/***
 *
 *	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.
 *
 ****/

#pragma once

struct model_t;

enum TRICULLSTYLE
{
	TRI_FRONT = 0,
	TRI_NONE = 1,
};

#define TRI_API_VERSION 1

#define TRI_TRIANGLES 0
#define TRI_TRIANGLE_FAN 1
#define TRI_QUADS 2
#define TRI_POLYGON 3
#define TRI_LINES 4
#define TRI_TRIANGLE_STRIP 5
#define TRI_QUAD_STRIP 6

struct triangleapi_t
{
	int version;

	void (*RenderMode)(int mode);
	void (*Begin)(int primitiveCode);
	void (*End)();

	void (*Color4f)(float r, float g, float b, float a);
	void (*Color4ub)(unsigned char r, unsigned char g, unsigned char b, unsigned char a);
	void (*TexCoord2f)(float u, float v);
	void (*Vertex3fv)(const float* worldPnt);
	void (*Vertex3f)(float x, float y, float z);
	void (*Brightness)(float brightness);
	void (*CullFace)(TRICULLSTYLE style);
	int (*SpriteTexture)(model_t* pSpriteModel, int frame);
	int (*WorldToScreen)(float* world, float* screen);					   // Returns 1 if it's z clipped
	void (*Fog)(const float flFogColor[3], float flStart, float flEnd, int bOn); // Works just like GL_FOG, flFogColor is r/g/b.
	void (*ScreenToWorld)(float* screen, float* world);
	void (*GetMatrix)(const int pname, float* matrix);
	int (*BoxInPVS)(float* mins, float* maxs);
	void (*LightAtPoint)(float* pos, float* value);
	void (*Color4fRendermode)(float r, float g, float b, float a, int rendermode);
	void (*FogParams)(float flDensity, int iFogSkybox); // Used with Fog()...sets fog density and whether the fog should be applied to the skybox
};
