/*****************************************************************************
                    The Dark Mod GPL Source Code
 
 This file is part of the The Dark Mod Source Code, originally based 
 on the Doom 3 GPL Source Code as published in 2011.
 
 The Dark Mod 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. For details, see LICENSE.TXT.
 
 Project: The Dark Mod (http://www.thedarkmod.com/)
 
******************************************************************************/

#include "precompiled.h"
#pragma hdrstop

#include "tr_local.h"
#include "../game/Grabber.h"

#if defined(_MSC_VER) && _MSC_VER >= 1800 && !defined(DEBUG)
//#pragma optimize("t", off) // duzenko: used in release to enforce breakpoints in inlineable code. Please do not remove
#endif

typedef struct {
	idVec3		origin;
	idMat3		axis;
} orientation_t;


/*
=================
R_MirrorPoint
=================
*/
static void R_MirrorPoint( const idVec3 in, orientation_t *surface, orientation_t *camera, idVec3 &out ) {
	int		i;
	idVec3	local;
	idVec3	transformed;
	float	d;

	local = in - surface->origin;

	transformed = vec3_origin;
	for ( i = 0 ; i < 3 ; i++ ) {
		d = local * surface->axis[i];
		transformed += d * camera->axis[i];
	}

	out = transformed + camera->origin;
}

/*
=================
R_MirrorVector
=================
*/
static void R_MirrorVector( const idVec3 in, orientation_t *surface, orientation_t *camera, idVec3 &out ) {
	int		i;
	float	d;

	out = vec3_origin;
	for ( i = 0 ; i < 3 ; i++ ) {
		d = in * surface->axis[i];
		out += d * camera->axis[i];
	}
}

/*
=============
R_PlaneForSurface

Returns the plane for the first triangle in the surface
FIXME: check for degenerate triangle?
=============
*/
static void R_PlaneForSurface( const srfTriangles_t *tri, idPlane &plane ) {
	idDrawVert		*v1, *v2, *v3;

	v1 = tri->verts + tri->indexes[0];
	v2 = tri->verts + tri->indexes[1];
	v3 = tri->verts + tri->indexes[2];
	plane.FromPoints( v1->xyz, v2->xyz, v3->xyz );
}

/*
=========================
R_PreciseCullSurface

Check the surface for visibility on a per-triangle basis
for cases when it is going to be VERY expensive to draw (subviews)

If not culled, also returns the bounding box of the surface in 
Normalized Device Coordinates, so it can be used to crop the scissor rect.

OPTIMIZE: we could also take exact portal passing into consideration
=========================
*/
bool R_PreciseCullSurface( const drawSurf_t *drawSurf, idBounds &ndcBounds ) {
	const srfTriangles_t *tri;
    int numTriangles;
	idPlane clip, eye;
	unsigned int pointOr;
	unsigned int pointAnd;
	idVec3 localView;
	idFixedWinding w;

	tri = drawSurf->frontendGeo;

	pointOr = 0;
	pointAnd = (unsigned int)~0;

	// get an exact bounds of the triangles for scissor cropping
	ndcBounds.Clear();

	for ( int i = 0; i < tri->numVerts; i++ ) {
		unsigned int pointFlags;

		R_TransformModelToClip( tri->verts[i].xyz, drawSurf->space->modelViewMatrix,
			tr.viewDef->projectionMatrix, eye, clip );

		pointFlags = 0;
		for ( int j = 0; j < 3; j++ ) {
			if ( clip[j] >= clip[3] ) {
				pointFlags |= (1 << (j*2));
			} else if ( clip[j] <= -clip[3] ) {
				pointFlags |= ( 1 << (j*2+1));
			}
		}

		pointAnd &= pointFlags;
		pointOr |= pointFlags;
	}

	// trivially reject
	if ( pointAnd ) {
		return true;
	}

	// backface and frustum cull
    numTriangles = tri->numIndexes / 3;

