// Emacs style mode select	 -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//		Rendering main loop and setup functions,
//		 utility functions (BSP, geometry, trigonometry).
//		See tables.c, too.
//
//-----------------------------------------------------------------------------

// HEADER FILES ------------------------------------------------------------

#include <stdlib.h>
#include <math.h>

#include "templates.h"
#include "doomdef.h"
#include "d_net.h"
#include "doomstat.h"
#include "m_random.h"
#include "m_bbox.h"
#include "r_sky.h"
#include "st_stuff.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "v_video.h"
#include "stats.h"
#include "i_video.h"
#include "i_system.h"
#include "a_sharedglobal.h"
#include "r_data/r_translate.h"
#include "p_3dmidtex.h"
#include "r_data/r_interpolate.h"
#include "v_palette.h"
#include "po_man.h"
#include "p_effect.h"
#include "st_start.h"
#include "v_font.h"
#include "r_renderer.h"
#include "r_data/colormaps.h"
#include "farchive.h"
#include "r_utility.h"
#include "d_player.h"
#include "p_local.h"
#include "p_maputl.h"
#include "math/cmath.h"
// [BB] New #includes.
#include "sv_commands.h"


// EXTERNAL DATA DECLARATIONS ----------------------------------------------

extern bool DrawFSHUD;		// [RH] Defined in d_main.cpp
EXTERN_CVAR (Bool, cl_capfps)

// TYPES -------------------------------------------------------------------

struct InterpolationViewer
{
	struct instance
	{
		DVector3 Pos;
		DRotator Angles;
	};

	AActor *ViewActor;
	int otic;
	instance Old, New;
};

// PRIVATE DATA DECLARATIONS -----------------------------------------------
static TArray<InterpolationViewer> PastViewers;
static FRandom pr_torchflicker ("TorchFlicker");
static FRandom pr_hom;
bool NoInterpolateView;	// GL needs access to this.
static TArray<DVector3a> InterpolationPath;

// PUBLIC DATA DEFINITIONS -------------------------------------------------

CVAR (Bool, r_deathcamera, false, CVAR_ARCHIVE)
CVAR (Int, r_clearbuffer, 0, 0)
CVAR (Bool, r_drawvoxels, true, 0)
CVAR (Bool, r_drawplayersprites, true, 0)	// [RH] Draw player sprites?
CUSTOM_CVAR(Float, r_quakeintensity, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
	if (self < 0.f) self = 0.f;
	else if (self > 1.f) self = 1.f;
}

DCanvas			*RenderTarget;		// [RH] canvas to render to

int 			viewwindowx;
int 			viewwindowy;

DVector3		ViewPos;
DAngle			ViewAngle;
DAngle			ViewPitch;
DAngle			ViewRoll;
DVector3		ViewPath[2];

extern "C" 
{
		int 	viewwidth;
		int 	viewheight;
		int		centerx;
		int		centery;
		int		centerxwide;
}

int				otic;

sector_t		*viewsector;

double	 		ViewCos, ViewTanCos;
double	 		ViewSin, ViewTanSin;

AActor			*camera;	// [RH] camera to draw from. doesn't have to be a player

double			r_TicFracF;			// same as floating point
DWORD			r_FrameTime;		// [RH] Time this frame started drawing (in ms)
bool			r_NoInterpolate;
bool			r_showviewer;

angle_t			LocalViewAngle;
int				LocalViewPitch;
bool			LocalKeyboardTurner;

int				WidescreenRatio;
int				setblocks;
int				extralight;
bool			setsizeneeded;
double			FocalTangent;

unsigned int	R_OldBlend = ~0;
int 			validcount = 1; 	// increment every time a check is made
DAngle			FieldOfView = 90.;		// Angles in the SCREENWIDTH wide window

FCanvasTextureInfo *FCanvasTextureInfo::List;

DVector3a view;
DAngle viewpitch;


// CODE --------------------------------------------------------------------
static void R_Shutdown ();

//==========================================================================
//
// R_SetFOV
//
// Changes the field of view in degrees
//
//==========================================================================

void R_SetFOV (DAngle fov)
{

	if (fov < 5.) fov = 5.;
	else if (fov > 170.) fov = 170.;
	if (fov != FieldOfView)
	{
		FieldOfView = fov;
		setsizeneeded = true;
	}
}

