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

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

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  

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

In addition, the RTCW MP 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 MP 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.

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

//===========================================================================
//
// Name:         textures.c
// Function:     textures
// Programmer:   Mr Elusive (MrElusive@worldentity.com)
// Last update:  1999-08-10
// Tab Size:     3
//===========================================================================

#include "qbsp.h"
#include "l_bsp_q2.h"


int nummiptex;
textureref_t textureref[MAX_MAP_TEXTURES];

//===========================================================================
//
// Parameter:			-
// Returns:				-
// Changes Globals:		-
//===========================================================================
int FindMiptex( char *name ) {
	int i;
	char path[1024];
	miptex_t    *mt;

	for ( i = 0; i < nummiptex; i++ )
	{
		if ( !strcmp( name, textureref[i].name ) ) {
			return i;
		} //end if
	} //end for
	if ( nummiptex == MAX_MAP_TEXTURES ) {
		Error( "MAX_MAP_TEXTURES" );
	}
	strcpy( textureref[i].name, name );

	// load the miptex to get the flags and values
	sprintf( path, "%stextures/%s.wal", gamedir, name );
	if ( TryLoadFile( path, (void **)&mt ) != -1 ) {
		textureref[i].value = LittleLong( mt->value );
		textureref[i].flags = LittleLong( mt->flags );
		textureref[i].contents = LittleLong( mt->contents );
		strcpy( textureref[i].animname, mt->animname );
		FreeMemory( mt );
	} //end if
	nummiptex++;

	if ( textureref[i].animname[0] ) {
		FindMiptex( textureref[i].animname );
	}

	return i;
} //end of the function FindMipTex
//===========================================================================
//textureAxisFromPlane
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
vec3_t baseaxis[18] =
{
	{0,0,1}, {1,0,0}, {0,-1,0}, // floor
	{0,0,-1}, {1,0,0}, {0,-1,0},    // ceiling
	{1,0,0}, {0,1,0}, {0,0,-1}, // west wall
	{-1,0,0}, {0,1,0}, {0,0,-1},    // east wall
	{0,1,0}, {1,0,0}, {0,0,-1}, // south wall
	{0,-1,0}, {1,0,0}, {0,0,-1} // north wall
};

void TextureAxisFromPlane( plane_t *pln, vec3_t xv, vec3_t yv ) {
	int bestaxis;
	vec_t dot,best;
	int i;

	best = 0;
	bestaxis = 0;

	for ( i = 0 ; i < 6 ; i++ )
	{
		dot = DotProduct( pln->normal, baseaxis[i * 3] );
		if ( dot > best ) {
			best = dot;
			bestaxis = i;
		}
	}

	VectorCopy( baseaxis[bestaxis * 3 + 1], xv );
	VectorCopy( baseaxis[bestaxis * 3 + 2], yv );
} //end of the function TextureAxisFromPlane
//===========================================================================
//
// Parameter:				-
// Returns:					-
// Changes Globals:		-
//===========================================================================
int TexinfoForBrushTexture( plane_t *plane, brush_texture_t *bt, vec3_t origin ) {
	vec3_t vecs[2];
	int sv, tv;
	vec_t ang, sinv, cosv;
	vec_t ns, nt;
	texinfo_t tx, *tc;
	int i, j, k;
	float shift[2];
	brush_texture_t anim;
	int mt;

	if ( !bt->name[0] ) {
		return 0;
	}

	memset( &tx, 0, sizeof( tx ) );
	strcpy( tx.texture, bt->name );

	TextureAxisFromPlane( plane, vecs[0], vecs[1] );

	shift[0] = DotProduct( origin, vecs[0] );
	shift[1] = DotProduct( origin, vecs[1] );

	if ( !bt->scale[0] ) {
		bt->scale[0] = 1;
	}
	if ( !bt->scale[1] ) {
		bt->scale[1] = 1;
	}


// rotate axis
	if ( bt->rotate == 0 ) {
		sinv = 0 ; cosv = 1;
	} else if ( bt->rotate == 90 )                                                 {
		sinv = 1 ; cosv = 0;
	} else if ( bt->rotate == 180 )                                                                                                       {
		sinv = 0 ; cosv = -1;
	} else if ( bt->rotate == 270 )                                                                                                                                                               {
		sinv = -1 ; cosv = 0;
	} else
	{
		ang = bt->rotate / 180 * Q_PI;
		sinv = sin( ang );
		cosv = cos( ang );
	}

	if ( vecs[0][0] ) {
		sv = 0;
	} else if ( vecs[0][1] ) {
		sv = 1;
	} else {
		sv = 2;
	}

	if ( vecs[1][0] ) {
		tv = 0;
	} else if ( vecs[1][1] ) {
		tv = 1;
	} else {
		tv = 2;
	}

	for ( i = 0 ; i < 2 ; i++ )
	{
		ns = cosv * vecs[i][sv] - sinv * vecs[i][tv];
		nt = sinv * vecs[i][sv] +  cosv * vecs[i][tv];
		vecs[i][sv] = ns;
		vecs[i][tv] = nt;
	}

	for ( i = 0 ; i < 2 ; i++ )
		for ( j = 0 ; j < 3 ; j++ )
			tx.vecs[i][j] = vecs[i][j] / bt->scale[i];

	tx.vecs[0][3] = bt->shift[0] + shift[0];
	tx.vecs[1][3] = bt->shift[1] + shift[1];
	tx.flags = bt->flags;
	tx.value = bt->value;

	//
	// find the texinfo
	//
	tc = texinfo;
	for ( i = 0 ; i < numtexinfo ; i++, tc++ )
	{
		if ( tc->flags != tx.flags ) {
			continue;
		}
		if ( tc->value != tx.value ) {
			continue;
		}
		for ( j = 0 ; j < 2 ; j++ )
		{
			if ( strcmp( tc->texture, tx.texture ) ) {
				goto skip;
			}
			for ( k = 0 ; k < 4 ; k++ )
			{
				if ( tc->vecs[j][k] != tx.vecs[j][k] ) {
					goto skip;
				}
			}
		}
		return i;
skip:;
	}
	*tc = tx;
	numtexinfo++;

	// load the next animation
	mt = FindMiptex( bt->name );
	if ( textureref[mt].animname[0] ) {
		anim = *bt;
		strcpy( anim.name, textureref[mt].animname );
		tc->nexttexinfo = TexinfoForBrushTexture( plane, &anim, origin );
	} else {
		tc->nexttexinfo = -1;
	}


	return i;
} //end of the function TexinfoForBrushTexture