	R_GlobalPointToLocal( drawSurf->space->modelMatrix, tr.viewDef->renderView.vieworg, localView );

	for ( int i = 0; i < tri->numIndexes; i += 3 ) {
		idVec3	dir, normal;
		float	dot;
		idVec3	d1, d2;

		const idVec3 &v1 = tri->verts[tri->indexes[i]].xyz;
		const idVec3 &v2 = tri->verts[tri->indexes[i+1]].xyz;
		const idVec3 &v3 = tri->verts[tri->indexes[i+2]].xyz;

		// this is a hack, because R_GlobalPointToLocal doesn't work with the non-normalized
		// axis that we get from the gui view transform.  It doesn't hurt anything, because
		// we know that all gui generated surfaces are front facing
		if ( tr.guiRecursionLevel == 0 ) {
			// we don't care that it isn't normalized,
			// all we want is the sign
			d1 = v2 - v1;
			d2 = v3 - v1;
			normal = d2.Cross( d1 );

			dir = v1 - localView;

			dot = normal * dir;
			if ( dot >= 0.0f ) {
				return true;
			}
		}

		// now find the exact screen bounds of the clipped triangle
		w.SetNumPoints( 3 );
		R_LocalPointToGlobal( drawSurf->space->modelMatrix, v1, w[0].ToVec3() );
		R_LocalPointToGlobal( drawSurf->space->modelMatrix, v2, w[1].ToVec3() );
		R_LocalPointToGlobal( drawSurf->space->modelMatrix, v3, w[2].ToVec3() );
		w[0].s = w[0].t = w[1].s = w[1].t = w[2].s = w[2].t = 0.0f;

		for ( int j = 0; j < 4; j++ ) {
			if ( !w.ClipInPlace( -tr.viewDef->frustum[j], 0.1f ) ) {
				break;
			}
		}
		for ( int j = 0; j < w.GetNumPoints(); j++ ) {
			idVec3	screen;

			R_GlobalToNormalizedDeviceCoordinates( w[j].ToVec3(), screen );
			ndcBounds.AddPoint( screen );
		}
	}

	// if we don't enclose any area, return
	if ( ndcBounds.IsCleared() ) {
		return true;
	}

	return false;
}

/*
========================
R_MirrorViewBySurface
========================
*/
static viewDef_t *R_MirrorViewBySurface( drawSurf_t *drawSurf ) {
	viewDef_t		*parms;
	orientation_t	surface, camera;
	idPlane			originalPlane, plane;

	// copy the viewport size from the original
	parms = (viewDef_t *)R_FrameAlloc( sizeof( *parms ) );
	*parms = *tr.viewDef;
	parms->renderView.viewID = VID_SUBVIEW;	// clear to allow player bodies to show up, and suppress view weapons

	parms->isSubview = true;
	parms->isMirror = true;

	// create plane axis for the portal we are seeing
	R_PlaneForSurface( drawSurf->frontendGeo, originalPlane );
	R_LocalPlaneToGlobal( drawSurf->space->modelMatrix, originalPlane, plane );

	surface.origin = plane.Normal() * -plane[3];
	surface.axis[0] = plane.Normal();
	surface.axis[0].NormalVectors( surface.axis[1], surface.axis[2] );
	surface.axis[2] = -surface.axis[2];

	camera.origin = surface.origin;
	camera.axis[0] = -surface.axis[0];
	camera.axis[1] = surface.axis[1];
	camera.axis[2] = surface.axis[2];

	// set the mirrored origin and axis
	R_MirrorPoint( tr.viewDef->renderView.vieworg, &surface, &camera, parms->renderView.vieworg );

	R_MirrorVector( tr.viewDef->renderView.viewaxis[0], &surface, &camera, parms->renderView.viewaxis[0] );
	R_MirrorVector( tr.viewDef->renderView.viewaxis[1], &surface, &camera, parms->renderView.viewaxis[1] );
	R_MirrorVector( tr.viewDef->renderView.viewaxis[2], &surface, &camera, parms->renderView.viewaxis[2] );