//==========================================================================
//
// R_SetViewSize
//
// Do not really change anything here, because it might be in the middle
// of a refresh. The change will take effect next refresh.
//
//==========================================================================

void R_SetViewSize (int blocks)
{
	setsizeneeded = true;
	setblocks = blocks;
}

//==========================================================================
//
// R_SetWindow
//
//==========================================================================

void R_SetWindow (int windowSize, int fullWidth, int fullHeight, int stHeight)
{
	int trueratio;

	if (windowSize >= 11)
	{
		viewwidth = fullWidth;
		freelookviewheight = viewheight = fullHeight;
	}
	else if (windowSize == 10)
	{
		viewwidth = fullWidth;
		viewheight = stHeight;
		freelookviewheight = fullHeight;
	}
	else
	{
		viewwidth = ((setblocks*fullWidth)/10) & (~15);
		viewheight = ((setblocks*stHeight)/10)&~7;
		freelookviewheight = ((setblocks*fullHeight)/10)&~7;
	}

	// If the screen is approximately 16:9 or 16:10, consider it widescreen.
	WidescreenRatio = CheckRatio (fullWidth, fullHeight, &trueratio);

	DrawFSHUD = (windowSize == 11);
	
	// [RH] Sky height fix for screens not 200 (or 240) pixels tall
	R_InitSkyMap ();

	centery = viewheight/2;
	centerx = viewwidth/2;
	if (Is54Aspect(WidescreenRatio))
	{
		centerxwide = centerx;
	}
	else
	{
		centerxwide = centerx * BaseRatioSizes[WidescreenRatio][3] / 48;
	}


	DAngle fov = FieldOfView;

	// For widescreen displays, increase the FOV so that the middle part of the
	// screen that would be visible on a 4:3 display has the requested FOV.
	if (centerxwide != centerx)
	{ // centerxwide is what centerx would be if the display was not widescreen
		fov = DAngle::ToDegrees(2 * atan(centerx * tan(fov.Radians()/2) / double(centerxwide)));
		if (fov > 170.) fov = 170.;
	}
	FocalTangent = tan(fov.Radians() / 2);
	Renderer->SetWindow(windowSize, fullWidth, fullHeight, stHeight, trueratio);
}

//==========================================================================
//
// R_ExecuteSetViewSize
//
//==========================================================================

void R_ExecuteSetViewSize ()
{
	setsizeneeded = false;
	V_SetBorderNeedRefresh();

	R_SetWindow (setblocks, SCREENWIDTH, SCREENHEIGHT, ST_Y);

	// Handle resize, e.g. smaller view windows with border and/or status bar.
	viewwindowx = (screen->GetWidth() - viewwidth) >> 1;

	// Same with base row offset.
	viewwindowy = (viewwidth == screen->GetWidth()) ? 0 : (ST_Y - viewheight) >> 1;
}

//==========================================================================
//
// CVAR screenblocks
//
// Selects the size of the visible window
//
//==========================================================================

// [BB] Zandronum uses 11 instead of 10 as default value.
CUSTOM_CVAR (Int, screenblocks, 11, CVAR_ARCHIVE)
{
	if (self > 12)
		self = 12;
	else if (self < 3)
		self = 3;
	else
		R_SetViewSize (self);
}

//==========================================================================
//
// R_PointInSubsector
//
//==========================================================================

subsector_t *R_PointInSubsector (fixed_t x, fixed_t y)
{
	node_t *node;
	int side;

	// single subsector is a special case
	if (numnodes == 0)
		return subsectors;
				
	node = nodes + numnodes - 1;

	do
	{
		side = R_PointOnSide (x, y, node);
		node = (node_t *)node->children[side];
	}
	while (!((size_t)node & 1));
		
	return (subsector_t *)((BYTE *)node - 1);
}

//==========================================================================
//
// R_Init
//
//==========================================================================

void R_Init ()
{
	atterm (R_Shutdown);

