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

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
#include "tr_local.h"


/*

  for a projection shadow:

  point[x] += light vector * ( z - shadow plane )
  point[y] +=
  point[z] = shadow plane

  1 0 light[x] / light[z]

*/

typedef struct {
	int		i2;
	int		facing;
} edgeDef_t;

#define	MAX_EDGE_DEFS	32

static	edgeDef_t	edgeDefs[SHADER_MAX_VERTEXES][MAX_EDGE_DEFS];
static	int			numEdgeDefs[SHADER_MAX_VERTEXES];
static	int			facing[SHADER_MAX_INDEXES/3];
static	vec3_t		shadowXyz[SHADER_MAX_VERTEXES];

void R_AddEdgeDef( int i1, int i2, int facing ) {
	int		c;

	c = numEdgeDefs[ i1 ];
	if ( c == MAX_EDGE_DEFS ) {
		return;		// overflow
	}
	edgeDefs[ i1 ][ c ].i2 = i2;
	edgeDefs[ i1 ][ c ].facing = facing;

	numEdgeDefs[ i1 ]++;
}

void R_RenderShadowEdges( void ) {
	int		i;

	int		c, c2;
	int		j, k;
	int		i2;
	int		c_edges, c_rejected;
	int		hit[2];

	// an edge is NOT a silhouette edge if its face doesn't face the light,
	// or if it has a reverse paired edge that also faces the light.
	// A well behaved polyhedron would have exactly two faces for each edge,
	// but lots of models have dangling edges or overfanned edges
	c_edges = 0;
	c_rejected = 0;

	for ( i = 0 ; i < tess.numVertexes ; i++ ) {
		c = numEdgeDefs[ i ];
		for ( j = 0 ; j < c ; j++ ) {
			if ( !edgeDefs[ i ][ j ].facing ) {
				continue;
			}

			hit[0] = 0;
			hit[1] = 0;

			i2 = edgeDefs[ i ][ j ].i2;
			c2 = numEdgeDefs[ i2 ];
			for ( k = 0 ; k < c2 ; k++ ) {
				if ( edgeDefs[ i2 ][ k ].i2 == i ) {
					hit[ edgeDefs[ i2 ][ k ].facing ]++;
				}
			}

			// if it doesn't share the edge with another front facing
			// triangle, it is a sil edge
			if ( hit[ 1 ] == 0 ) {
				float vertices[] = {
					tess.xyz[i][0], tess.xyz[i][1], tess.xyz[i][2],
					shadowXyz[i][0], shadowXyz[i][1], shadowXyz[i][2],
					tess.xyz[i2][0], tess.xyz[i2][1], tess.xyz[i2][2],
					shadowXyz[i2][0], shadowXyz[i2][1], shadowXyz[i2][2]
				};
				vglVertexPointer( 3, GL_FLOAT, 0, 4, vertices );
				vglDrawObjects(GL_TRIANGLE_STRIP, 4, GL_TRUE);
				c_edges++;
			} else {
				c_rejected++;
			}
		}
	}

}

/*
=================
RB_ShadowTessEnd

triangleFromEdge[ v1 ][ v2 ]


  set triangle from edge( v1, v2, tri )
  if ( facing[ triangleFromEdge[ v1 ][ v2 ] ] && !facing[ triangleFromEdge[ v2 ][ v1 ] ) {
  }
=================
*/
void RB_ShadowTessEnd( void ) {
}


/*
=================
RB_ShadowFinish

Darken everything that is is a shadow volume.
We have to delay this until everything has been shadowed,
because otherwise shadows from different body parts would
overlap and double darken.
=================
*/
void RB_ShadowFinish( void ) {
	if ( r_shadows->integer != 2 ) {
		return;
	}
	if ( glConfig.stencilBits < 4 ) {
		return;
	}
	qglEnable( GL_STENCIL_TEST );
	qglStencilFunc( GL_NOTEQUAL, 0, 255 );

	qglDisable (GL_CLIP_PLANE0);
	GL_Cull( CT_TWO_SIDED );

	GL_Bind( tr.whiteImage );

    qglLoadIdentity ();

	qglColor4f( 0.6f, 0.6f, 0.6f, 1 );
	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO );

//	qglColor3f( 1, 0, 0 );
//	GL_State( GLS_DEPTHMASK_TRUE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );

	float vertices[] = {
		-100,  100, -10,
		 100,  100, -10,
		 100, -100, -10,
		-100, -100, -10
	};
	vglVertexPointer( 3, GL_FLOAT, 0, 4, vertices );
	vglDrawObjects(GL_TRIANGLE_FAN, 4, GL_TRUE);

	qglColor4f(1,1,1,1);
	qglDisable( GL_STENCIL_TEST );
}


/*
=================
RB_ProjectionShadowDeform

=================
*/
void RB_ProjectionShadowDeform( void ) {
	float	*xyz;
	int		i;
	float	h;
	vec3_t	ground;
	vec3_t	light;
	float	groundDist;
	float	d;
	vec3_t	lightDir;

	xyz = ( float * ) tess.xyz;

	ground[0] = backEnd.or.axis[0][2];
	ground[1] = backEnd.or.axis[1][2];
	ground[2] = backEnd.or.axis[2][2];

	groundDist = backEnd.or.origin[2] - backEnd.currentEntity->e.shadowPlane;

	VectorCopy( backEnd.currentEntity->lightDir, lightDir );
	d = DotProduct( lightDir, ground );
	// don't let the shadows get too long or go negative
	if ( d < 0.5 ) {
		VectorMA( lightDir, (0.5 - d), ground, lightDir );
		d = DotProduct( lightDir, ground );
	}
	d = 1.0 / d;

	light[0] = lightDir[0] * d;
	light[1] = lightDir[1] * d;
	light[2] = lightDir[2] * d;

	for ( i = 0; i < tess.numVertexes; i++, xyz += 4 ) {
		h = DotProduct( xyz, ground ) + groundDist;

		xyz[0] -= light[0] * h;
		xyz[1] -= light[1] * h;
		xyz[2] -= light[2] * h;
	}
}