	// make the view origin 16 units away from the center of the surface
	idVec3	viewOrigin = (drawSurf->frontendGeo->bounds[0] + drawSurf->frontendGeo->bounds[1]) * 0.5;
	viewOrigin += ( originalPlane.Normal() * 16 );

	R_LocalPointToGlobal( drawSurf->space->modelMatrix, viewOrigin, parms->initialViewAreaOrigin );

	// set the mirror clip plane
	parms->numClipPlanes = 1;
	parms->clipPlanes[0] = -camera.axis[0];

	parms->clipPlanes[0][3] = -( camera.origin * parms->clipPlanes[0].Normal() );
	
	return parms;
}

/*
========================
R_XrayViewBySurface
========================
*/
static viewDef_t *R_XrayViewBySurface( drawSurf_t *drawSurf ) {
	viewDef_t		*parms;
    orientation_t	surface, camera;
	idPlane			originalPlane, plane;

	// copy the viewport size from the original
	parms = (viewDef_t *)R_FrameAlloc( sizeof( *parms ) );
	*parms = *tr.viewDef;
	parms->renderView.viewID = VID_SUBVIEW;	// clear to allow player bodies to show up, and suppress view weapons

	parms->isSubview = true;
	parms->isXraySubview = true;

	return parms;
}

/*
===============
R_RemoteRender
===============
*/
static void R_RemoteRender( drawSurf_t *surf, textureStage_t *stage ) {

	// remote views can be reused in a single frame
	if ( stage->dynamicFrameCount == tr.frameCount ) 
		return;

	// if the entity doesn't have a remoteRenderView, do nothing
	if ( !surf->space->entityDef->parms.remoteRenderView ) 
		return;

	// copy the viewport size from the original
	viewDef_t* parms = (viewDef_t *)R_FrameAlloc( sizeof( *parms ) );
	*parms = *tr.viewDef;

	parms->isSubview = true;
	parms->isMirror = false;

	parms->renderView = *surf->space->entityDef->parms.remoteRenderView;
	parms->renderView.viewID = VID_SUBVIEW;	// clear to allow player bodies to show up, and suppress view weapons
	parms->initialViewAreaOrigin = parms->renderView.vieworg;

	tr.CropRenderSize( stage->width, stage->height );

	parms->renderView.x = 0;
	parms->renderView.y = 0;
	parms->renderView.width = SCREEN_WIDTH;
	parms->renderView.height = SCREEN_HEIGHT;

	tr.RenderViewToViewport( parms->renderView, parms->viewport );

	parms->scissor.x1 = 0;
	parms->scissor.y1 = 0;
	parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
	parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;

	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;

	// generate render commands for it
	R_RenderView(*parms);

	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	if (!stage->image) 
		stage->image = globalImages->scratchImage;

	tr.CaptureRenderToImage( *stage->image );
	tr.UnCrop();
}

/*
=================
R_MirrorRender
=================
*/
void R_MirrorRender( drawSurf_t *surf, textureStage_t *stage, idScreenRect& scissor ) {
	viewDef_t		*parms;

	if ( tr.viewDef->superView && tr.viewDef->superView->isSubview ) // #4615 HOM effect - only draw mirrors from player's view and top-level asubviews
		return;

	// remote views can be reused in a single frame
	if ( stage->dynamicFrameCount == tr.frameCount ) {
		return;
	}

	// issue a new view command
	parms = R_MirrorViewBySurface( surf );
	if ( !parms ) {
		return;
	}

	//tr.CropRenderSize( stage->width, stage->height, true, true );

	parms->renderView.x = 0;
	parms->renderView.y = 0;
	parms->renderView.width = SCREEN_WIDTH;
	parms->renderView.height = SCREEN_HEIGHT;

	tr.RenderViewToViewport( parms->renderView, parms->viewport );

	parms->scissor = scissor;

	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;

	// triangle culling order changes with mirroring
	parms->isMirror = (((int)parms->isMirror ^ (int)tr.viewDef->isMirror) != 0);