	StartScreen->Progress();
	V_InitFonts();
	StartScreen->Progress();
	// Colormap init moved back to InitPalette()
	//R_InitColormaps ();
	//StartScreen->Progress();

	R_InitTranslationTables ();
	R_SetViewSize (screenblocks);
	Renderer->Init();
}

//==========================================================================
//
// R_Shutdown
//
//==========================================================================

static void R_Shutdown ()
{
	R_DeinitTranslationTables();
	R_DeinitColormaps ();
	FCanvasTextureInfo::EmptyList();
}

//==========================================================================
//
// R_InterpolateView
//
//==========================================================================

//CVAR (Int, tf, 0, 0)
EXTERN_CVAR (Bool, cl_noprediction)

void R_InterpolateView (player_t *player, double Frac, InterpolationViewer *iview)
{
	if (NoInterpolateView)
	{
		InterpolationPath.Clear();
		NoInterpolateView = false;
		iview->Old = iview->New;
	}
	int oldgroup = R_PointInSubsector(iview->Old.Pos)->sector->PortalGroup;
	int newgroup = R_PointInSubsector(iview->New.Pos)->sector->PortalGroup;

	DAngle oviewangle = iview->Old.Angles.Yaw;
	DAngle nviewangle = iview->New.Angles.Yaw;
	if (!cl_capfps)
	{
		if ((iview->Old.Pos.X != iview->New.Pos.X || iview->Old.Pos.Y != iview->New.Pos.Y) && InterpolationPath.Size() > 0)
		{
			DVector3 view = iview->New.Pos;

			// Interpolating through line portals is a messy affair.
			// What needs be done is to store the portal transitions of the camera actor as waypoints
			// and then find out on which part of the path the current view lies.
			// Needless to say, this doesn't work for chasecam mode.
			if (!r_showviewer)
			{
				double pathlen = 0;
				double zdiff = 0;
				double totalzdiff = 0;
				DAngle adiff = 0.;
				DAngle totaladiff = 0.;
				double oviewz = iview->Old.Pos.Z;
				double nviewz = iview->New.Pos.Z;
				DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, 0. };
				DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, 0. };
				InterpolationPath.Push(newpos);	// add this to  the array to simplify the loops below

				for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
				{
					DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
					DVector3a &end = InterpolationPath[i];
					pathlen += (end.pos - start.pos).Length();
					totalzdiff += start.pos.Z;
					totaladiff += start.angle;
				}
				double interpolatedlen = Frac * pathlen;

				for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
				{
					DVector3a &start = i == 0 ? oldpos : InterpolationPath[i - 1];
					DVector3a &end = InterpolationPath[i];
					double fraglen = (end.pos - start.pos).Length();
					zdiff += start.pos.Z;
					adiff += start.angle;
					if (fraglen <= interpolatedlen)
					{
						interpolatedlen -= fraglen;
					}
					else
					{
						double fragfrac = interpolatedlen / fraglen;
						oviewz += zdiff;
						nviewz -= totalzdiff - zdiff;
						oviewangle += adiff;
						nviewangle -= totaladiff - adiff;
						DVector2 viewpos = start.pos + (fragfrac * (end.pos - start.pos));
						ViewPos = { viewpos, oviewz + Frac * (nviewz - oviewz) };
						break;
					}
				}
				InterpolationPath.Pop();
				ViewPath[0] = iview->Old.Pos;
				ViewPath[1] = ViewPath[0] + (InterpolationPath[0].pos - ViewPath[0]).XY().MakeResize(pathlen);
			}
		}
		else
		{
			DVector2 disp = Displacements.getOffset(oldgroup, newgroup);
			ViewPos = iview->Old.Pos + (iview->New.Pos - iview->Old.Pos - disp) * Frac;
			ViewPath[0] = ViewPath[1] = iview->New.Pos;
		}
	}
	else
	{
		ViewPos = iview->New.Pos;
		ViewPath[0] = ViewPath[1] = iview->New.Pos;
	}
	// [BC] This makes the mouse incredibly jerky for client games.
/*
	if (player != NULL &&
		!(player->cheats & CF_INTERPVIEW) &&
		player - players == consoleplayer &&
		camera == player->mo &&
		!demoplayback &&
		iview->New.Pos.X == camera->X() &&
		iview->New.Pos.Y == camera->Y() && 
		!(player->cheats & (CF_TOTALLYFROZEN|CF_FROZEN)) &&
		player->playerstate == PST_LIVE &&
		player->mo->reactiontime == 0 &&
		!NoInterpolateView &&
		!paused &&
		( NETWORK_GetState( ) != NETSTATE_CLIENT || !cl_noprediction) &&
		!LocalKeyboardTurner)
	{
		ViewAngle = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
		DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
		ViewPitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
		ViewRoll = iview->New.Angles.Roll.Normalized180();
	}
	else
*/
	{
		ViewPitch = (iview->Old.Angles.Pitch + deltaangle(iview->Old.Angles.Pitch, iview->New.Angles.Pitch) * Frac).Normalized180();
		ViewAngle = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
		ViewRoll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
	}
	
