//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================

// Triangle rendering, if any

#include "hud.h"
#include "cl_util.h"

// Triangle rendering apis are in gEngfuncs.pTriAPI

#include "const.h"
#include "entity_state.h"
#include "cl_entity.h"
#include "triangleapi.h"

#define DLLEXPORT __declspec( dllexport )

extern "C"
{
	void DLLEXPORT HUD_DrawNormalTriangles( void );
	void DLLEXPORT HUD_DrawTransparentTriangles( void );
};

extern float g_iFogColor[4];
extern float g_iStartDist;
extern float g_iEndDist;
extern int g_iWaterLevel;

//#define TEST_IT
#if defined( TEST_IT )

/*
=================
Draw_Triangles

Example routine.  Draws a sprite offset from the player origin.
=================
*/
void Draw_Triangles( void )
{
	cl_entity_t *player;
	vec3_t org;

	// Load it up with some bogus data
	player = gEngfuncs.GetLocalPlayer();
	if ( !player )
		return;

	org = player->origin;

	org.x += 50;
	org.y += 50;

	if (gHUD.m_hsprCursor == 0)
	{
		char sz[256];
		sprintf( sz, "sprites/cursor.spr" );
		gHUD.m_hsprCursor = SPR_Load( sz );
	}

	if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ))
	{
		return;
	}
	
	// Create a triangle, sigh
	gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
	gEngfuncs.pTriAPI->CullFace( TRI_NONE );
	gEngfuncs.pTriAPI->Begin( TRI_QUADS );
	// Overload p->color with index into tracer palette, p->packedColor with brightness
	gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
	// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2)
	gEngfuncs.pTriAPI->Brightness( 1 );
	gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
	gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z );

	gEngfuncs.pTriAPI->Brightness( 1 );
	gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
	gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z );

	gEngfuncs.pTriAPI->Brightness( 1 );
	gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
	gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z );

	gEngfuncs.pTriAPI->Brightness( 1 );
	gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
	gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z );

	gEngfuncs.pTriAPI->End();
	gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
}

#endif

//Render fog ( duh ).
void RenderFog ( void )
{
	//Not in water and we want fog.
	bool bFog = g_iWaterLevel < 2 && g_iStartDist >= 0 && g_iEndDist >= 0;
	gEngfuncs.pTriAPI->Fog ( g_iFogColor, g_iStartDist, g_iEndDist, bFog );
}
 

/*
=================
HUD_DrawNormalTriangles

Non-transparent triangles-- add them here
=================
*/
void DLLEXPORT HUD_DrawNormalTriangles( void )
{
	gHUD.m_Spectator.DrawOverview();
}

/*
=================
HUD_DrawTransparentTriangles

Render any triangles with transparent rendermode needs here
=================
*/
void DLLEXPORT HUD_DrawTransparentTriangles( void )
{

	RenderFog();
}