	// generate render commands for it
	R_RenderView( *parms );

	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	if ( !stage->image )
		stage->image = globalImages->scratchImage;

	tr.CaptureRenderToImage( *stage->image );
	//tr.UnCrop();
}

/*
=================
R_PortalRender
duzenko: copy pasted from idPlayerView::SingleView
=================
*/
void R_PortalRender( drawSurf_t *surf, textureStage_t *stage, idScreenRect& scissor ) {
	viewDef_t		*parms;
	parms = (viewDef_t *)R_FrameAlloc( sizeof( *parms ) );
	*parms = *tr.primaryView;
	parms->renderView.viewID = VID_SUBVIEW;
	parms->numClipPlanes = 0;
	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;

	parms->renderView.viewaxis = parms->renderView.viewaxis * gameLocal.GetLocalPlayer()->playerView.ShakeAxis();

	// grayman #3108 - contributed by neuro & 7318
	idVec3 diff, currentEyePos, PSOrigin, Zero;

	Zero.Zero();

	if ( (gameLocal.CheckGlobalPortalSky()) || (gameLocal.GetCurrentPortalSkyType() == PORTALSKY_LOCAL) ) {
		// in a case of a moving portalSky

		currentEyePos = parms->renderView.vieworg;

		if ( gameLocal.playerOldEyePos == Zero ) {
			// Initialize playerOldEyePos. This will only happen in one tick.
			gameLocal.playerOldEyePos = currentEyePos;
		}

		diff = (currentEyePos - gameLocal.playerOldEyePos) / gameLocal.portalSkyScale;
		gameLocal.portalSkyGlobalOrigin += diff; // This is for the global portalSky.
		// It should keep going even when not active.
	}

	//if ( gameLocal.portalSkyEnt.GetEntity() && gameLocal.IsPortalSkyActive() && g_enablePortalSky.GetInteger() ) {

		if ( gameLocal.GetCurrentPortalSkyType() == PORTALSKY_STANDARD ) {
			PSOrigin = gameLocal.portalSkyOrigin;
		}

		if ( gameLocal.GetCurrentPortalSkyType() == PORTALSKY_GLOBAL ) {
			PSOrigin = gameLocal.portalSkyGlobalOrigin;
		}

		if ( gameLocal.GetCurrentPortalSkyType() == PORTALSKY_LOCAL ) {
			gameLocal.portalSkyOrigin += diff;
			PSOrigin = gameLocal.portalSkyOrigin;
		}

		gameLocal.playerOldEyePos = currentEyePos;
		// end neuro & 7318

		parms->renderView.vieworg = PSOrigin;	// grayman #3108 - contributed by neuro & 7318
		parms->renderView.viewaxis = tr.viewDef->renderView.viewaxis * gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetAxis();

		// set up viewport, adjusted for resolution and OpenGL style 0 at the bottom
		tr.RenderViewToViewport( parms->renderView, parms->viewport );

		if ( tr.viewDef->isMirror ) {
			parms->scissor = tr.viewDef->scissor; // mirror in an area that has sky, limit to mirror rect only
		} else {
			parms->scissor.x1 = 0;
			parms->scissor.y1 = 0;
			parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
			parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;
		}

		parms->isSubview = true;
		parms->initialViewAreaOrigin = parms->renderView.vieworg;
		parms->floatTime = parms->renderView.time * 0.001f;

		tr.frameShaderTime = parms->floatTime;

		idVec3	cross;
		cross = parms->renderView.viewaxis[1].Cross( parms->renderView.viewaxis[2] );
		if ( cross * parms->renderView.viewaxis[0] > 0 ) {
			parms->isMirror = false;
		} else {
			parms->isMirror = true;
		}

		R_RenderView( *parms );

		//if ( g_enablePortalSky.GetInteger() == 1 ) // duzenko #4414 - the new method will use the left-over pixels in framebuffer
		//	renderSystem->CaptureRenderToImage( "_currentRender" );