	// Due to interpolation this is not necessarily the same as the sector the camera is in.
	viewsector = R_PointInSubsector(ViewPos)->sector;
	bool moved = false;
	while (!viewsector->PortalBlocksMovement(sector_t::ceiling))
	{
		if (ViewPos.Z > viewsector->GetPortalPlaneZ(sector_t::ceiling))
		{
			ViewPos += viewsector->GetPortalDisplacement(sector_t::ceiling);
			viewsector = R_PointInSubsector(ViewPos)->sector;
			moved = true;
		}
		else break;
	}
	if (!moved)
	{
		while (!viewsector->PortalBlocksMovement(sector_t::floor))
		{
			if (ViewPos.Z < viewsector->GetPortalPlaneZ(sector_t::floor))
			{
				ViewPos += viewsector->GetPortalDisplacement(sector_t::floor);
				viewsector = R_PointInSubsector(ViewPos)->sector;
				moved = true;
			}
			else break;
		}
	}
}

//==========================================================================
//
// R_ResetViewInterpolation
//
//==========================================================================

void R_ResetViewInterpolation ()
{
	InterpolationPath.Clear();
	NoInterpolateView = true;
}

//==========================================================================
//
// R_SetViewAngle
//
//==========================================================================

void R_SetViewAngle ()
{
	ViewSin = ViewAngle.Sin();
	ViewCos = ViewAngle.Cos();

	ViewTanSin = FocalTangent * ViewSin;
	ViewTanCos = FocalTangent * ViewCos;
}

//==========================================================================
//
// FindPastViewer
//
//==========================================================================

static InterpolationViewer *FindPastViewer (AActor *actor)
{
	for (unsigned int i = 0; i < PastViewers.Size(); ++i)
	{
		if (PastViewers[i].ViewActor == actor)
		{
			return &PastViewers[i];
		}
	}

	// Not found, so make a new one
	InterpolationViewer iview;
	memset(&iview, 0, sizeof(iview));
	iview.ViewActor = actor;
	iview.otic = -1;
	InterpolationPath.Clear();
	return &PastViewers[PastViewers.Push (iview)];
}

//==========================================================================
//
// R_FreePastViewers
//
//==========================================================================

void R_FreePastViewers ()
{
	InterpolationPath.Clear();
	PastViewers.Clear ();
}

//==========================================================================
//
// R_ClearPastViewer
//
// If the actor changed in a non-interpolatable way, remove it.
//
//==========================================================================

void R_ClearPastViewer (AActor *actor)
{
	InterpolationPath.Clear();
	for (unsigned int i = 0; i < PastViewers.Size(); ++i)
	{
		if (PastViewers[i].ViewActor == actor)
		{
			// Found it, so remove it.
			if (i == PastViewers.Size())
			{
				PastViewers.Delete (i);
			}
			else
			{
				PastViewers.Pop (PastViewers[i]);
			}
		}
	}
}

//==========================================================================
//
// R_RebuildViewInterpolation
//
//==========================================================================

void R_RebuildViewInterpolation(player_t *player)
{
	if (player == NULL || player->camera == NULL)
		return;

	if (!NoInterpolateView)
		return;
	NoInterpolateView = false;

