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

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition 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.

Doom 3 BFG Edition 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 Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition 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 Doom 3 BFG Edition 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.

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

#pragma hdrstop
#include "precompiled.h"

#include "RenderCommon.h"
#include "Model_local.h"


/*

A simple sprite model that always faces the view axis.

*/

static const char* sprite_SnapshotName = "_sprite_Snapshot_";

/*
===============
idRenderModelSprite::IsDynamicModel
===============
*/
dynamicModel_t idRenderModelSprite::IsDynamicModel() const
{
	return DM_CONTINUOUS;
}

/*
===============
idRenderModelSprite::IsLoaded
===============
*/
bool idRenderModelSprite::IsLoaded() const
{
	return true;
}

/*
===============
idRenderModelSprite::InstantiateDynamicModel
===============
*/
idRenderModel* 	idRenderModelSprite::InstantiateDynamicModel( const struct renderEntity_s* renderEntity, const viewDef_t* viewDef, idRenderModel* cachedModel )
{
	idRenderModelStatic* staticModel;
	srfTriangles_t* tri;
	modelSurface_t surf;
	
	if( cachedModel && !r_useCachedDynamicModels.GetBool() )
	{
		delete cachedModel;
		cachedModel = NULL;
	}
	
	if( renderEntity == NULL || viewDef == NULL )
	{
		delete cachedModel;
		return NULL;
	}
	
	if( cachedModel != NULL )
	{
	
		assert( dynamic_cast<idRenderModelStatic*>( cachedModel ) != NULL );
		assert( idStr::Icmp( cachedModel->Name(), sprite_SnapshotName ) == 0 );
		
		staticModel = static_cast<idRenderModelStatic*>( cachedModel );
		surf = *staticModel->Surface( 0 );
		tri = surf.geometry;
		
	}
	else
	{
	
		staticModel = new( TAG_MODEL ) idRenderModelStatic;
		staticModel->InitEmpty( sprite_SnapshotName );
		
		tri = R_AllocStaticTriSurf();
		R_AllocStaticTriSurfVerts( tri, 4 );
		R_AllocStaticTriSurfIndexes( tri, 6 );
		
		tri->verts[ 0 ].Clear();
		tri->verts[ 0 ].SetNormal( 1.0f, 0.0f, 0.0f );
		tri->verts[ 0 ].SetTangent( 0.0f, 1.0f, 0.0f );
		tri->verts[ 0 ].SetBiTangent( 0.0f, 0.0f, 1.0f );
		tri->verts[ 0 ].SetTexCoord( 0.0f, 0.0f );
		
		tri->verts[ 1 ].Clear();
		tri->verts[ 1 ].SetNormal( 1.0f, 0.0f, 0.0f );
		tri->verts[ 1 ].SetTangent( 0.0f, 1.0f, 0.0f );
		tri->verts[ 1 ].SetBiTangent( 0.0f, 0.0f, 1.0f );
		tri->verts[ 1 ].SetTexCoord( 1.0f, 0.0f );
		
		tri->verts[ 2 ].Clear();
		tri->verts[ 2 ].SetNormal( 1.0f, 0.0f, 0.0f );
		tri->verts[ 2 ].SetTangent( 0.0f, 1.0f, 0.0f );
		tri->verts[ 2 ].SetBiTangent( 0.0f, 0.0f, 1.0f );
		tri->verts[ 2 ].SetTexCoord( 1.0f, 1.0f );
		
		tri->verts[ 3 ].Clear();
		tri->verts[ 3 ].SetNormal( 1.0f, 0.0f, 0.0f );
		tri->verts[ 3 ].SetTangent( 0.0f, 1.0f, 0.0f );
		tri->verts[ 3 ].SetBiTangent( 0.0f, 0.0f, 1.0f );
		tri->verts[ 3 ].SetTexCoord( 0.0f, 1.0f );
		
		tri->indexes[ 0 ] = 0;
		tri->indexes[ 1 ] = 1;
		tri->indexes[ 2 ] = 3;
		tri->indexes[ 3 ] = 1;
		tri->indexes[ 4 ] = 2;
		tri->indexes[ 5 ] = 3;
		
		tri->numVerts = 4;
		tri->numIndexes = 6;
		
		surf.geometry = tri;
		surf.id = 0;
		surf.shader = tr.defaultMaterial;
		staticModel->AddSurface( surf );
	}
	
	int	red			= idMath::Ftoi( renderEntity->shaderParms[ SHADERPARM_RED ] * 255.0f );
	int green		= idMath::Ftoi( renderEntity->shaderParms[ SHADERPARM_GREEN ] * 255.0f );
	int	blue		= idMath::Ftoi( renderEntity->shaderParms[ SHADERPARM_BLUE ] * 255.0f );
	int	alpha		= idMath::Ftoi( renderEntity->shaderParms[ SHADERPARM_ALPHA ] * 255.0f );
	
	idVec3 right	= idVec3( 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ] * 0.5f, 0.0f );
	idVec3 up		= idVec3( 0.0f, 0.0f, renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] * 0.5f );
	
	tri->verts[ 0 ].xyz = up + right;
	tri->verts[ 0 ].color[ 0 ] = red;
	tri->verts[ 0 ].color[ 1 ] = green;
	tri->verts[ 0 ].color[ 2 ] = blue;
	tri->verts[ 0 ].color[ 3 ] = alpha;
	
	tri->verts[ 1 ].xyz = up - right;
	tri->verts[ 1 ].color[ 0 ] = red;
	tri->verts[ 1 ].color[ 1 ] = green;
	tri->verts[ 1 ].color[ 2 ] = blue;
	tri->verts[ 1 ].color[ 3 ] = alpha;
	
	tri->verts[ 2 ].xyz = - right - up;
	tri->verts[ 2 ].color[ 0 ] = red;
	tri->verts[ 2 ].color[ 1 ] = green;
	tri->verts[ 2 ].color[ 2 ] = blue;
	tri->verts[ 2 ].color[ 3 ] = alpha;
	
	tri->verts[ 3 ].xyz = right - up;
	tri->verts[ 3 ].color[ 0 ] = red;
	tri->verts[ 3 ].color[ 1 ] = green;
	tri->verts[ 3 ].color[ 2 ] = blue;
	tri->verts[ 3 ].color[ 3 ] = alpha;
	
	R_BoundTriSurf( tri );
	
	staticModel->bounds = tri->bounds;
	
	return staticModel;
}

/*
===============
idRenderModelSprite::Bounds
===============
*/
idBounds idRenderModelSprite::Bounds( const struct renderEntity_s* renderEntity ) const
{
	idBounds b;
	
	b.Zero();
	if( renderEntity == NULL )
	{
		b.ExpandSelf( 8.0f );
	}
	else
	{
		b.ExpandSelf( Max( renderEntity->shaderParms[ SHADERPARM_SPRITE_WIDTH ], renderEntity->shaderParms[ SHADERPARM_SPRITE_HEIGHT ] ) * 0.5f );
	}
	return b;
}