		//hackedView.forceUpdate = true;				// FIX: for smoke particles not drawing when portalSky present
	/*} else // grayman #3108 - contributed by 7318 
	{
		// So if g_enablePortalSky is disabled, GlobalPortalSkies doesn't break.
		// When g_enablePortalSky gets re-enabled, GlobalPortalSkies keeps working. 
		gameLocal.playerOldEyePos = currentEyePos;
	}*/

	//hackedView.forceUpdate = true; // Fix for lightgem problems? -Gildoran
	
	/*viewDef_t		*parms;

	// remote views can be reused in a single frame
	if ( stage->dynamicFrameCount == tr.frameCount ) {
		return;
	}

	// issue a new view command
	parms = R_MirrorViewBySurface( surf );
	if ( !parms ) {
		return;
	}

	//tr.CropRenderSize( stage->width, stage->height, true, true );

	parms->renderView.x = 0;
	parms->renderView.y = 0;
	parms->renderView.width = SCREEN_WIDTH;
	parms->renderView.height = SCREEN_HEIGHT;

	tr.RenderViewToViewport( &parms->renderView, &parms->viewport );

	parms->scissor = scissor;

	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;

	// triangle culling order changes with mirroring
	parms->isMirror = (((int)parms->isMirror ^ (int)tr.viewDef->isMirror) != 0);

	// generate render commands for it
	R_RenderView( parms );

	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	tr.UnCrop();*/
	if ( g_enablePortalSky.GetInteger() == 1 ) {
		idImage *image = NULL;
		if ( stage )
			image = stage->image;
		if ( !image )
			image = globalImages->currentRenderImage;
		tr.CaptureRenderToImage( *image );
	}
}

/*
=================
R_XrayRender
=================
*/
void R_XrayRender( drawSurf_t *surf, textureStage_t *stage, idScreenRect scissor ) {
	viewDef_t		*parms;

	// remote views can be reused in a single frame
	if ( stage->dynamicFrameCount == tr.frameCount ) {
		return;
	}

	// issue a new view command
	parms = R_XrayViewBySurface( surf );
	if ( !parms ) {
		return;
	}

	tr.CropRenderSize( stage->width, stage->height, true );

	parms->renderView.x = 0;
	parms->renderView.y = 0;
	parms->renderView.width = SCREEN_WIDTH;
	parms->renderView.height = SCREEN_HEIGHT;

	tr.RenderViewToViewport( parms->renderView, parms->viewport );

	parms->scissor.x1 = 0;
	parms->scissor.y1 = 0;
	parms->scissor.x2 = parms->viewport.x2 - parms->viewport.x1;
	parms->scissor.y2 = parms->viewport.y2 - parms->viewport.y1;

	parms->superView = tr.viewDef;
	parms->subviewSurface = surf;

	// triangle culling order changes with mirroring
	parms->isMirror = ( ( (int)parms->isMirror ^ (int)tr.viewDef->isMirror ) != 0 );

	// generate render commands for it
	R_RenderView( *parms );

	// copy this rendering to the image
	stage->dynamicFrameCount = tr.frameCount;
	stage->image = globalImages->scratchImage2;

	tr.CaptureRenderToImage( *stage->image );
	tr.UnCrop();
}

/*
=================
R_Lightgem_Render
=================
*/
bool R_Lightgem_Render() {
	// issue a new view command
	orientation_t	surface, camera;
	idPlane			originalPlane, plane;

	// copy the viewport size from the original
	auto &parms = *(viewDef_t *)R_FrameAlloc( sizeof( viewDef_t ) );
	parms = *tr.viewDef;
	parms.isSubview = true;

	auto &m_LightgemSurface = gameLocal.m_lightGem.m_LightgemSurface;
	// Get position for lg
	idEntity* lg = m_LightgemSurface.GetEntity();
	// duzenko #4408 - this happens at map start if no game tics ran in background yet
	if ( !lg || lg->GetModelDefHandle() == -1 )
		return false;
	renderEntity_t* lgent = lg->GetRenderEntity();

	auto player = gameLocal.GetLocalPlayer();
	// don't render lightgem If player is hidden (i.e the whole player entity is actually hidden)
	if ( player->GetModelDefHandle() == -1 ) {
		return false;
	}

	const idVec3& Cam = player->GetEyePosition();
	idVec3 LGPos = player->GetPhysics()->GetOrigin();// Set the lightgem position to that of the player