	InterpolationViewer *iview = FindPastViewer(player->camera);

	iview->Old = iview->New;
	InterpolationPath.Clear();
}

//==========================================================================
//
// R_GetViewInterpolationStatus
//
//==========================================================================

bool R_GetViewInterpolationStatus()
{
	return NoInterpolateView;
}


//==========================================================================
//
// R_ClearInterpolationPath
//
//==========================================================================

void R_ClearInterpolationPath()
{
	InterpolationPath.Clear();
}

//==========================================================================
//
// R_AddInterpolationPoint
//
//==========================================================================

void R_AddInterpolationPoint(const DVector3a &vec)
{
	InterpolationPath.Push(vec);
}

//==========================================================================
//
// QuakePower
//
//==========================================================================

static double QuakePower(double factor, double intensity, double offset, double falloff, double wfalloff)
{ 
	double randumb;
	if (intensity == 0)
	{
		randumb = 0;
	}
	else
	{
		randumb = pr_torchflicker.GenRand_Real2() * (intensity * 2) - intensity;
	}
	return factor * (wfalloff * offset + falloff * randumb);
}

//==========================================================================
//
// R_SetupFrame
//
//==========================================================================

void R_SetupFrame (AActor *actor)
{
	if (actor == NULL)
	{
		I_Error ("Tried to render from a NULL actor.");
	}

	player_t *player = actor->player;
	unsigned int newblend;
	InterpolationViewer *iview;
	bool unlinked = false;

	if (player != NULL && player->mo == actor)
	{	// [RH] Use camera instead of viewplayer
		camera = player->camera;
		if (camera == NULL)
		{
			camera = player->camera = player->mo;
		}
	}
	else
	{
		camera = actor;
	}

	if (camera == NULL)
	{
		I_Error ("You lost your body. Bad dehacked work is likely to blame.");
	}

	iview = FindPastViewer (camera);

	int nowtic = I_GetTime (false);
	if (iview->otic != -1 && nowtic > iview->otic)
	{
		iview->otic = nowtic;
		iview->Old = iview->New;
	}

	// [BB] consoleplayer should be able to toggle the chase cam.
	if (player != NULL && gamestate != GS_TITLELEVEL &&
		((/*player->*/players[consoleplayer].cheats & CF_CHASECAM) || (r_deathcamera && camera->health <= 0)))
	{
		sector_t *oldsector = R_PointInSubsector(iview->Old.Pos)->sector;
		// [RH] Use chasecam view
		DVector3 campos;
		DAngle camangle;
		P_AimCamera (camera, campos, camangle, viewsector, unlinked);	// fixme: This needs to translate the angle, too.
		iview->New.Pos = campos;
		iview->New.Angles.Yaw = camangle;
		
		r_showviewer = true;
		// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
		// it's probably best to just reset the interpolation for this move.
		// Note that this can still cause problems with unusually linked portals
		if (viewsector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256))
		{
			iview->otic = nowtic;
			iview->Old = iview->New;
			r_NoInterpolate = true;
		}
	}
	else
	{
		iview->New.Pos = { camera->Pos().XY(), camera->player ? camera->player->viewz : camera->Z() + camera->GetCameraHeight() };
		viewsector = camera->Sector;
		r_showviewer = false;
	}
	iview->New.Angles = camera->Angles;
	if (camera->player != 0)
	{
		player = camera->player;
	}

	if (iview->otic == -1 || r_NoInterpolate)
	{
		R_ResetViewInterpolation ();
		iview->otic = nowtic;
	}

	r_TicFracF = I_GetTimeFrac (&r_FrameTime);
	if (cl_capfps || r_NoInterpolate)
	{
		r_TicFracF = 1.;
	}
	R_InterpolateView (player, r_TicFracF, iview);

	R_SetViewAngle ();

	interpolator.DoInterpolations (r_TicFracF);

