/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/


#ifndef R_STUDIOINT_H
#define R_STUDIOINT_H

#define STUDIO_INTERFACE_VERSION 1

typedef struct engine_studio_api_s
{
	// Allocate number*size bytes and zero it
	void		*( *Mem_Calloc )( int number, size_t size );
	// Check to see if pointer is in the cache
	void		*( *Cache_Check )( struct cache_user_s *c );
	// Load file into cache ( can be swapped out on demand )
	void		( *LoadCacheFile )( char *path, struct cache_user_s *cu );
	// Retrieve model pointer for the named model
	struct model_s	*( *Mod_ForName )( const char *name, int crash_if_missing );
	// Retrieve pointer to studio model data block from a model
	void		*( *Mod_Extradata )( struct model_s *mod );
	// Retrieve indexed model from client side model precache list
	struct model_s	*( *GetModelByIndex )( int index );
	// Get entity that is set for rendering
	struct cl_entity_s * ( *GetCurrentEntity )( void );
	// Get referenced player_info_t
	struct player_info_s *( *PlayerInfo )( int index );
	// Get most recently received player state data from network system
	struct entity_state_s *( *GetPlayerState )( int index );
	// Get viewentity
	struct cl_entity_s * ( *GetViewEntity )( void );
	// Get current frame count, and last two timestampes on client
	void		( *GetTimes )( int *framecount, double *current, double *old );
	// Get a pointer to a cvar by name
	struct cvar_s	*( *GetCvar )( const char *name );
	// Get current render origin and view vectors ( up, right and vpn )
	void		( *GetViewInfo )( float *origin, float *upv, float *rightv, float *vpnv );
	// Get sprite model used for applying chrome effect
	struct model_s	*( *GetChromeSprite )( void );
	// Get model counters so we can incement instrumentation
	void		( *GetModelCounters )( int **s, int **a );
	// Get software scaling coefficients
	void		( *GetAliasScale )( float *x, float *y );

	// Get bone, light, alias, and rotation matrices
	float		****( *StudioGetBoneTransform )( void );
	float		****( *StudioGetLightTransform )( void );
	float		***( *StudioGetAliasTransform )( void );
	float		***( *StudioGetRotationMatrix )( void );

	// Set up body part, and get submodel pointers
	void		( *StudioSetupModel )( int bodypart, void **ppbodypart, void **ppsubmodel );
	// Check if entity's bbox is in the view frustum
	int		( *StudioCheckBBox )( void );
	// Apply lighting effects to model
	void		( *StudioDynamicLight )( struct cl_entity_s *ent, struct alight_s *plight );
	void		( *StudioEntityLight )( struct alight_s *plight );
	void		( *StudioSetupLighting )( struct alight_s *plighting );

	// Draw mesh vertices
	void		( *StudioDrawPoints )( void );

	// Draw hulls around bones
	void		( *StudioDrawHulls )( void );
	// Draw bbox around studio models
	void		( *StudioDrawAbsBBox )( void );
	// Draws bones
	void		( *StudioDrawBones )( void );
	// Loads in appropriate texture for model
	void		( *StudioSetupSkin )( void *ptexturehdr, int index );
	// Sets up for remapped colors
	void		( *StudioSetRemapColors )( int top, int bottom );
	// Set's player model and returns model pointer
	struct model_s	*( *SetupPlayerModel )( int index );
	// Fires any events embedded in animation
	void		( *StudioClientEvents )( void );
	// Retrieve/set forced render effects flags
	int		( *GetForceFaceFlags )( void );
	void		( *SetForceFaceFlags )( int flags );
	// Tell engine the value of the studio model header
	void		( *StudioSetHeader )( void *header );
	// Tell engine which model_t * is being renderered
	void		( *SetRenderModel )( struct model_s *model );

	// Final state setup and restore for rendering
	void		( *SetupRenderer )( int rendermode );
	void		( *RestoreRenderer )( void );

	// Set render origin for applying chrome effect
	void		( *SetChromeOrigin )( void );

	// True if using D3D/OpenGL
	int		( *IsHardware )( void );
	
	// Only called by hardware interface
	void		( *GL_StudioDrawShadow )( void );
	void		( *GL_SetRenderMode )( int mode );

	void		( *StudioSetRenderamt )( int iRenderamt );
	void		( *StudioSetCullState )( int iCull );
	void		( *StudioRenderShadow )( int iSprite, float *p1, float *p2, float *p3, float *p4 );
} engine_studio_api_t;

typedef struct server_studio_api_s
{
	// Allocate number*size bytes and zero it
	void		*( *Mem_Calloc )( int number, size_t size );
	// Check to see if pointer is in the cache
	void		*( *Cache_Check )( struct cache_user_s *c );
	// Load file into cache ( can be swapped out on demand )
	void		( *LoadCacheFile )( char *path, struct cache_user_s *cu );
	// Retrieve pointer to studio model data block from a model
	void		*( *Mod_Extradata )( struct model_s *mod );
} server_studio_api_t;

// client blending
typedef struct r_studio_interface_s
{
	int		version;
	int		( *StudioDrawModel	)( int flags );
	int		( *StudioDrawPlayer	)( int flags, struct entity_state_s *pplayer );
} r_studio_interface_t;

// server blending
#define SV_BLENDING_INTERFACE_VERSION 1

typedef struct sv_blending_interface_s
{
	int	version;

	void	( *SV_StudioSetupBones )( struct model_s *pModel, 
					float frame,
					int sequence,
					const vec3_t angles,
					const vec3_t origin,
					const byte *pcontroller,
					const byte *pblending,
					int iBone,
					const edict_t *pEdict );
} sv_blending_interface_t;

#endif//R_STUDIOINT_H