	LGPos.x += (Cam.x - LGPos.x) * 0.3f + cv_lg_oxoffs.GetFloat(); // Move the lightgem out a fraction along the leaning x vector
	LGPos.y += (Cam.y - LGPos.y) * 0.3f + cv_lg_oyoffs.GetFloat(); // Move the lightgem out a fraction along the leaning y vector

																   // Prevent lightgem from clipping into the floor while crouching
	if ( static_cast<idPhysics_Player*>(player->GetPlayerPhysics())->IsCrouching() ) {
		LGPos.z += 50.0f + cv_lg_ozoffs.GetFloat();
	} else {
		LGPos.z = Cam.z + cv_lg_ozoffs.GetFloat(); // Set the lightgem's Z-axis position to that of the player's eyes
	}

	lg->SetOrigin( LGPos ); // Move the lightgem testmodel to the players feet based on the eye position

	gameRenderWorld->UpdateEntityDef( lg->GetModelDefHandle(), lgent ); // Make sure the lg is in the updated position
	auto &lightgemRv = parms.renderView;
	lightgemRv.width = SCREEN_WIDTH;
	lightgemRv.height = SCREEN_HEIGHT;
	lightgemRv.fov_x = lightgemRv.fov_y = DARKMOD_LG_RENDER_FOV;	// square, TODO: investigate lowering the value to increase performance on tall maps
	lightgemRv.x = lightgemRv.y = 0;
	lightgemRv.viewID = VID_LIGHTGEM;
	lightgemRv.viewaxis = idMat3(
		0.0f, 0.0f, 1.0f,
		0.0f, 1.0f, 0.0f,
		-1.0f, 0.0f, 0.0f
	); 
	renderSystem->CropRenderSize( DARKMOD_LG_RENDER_WIDTH, DARKMOD_LG_RENDER_WIDTH, true, true );

	// Give the rv the current ambient light values - Not all of the other values, avoiding fancy effects.
	lightgemRv.shaderParms[2] = gameLocal.globalShaderParms[2]; // Ambient R
	lightgemRv.shaderParms[3] = gameLocal.globalShaderParms[3]; // Ambient G
	lightgemRv.shaderParms[4] = gameLocal.globalShaderParms[4]; // Ambient B

	// angua: render view needs current time, otherwise it will be unable to see time-dependent changes in light shaders such as flickering torches
	lightgemRv.time = gameLocal.GetTime();
	static int lgSplit;
	if(lgSplit++ & 1)
		lightgemRv.viewaxis.TransposeSelf();

	// Make sure the player model is hidden in the lightgem renders
	renderEntity_t* prent = player->GetRenderEntity();
	const int pdef = player->GetModelDefHandle();
	const int playerid = prent->suppressSurfaceInViewID;
	const int psid = prent->suppressShadowInViewID;
	prent->suppressShadowInViewID = VID_LIGHTGEM;
	prent->suppressSurfaceInViewID = VID_LIGHTGEM;

	// And the player's head 
	renderEntity_t* hrent = player->GetHeadEntity()->GetRenderEntity();
	const int hdef = player->GetHeadEntity()->GetModelDefHandle();
	const int headid = hrent->suppressSurfaceInViewID;
	const int hsid = hrent->suppressShadowInViewID;
	hrent->suppressShadowInViewID = VID_LIGHTGEM;
	hrent->suppressSurfaceInViewID = VID_LIGHTGEM;

