#include <stdio.h>
#ifdef _WIN32
#include <windows.h>
#endif // _WIN32
#include "glide.h"
#include "main.h"

#define Z_MAX (65536.0f)

static int xy_off;
static int xy_en;
static int z_en;
static int z_off;
static int q_off;
static int q_en;
static int pargb_off;
static int pargb_en;
static int st0_off;
static int st0_en;
static int st1_off;
static int st1_en;
static int fog_ext_off;
static int fog_ext_en;

int w_buffer_mode;
int inverted_culling;
int culling_mode;

inline float ZCALC(const float & z, const float & q) {
  float res = z_en ? ((z) / Z_MAX) / (q) : 1.0f;
  return res;
}

#define zclamp (1.0f-1.0f/zscale)
static inline void zclamp_glVertex4f(float a, float b, float c, float d)
{
  if (c<zclamp) c = zclamp;
  glVertex4f(a,b,c,d);
}
#define glVertex4f(a,b,c,d) zclamp_glVertex4f(a,b,c,d)


static inline float ytex(int tmu, float y) {
  if (invtex[tmu])
    return invtex[tmu] - y;
  else
    return y;
}

void init_geometry()
{
  xy_en = q_en = pargb_en = st0_en = st1_en = z_en = 0;
  w_buffer_mode = 0;
  inverted_culling = 0;

  glDisable(GL_CULL_FACE);
  glDisable(GL_DEPTH_TEST);
}

FX_ENTRY void FX_CALL
grCoordinateSpace( GrCoordinateSpaceMode_t mode )
{
  LOG("grCoordinateSpace(%d)\r\n", mode);
  switch(mode)
  {
  case GR_WINDOW_COORDS:
    break;
  default:
    display_warning("unknwown coordinate space : %x", mode);
  }
}

FX_ENTRY void FX_CALL
grVertexLayout(FxU32 param, FxI32 offset, FxU32 mode)
{
  LOG("grVertexLayout(%d,%d,%d)\r\n", param, offset, mode);
  switch(param)
  {
  case GR_PARAM_XY:
    xy_en = mode;
    xy_off = offset;
    break;
  case GR_PARAM_Z:
    z_en = mode;
    z_off = offset;
    break;
  case GR_PARAM_Q:
    q_en = mode;
    q_off = offset;
    break;
  case GR_PARAM_FOG_EXT:
    fog_ext_en = mode;
    fog_ext_off = offset;
    break;
  case GR_PARAM_PARGB:
    pargb_en = mode;
    pargb_off = offset;
    break;
  case GR_PARAM_ST0:
    st0_en = mode;
    st0_off = offset;
    break;
  case GR_PARAM_ST1:
    st1_en = mode;
    st1_off = offset;
    break;
  default:
    display_warning("unknown grVertexLayout parameter : %x", param);
  }
}

FX_ENTRY void FX_CALL
grCullMode( GrCullMode_t mode )
{
  LOG("grCullMode(%d)\r\n", mode);
  static int oldmode = -1, oldinv = -1;
  culling_mode = mode;
  if (inverted_culling == oldinv && oldmode == mode)
    return;
  oldmode = mode;
  oldinv = inverted_culling;
  switch(mode)
  {
  case GR_CULL_DISABLE:
    glDisable(GL_CULL_FACE);
    break;
  case GR_CULL_NEGATIVE:
    if (!inverted_culling)
      glCullFace(GL_FRONT);
    else
      glCullFace(GL_BACK);
    glEnable(GL_CULL_FACE);
    break;
  case GR_CULL_POSITIVE:
    if (!inverted_culling)
      glCullFace(GL_BACK);
    else
      glCullFace(GL_FRONT);
    glEnable(GL_CULL_FACE);
    break;
  default:
    display_warning("unknown cull mode : %x", mode);
  }
}

