel
// on an SMP machine
typedef struct {
	drawSurf_t	drawSurfs[MAX_DRAWSURFS];
	dlight_t	dlights[MAX_DLIGHTS];
	trRefEntity_t	entities[MAX_ENTITIES];
	trMiniRefEntity_t	miniEntities[MAX_MINI_ENTITIES];
	srfPoly_t	*polys;//[MAX_POLYS];
	polyVert_t	*polyVerts;//[MAX_POLYVERTS];
	renderCommandList_t	commands;
} backEndData_t;

extern	int		max_polys;
extern	int		max_polyverts;

extern	backEndData_t	*backEndData;


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

void R_InitCommandBuffers( void );
void R_ShutdownCommandBuffers( void );

void R_SyncRenderThread( void );

void R_AddDrawSurfCmd( drawSurf_t *drawSurfs, int numDrawSurfs );

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_RotatePic ( float x, float y, float w, float h, 
					  float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
void RE_RotatePic2 ( float x, float y, float w, float h, 
					  float s1, float t1, float s2, float t2,float a, qhandle_t hShader );
void RE_BeginFrame( stereoFrame_t stereoFrame );
void RE_EndFrame( int *frontEndMsec, int *backEndMsec );
void SaveJPG(char * filename, int quality, int image_width, int image_height, unsigned char *image_buffer);

int R_SurfaceImageCount(const image_t*);

/*
Ghoul2 Insert Start
*/
// tr_ghoul2.cpp
void		Create_Matrix(const float *angle, mdxaBone_t *matrix);
void		Multiply_3x4Matrix(mdxaBone_t *out, mdxaBone_t *in2, mdxaBone_t *in);
extern qboolean R_LoadMDXM (model_t *mod, void *buffer, const char *name, qboolean &bAlreadyCached );
extern qboolean R_LoadMDXA (model_t *mod, void *buffer, const char *name, qboolean &bAlreadyCached );
bool LoadTGAPalletteImage ( const char *name, byte **pic, int *width, int *height);
void		RE_InsertModelIntoHash(const char *name, model_t *mod);
/*
Ghoul2 Insert End
*/

#define	MAX_VERTS_ON_DECAL_POLY	10
//#define	MAX_DECAL_POLYS			500
#define	MAX_DECAL_POLYS			100

typedef struct decalPoly_s 
{
	int					time;
	int					fadetime;
	qhandle_t			shader;
	float				color[4];
	poly_t				poly;
	polyVert_t			verts[MAX_VERTS_ON_DECAL_POLY];

} decalPoly_t;

#ifndef DEDICATED
// tr_surfacesprites
void RB_DrawSurfaceSprites( shaderStage_t *stage, shaderCommands_t *input);
#endif

#ifdef _XBOX
struct DDS_PIXELFORMAT
{
    DWORD dwSize;
    DWORD dwFlags;
    DWORD dwFourCC;
    DWORD dwRGBBitCount;
    DWORD dwRBitMask;
    DWORD dwGBitMask;
    DWORD dwBBitMask;
    DWORD dwABitMask;
};

struct DDS_HEADER
{
    DWORD dwSize;
    DWORD dwHeaderFlags;
    DWORD dwHeight;
    DWORD dwWidth;
    DWORD dwPitchOrLinearSize;
    DWORD dwDepth;
    DWORD dwMipMapCount;
    DWORD dwReserved1[11];
    DDS_PIXELFORMAT ddspf;
    DWORD dwSurfaceFlags;
    DWORD dwCubemapFlags;
    DWORD dwReserved2[3];
};
#endif

#endif //TR_LOCAL_H