	// Keep the view within the sector's floor and ceiling
	if (viewsector->PortalBlocksMovement(sector_t::ceiling))
	{
		double theZ = viewsector->ceilingplane.ZatPoint(ViewPos) - 4;
		if (ViewPos.Z > theZ)
		{
			ViewPos.Z = theZ;
		}
	}

	if (viewsector->PortalBlocksMovement(sector_t::floor))
	{
		double theZ = viewsector->floorplane.ZatPoint(ViewPos) + 4;
		if (ViewPos.Z < theZ)
		{
			ViewPos.Z = theZ;
		}
	}

	if (!paused)
	{
		FQuakeJiggers jiggers;

		memset(&jiggers, 0, sizeof(jiggers));
		if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0)
		{
			double quakefactor = r_quakeintensity;
			DAngle an;

			if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
			{
				ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.RFalloff, jiggers.RWFalloff);
			}
			if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
			{
				an = camera->Angles.Yaw;
				double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X, jiggers.Falloff, jiggers.WFalloff);
				ViewPos += an.ToVector(power);
			}
			if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
			{
				an = camera->Angles.Yaw + 90;
				double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y, jiggers.Falloff, jiggers.WFalloff);
				ViewPos += an.ToVector(power);
			}
			// FIXME: Relative Z is not relative
			if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
			{
				ViewPos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff);
			}
			if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
			{
				ViewPos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff);
			}
			if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
			{
				ViewPos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff);
			}
			if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
			{
				ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff);
			}
		}
	}

	extralight = camera->player ? camera->player->extralight : 0;

	// killough 3/20/98, 4/4/98: select colormap based on player status
	// [RH] Can also select a blend
	newblend = 0;

	TArray<lightlist_t> &lightlist = viewsector->e->XFloor.lightlist;
	if (lightlist.Size() > 0)
	{
		for(unsigned int i = 0; i < lightlist.Size(); i++)
		{
			secplane_t *plane;
			int viewside;
			plane = (i < lightlist.Size()-1) ? &lightlist[i+1].plane : &viewsector->floorplane;
			viewside = plane->PointOnSide(ViewPos);
			// Reverse the direction of the test if the plane was downward facing.
			// We want to know if the view is above it, whatever its orientation may be.
			if (plane->fC() < 0)
				viewside = -viewside;
			if (viewside > 0)
			{
				// 3d floor 'fog' is rendered as a blending value
				PalEntry blendv = lightlist[i].blend;

				// If no alpha is set, use 50%
				if (blendv.a==0 && blendv!=0) blendv.a=128;
				newblend = blendv.d;
				break;
			}
		}
	}
	else
	{
		const sector_t *s = viewsector->GetHeightSec();
		if (s != NULL)
		{
			newblend = s->floorplane.PointOnSide(ViewPos) < 0
				? s->bottommap
				: s->ceilingplane.PointOnSide(ViewPos) < 0
				? s->topmap
				: s->midmap;
			if (APART(newblend) == 0 && newblend >= numfakecmaps)
				newblend = 0;
		}
	}

	// [RH] Don't override testblend unless entering a sector with a
	//		blend different from the previous sector's. Same goes with
	//		NormalLight's maps pointer.
	if (R_OldBlend != newblend)
	{
		R_OldBlend = newblend;
		if (APART(newblend))
		{
			BaseBlendR = RPART(newblend);
			BaseBlendG = GPART(newblend);
			BaseBlendB = BPART(newblend);
			BaseBlendA = APART(newblend) / 255.f;
			NormalLight.Maps = realcolormaps;
		}
		else
		{
			NormalLight.Maps = realcolormaps + NUMCOLORMAPS*256*newblend;
			BaseBlendR = BaseBlendG = BaseBlendB = 0;
			BaseBlendA = 0.f;
		}
	}

	Renderer->CopyStackedViewParameters();
	Renderer->SetupFrame(player);

	validcount++;

	if (RenderTarget == screen && r_clearbuffer != 0)
	{
		int color;
		int hom = r_clearbuffer;

		if (hom == 3)
		{
			hom = ((I_FPSTime() / 128) & 1) + 1;
		}
		if (hom == 1)
		{
			color = GPalette.BlackIndex;
		}
		else if (hom == 2)
		{
			color = GPalette.WhiteIndex;
		}
		else if (hom == 4)
		{
			color = (I_FPSTime() / 32) & 255;
		}
		else
		{
			color = pr_hom();
		}
		Renderer->ClearBuffer(color);
	}
}