	// Let the game know about the changes
	gameRenderWorld->UpdateEntityDef( pdef, prent );
	gameRenderWorld->UpdateEntityDef( hdef, hrent );

	// Currently grabbed entities should not cast a shadow on the lightgem to avoid exploits
	int heldDef = 0;
	int heldSurfID = 0;
	int heldShadID = 0;
	renderEntity_t *heldRE = NULL;
	idEntity *heldEnt = gameLocal.m_Grabber->GetSelected();
	if ( heldEnt ) {
		heldDef = heldEnt->GetModelDefHandle();

		// tels: #3286: Only update the entityDef if it is valid
		if ( heldDef >= 0 )
		{
			heldRE = heldEnt->GetRenderEntity();
			heldSurfID = heldRE->suppressSurfaceInViewID;
			heldShadID = heldRE->suppressShadowInViewID;
			heldRE->suppressShadowInViewID = VID_LIGHTGEM;
			heldRE->suppressSurfaceInViewID = VID_LIGHTGEM;
			gameRenderWorld->UpdateEntityDef( heldDef, heldRE );
		}
	}

	tr.RenderViewToViewport( parms.renderView, parms.viewport );

	parms.superView = tr.viewDef;

	// generate render commands for it
	R_RenderView( parms );

	// and switch back our normal render definition - player model and head are returned
	prent->suppressSurfaceInViewID = playerid;
	prent->suppressShadowInViewID = psid;
	hrent->suppressSurfaceInViewID = headid;
	hrent->suppressShadowInViewID = hsid;
	gameRenderWorld->UpdateEntityDef( pdef, prent );
	gameRenderWorld->UpdateEntityDef( hdef, hrent );

	// switch back currently grabbed entity settings
	if ( heldEnt ) {
		// tels: #3286: Only update the entityDef if it is valid
		if ( heldDef >= 0 )
		{
			heldRE->suppressSurfaceInViewID = heldSurfID;
			heldRE->suppressShadowInViewID = heldShadID;
			gameRenderWorld->UpdateEntityDef( heldDef, heldRE );
		}
	}

	int width, height;
	renderSystem->GetCurrentRenderCropSize( width, height );
	width = (width + 3) & ~3; //opengl wants width padded to 4x

	copyRenderCommand_t &cmd = *(copyRenderCommand_t *)R_GetCommandBuffer( sizeof( cmd ) );
	cmd.commandId = RC_COPY_RENDER;
	// the frontend buffer has already been analyzed this frame and will become the backend buffer in the next frame
	cmd.buffer = gameLocal.m_lightGem.m_LightgemImgBufferFrontend;
	cmd.usePBO = true;
	cmd.image = NULL;
	cmd.x = 0;
	cmd.y = 0;
	cmd.imageWidth = width;
	cmd.imageHeight = height;

	tr.UnCrop();
	return true;
}

/*
==================
R_GenerateSurfaceSubview
==================
*/
bool	R_GenerateSurfaceSubview( drawSurf_t *drawSurf ) {
	idBounds		ndcBounds;
	viewDef_t		*parms;
	const idMaterial		*shader;

	// for testing the performance hit
	if ( r_skipSubviews.GetBool() ) 
		return false;

	if ( R_PreciseCullSurface( drawSurf, ndcBounds ) ) 
		return false;

	shader = drawSurf->material;

	// never recurse through a subview surface that we are
	// already seeing through
	for ( parms = tr.viewDef ; parms ; parms = parms->superView ) {
		if ( parms->subviewSurface
			&& parms->subviewSurface->frontendGeo == drawSurf->frontendGeo
			&& parms->subviewSurface->space->entityDef == drawSurf->space->entityDef ) {
			break;
		}
	}
	if ( parms ) 
		return false;

	// crop the scissor bounds based on the precise cull
	idScreenRect	scissor;

	idScreenRect	*v = &tr.viewDef->viewport;
	scissor.x1 = v->x1 + (int)( (v->x2 - v->x1 + 1 ) * 0.5f * ( ndcBounds[0][0] + 1.0f ));
	scissor.y1 = v->y1 + (int)( (v->y2 - v->y1 + 1 ) * 0.5f * ( ndcBounds[0][1] + 1.0f ));
	scissor.x2 = v->x1 + (int)( (v->x2 - v->x1 + 1 ) * 0.5f * ( ndcBounds[1][0] + 1.0f ));
	scissor.y2 = v->y1 + (int)( (v->y2 - v->y1 + 1 ) * 0.5f * ( ndcBounds[1][1] + 1.0f ));

	// nudge a bit for safety
	scissor.Expand();

	scissor.Intersect( tr.viewDef->scissor );

	if ( scissor.IsEmpty() ) // cropped out
		return false;

	// see what kind of subview we are making
	//if ( shader->GetSort() != SS_SUBVIEW ) {
		for ( int i = 0 ; i < shader->GetNumStages() ; i++ ) {
			const shaderStage_t	*stage = shader->GetStage( i );
			switch ( stage->texture.dynamic ) {
			case DI_REMOTE_RENDER:
				R_RemoteRender( drawSurf, const_cast<textureStage_t *>(&stage->texture) );
				break;
			case DI_MIRROR_RENDER:
				R_MirrorRender( drawSurf, const_cast<textureStage_t *>(&stage->texture), scissor );
				break;
			case DI_XRAY_RENDER:
				R_XrayRender( drawSurf, const_cast<textureStage_t *>(&stage->texture), scissor );
				break;
			case DI_PORTAL_RENDER:
				// R_PortalRender( drawSurf, const_cast<textureStage_t *>(&stage->texture), scissor );
				break;
			}
		}
		return true;
	//}
}

/*
================
R_GenerateSubViews

If we need to render another view to complete the current view,
generate it first.

It is important to do this after all drawSurfs for the current
view have been generated, because it may create a subview which
would change tr.viewCount.
================
*/
bool R_GenerateSubViews( void ) {
	drawSurf_t *drawSurf, *skySurf = NULL;
	int				i;
	bool			subviews;
	const idMaterial		*shader;

	// for testing the performance hit
	if ( r_skipSubviews.GetBool() ) 
		return false;

	// duzenko #4420: no mirrors on lightgem stage
	if ( tr.viewDef->IsLightGem() )
		return false;

	subviews = false;

	extern idCVar cv_lg_interleave;								// FIXME a better way to check for RenderWindow views? (compass, etc)
	if ( !tr.viewDef->isSubview && cv_lg_interleave.GetBool() && !tr.viewDef->renderWorld->mapName.IsEmpty() ) {
		R_Lightgem_Render();
		subviews = true;
	}

	// scan the surfaces until we either find a subview, or determine
	// there are no more subview surfaces.
	for ( i = 0; i < tr.viewDef->numDrawSurfs; i++ ) {
		drawSurf = tr.viewDef->drawSurfs[i];
		shader = drawSurf->material;

		if ( !shader || !shader->HasSubview() )
			continue;

		if ( R_GenerateSurfaceSubview( drawSurf ) ) {
			subviews = true;
			if ( shader->GetSort() == SS_PORTAL_SKY ) // portal sky needs to be the last one, and only once
				skySurf = drawSurf;
		}
	}

	static bool dontReenter = false;
	if ( !dontReenter && gameLocal.portalSkyEnt.GetEntity() && gameLocal.IsPortalSkyActive() && g_enablePortalSky.GetBool() 
		&& !tr.viewDef->renderWorld->mapName.IsEmpty()  // FIXME a better way to check for RenderWindow views? (compass, etc)
	) {
		dontReenter = true;
		if ( skySurf ) { // textures/smf/portal_sky
			idScreenRect sc;
			R_PortalRender( skySurf, NULL, sc );
		} else { // caulk 
			idScreenRect sc;
			R_PortalRender( NULL, NULL, sc );
			subviews = true;
		}
		dontReenter = false;
	}

	return subviews;
}