//==========================================================================
//
// FCanvasTextureInfo :: Add
//
// Assigns a camera to a canvas texture.
//
//==========================================================================

void FCanvasTextureInfo::Add (AActor *viewpoint, FTextureID picnum, int fov)
{
	FCanvasTextureInfo *probe;
	FCanvasTexture *texture;

	if (!picnum.isValid())
	{
		return;
	}
	texture = static_cast<FCanvasTexture *>(TexMan[picnum]);
	if (!texture->bHasCanvas)
	{
		Printf ("%s is not a valid target for a camera\n", texture->Name.GetChars());
		return;
	}

	// Is this texture already assigned to a camera?
	for (probe = List; probe != NULL; probe = probe->Next)
	{
		if (probe->Texture == texture)
		{
			// Yes, change its assignment to this new camera
			if (probe->Viewpoint != viewpoint || probe->FOV != fov)
			{
				texture->bFirstUpdate = true;
			}
			probe->Viewpoint = viewpoint;
			probe->FOV = fov;
			return;
		}
	}
	// No, create a new assignment
	probe = new FCanvasTextureInfo;
	probe->Viewpoint = viewpoint;
	probe->Texture = texture;
	probe->PicNum = picnum;
	probe->FOV = fov;
	probe->Next = List;
	texture->bFirstUpdate = true;
	List = probe;
}

//==========================================================================
//
// FCanvasTextureInfo :: UpdateAll
//
// Updates all canvas textures that were visible in the last frame.
//
//==========================================================================

void FCanvasTextureInfo::UpdateAll ()
{
	FCanvasTextureInfo *probe;

	for (probe = List; probe != NULL; probe = probe->Next)
	{
		if (probe->Viewpoint != NULL && probe->Texture->bNeedsUpdate)
		{
			Renderer->RenderTextureView(probe->Texture, probe->Viewpoint, probe->FOV);
		}
	}
}

//==========================================================================
//
// FCanvasTextureInfo :: EmptyList
//
// Removes all camera->texture assignments.
//
//==========================================================================

void FCanvasTextureInfo::EmptyList ()
{
	FCanvasTextureInfo *probe, *next;

	for (probe = List; probe != NULL; probe = next)
	{
		next = probe->Next;
		probe->Texture->Unload();
		delete probe;
	}
	List = NULL;
}

//==========================================================================
//
// FCanvasTextureInfo :: Serialize
//
// Reads or writes the current set of mappings in an archive.
//
//==========================================================================

void FCanvasTextureInfo::Serialize (FArchive &arc)
{
	if (arc.IsStoring ())
	{
		FCanvasTextureInfo *probe;

		for (probe = List; probe != NULL; probe = probe->Next)
		{
			if (probe->Texture != NULL && probe->Viewpoint != NULL)
			{
				arc << probe->Viewpoint << probe->FOV << probe->PicNum;
			}
		}
		AActor *nullactor = NULL;
		arc << nullactor;
	}
	else
	{
		AActor *viewpoint;
		int fov;
		FTextureID picnum;
		
		EmptyList ();
		while (arc << viewpoint, viewpoint != NULL)
		{
			arc << fov << picnum;
			Add (viewpoint, picnum, fov);
		}
	}
}

//==========================================================================
//
// FCanvasTextureInfo :: Mark
//
// Marks all viewpoints in the list for the collector.
//
//==========================================================================

void FCanvasTextureInfo::Mark()
{
	for (FCanvasTextureInfo *probe = List; probe != NULL; probe = probe->Next)
	{
		GC::Mark(probe->Viewpoint);
	}
}

//==========================================================================
//
// [BC] FCanvasTextureInfo :: UpdateToClient
//
// Tell incoming clients about any camera->texture assignments.
//
//==========================================================================

void FCanvasTextureInfo::UpdateToClient( ULONG ulClient )
{
	FCanvasTextureInfo	*pProbe;

	for ( pProbe = List; pProbe != NULL; pProbe = pProbe->Next )
		SERVERCOMMANDS_SetCameraToTexture( pProbe->Viewpoint, pProbe->Texture->Name, pProbe->FOV, ulClient, SVCF_ONLYTHISCLIENT );
}