// Depth buffer

FX_ENTRY void FX_CALL
grDepthBufferMode( GrDepthBufferMode_t mode )
{
  LOG("grDepthBufferMode(%d)\r\n", mode);
  switch(mode)
  {
  case GR_DEPTHBUFFER_DISABLE:
    glDisable(GL_DEPTH_TEST);
    w_buffer_mode = 0;
    return;
  case GR_DEPTHBUFFER_WBUFFER:
  case GR_DEPTHBUFFER_WBUFFER_COMPARE_TO_BIAS:
    glEnable(GL_DEPTH_TEST);
    w_buffer_mode = 1;
    break;
  case GR_DEPTHBUFFER_ZBUFFER:
  case GR_DEPTHBUFFER_ZBUFFER_COMPARE_TO_BIAS:
    glEnable(GL_DEPTH_TEST);
    w_buffer_mode = 0;
    break;
  default:
    display_warning("unknown depth buffer mode : %x", mode);
  }
}

FX_ENTRY void FX_CALL
grDepthBufferFunction( GrCmpFnc_t function )
{
  LOG("grDepthBufferFunction(%d)\r\n", function);
  switch(function)
  {
  case GR_CMP_GEQUAL:
    if (w_buffer_mode)
      glDepthFunc(GL_LEQUAL);
    else
      glDepthFunc(GL_GEQUAL);
    break;
  case GR_CMP_LEQUAL:
    if (w_buffer_mode)
      glDepthFunc(GL_GEQUAL);
    else
      glDepthFunc(GL_LEQUAL);
    break;
  case GR_CMP_LESS:
    if (w_buffer_mode)
      glDepthFunc(GL_GREATER);
    else
      glDepthFunc(GL_LESS);
    break;
  case GR_CMP_ALWAYS:
    glDepthFunc(GL_ALWAYS);
    break;
  case GR_CMP_EQUAL:
    glDepthFunc(GL_EQUAL);
    break;
  case GR_CMP_GREATER:
    if (w_buffer_mode)
      glDepthFunc(GL_LESS);
    else
      glDepthFunc(GL_GREATER);
    break;
  case GR_CMP_NEVER:
    glDepthFunc(GL_NEVER);
    break;
  case GR_CMP_NOTEQUAL:
    glDepthFunc(GL_NOTEQUAL);
    break;

  default:
    display_warning("unknown depth buffer function : %x", function);
  }
}

FX_ENTRY void FX_CALL
grDepthMask( FxBool mask )
{
  LOG("grDepthMask(%d)\r\n", mask);
  glDepthMask((GLboolean)mask);
}

float biasFactor = 0;
void FindBestDepthBias()
{
  float f, bestz = 0.25f;
  int x;
  if (biasFactor) return;
  biasFactor = 64.0f; // default value
  glPushAttrib(GL_ALL_ATTRIB_BITS);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_ALWAYS);
  glEnable(GL_POLYGON_OFFSET_FILL);
  glDrawBuffer(GL_BACK);
  glReadBuffer(GL_BACK);
  glDisable(GL_BLEND);
  glDisable(GL_ALPHA_TEST);
  glColor4ub(255,255,255,255);
  glDepthMask(GL_TRUE);
  for (x=0, f=1.0f; f<=65536.0f; x+=4, f*=2.0f) {
    float z;
    glPolygonOffset(0, f);
    glBegin(GL_TRIANGLE_STRIP);
    glVertex3f(float(x+4 - widtho)/(width/2), float(0 - heighto)/(height/2), 0.5);
    glVertex3f(float(x - widtho)/(width/2), float(0 - heighto)/(height/2), 0.5);
    glVertex3f(float(x+4 - widtho)/(width/2), float(4 - heighto)/(height/2), 0.5);
    glVertex3f(float(x - widtho)/(width/2), float(4 - heighto)/(height/2), 0.5);
    glEnd();

    glReadPixels(x+2, 2+viewport_offset, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
    z -= 0.75f + 8e-6f;
    if (z<0.0f) z = -z;
    if (z > 0.01f) continue;
    if (z < bestz) {
      bestz = z;
      biasFactor = f;
    }
    //printf("f %g z %g\n", f, z);
  }
  //printf(" --> bias factor %g\n", biasFactor);
  glPopAttrib();
}

FX_ENTRY void FX_CALL
grDepthBiasLevel( FxI32 level )
{
  LOG("grDepthBiasLevel(%d)\r\n", level);
  if (level)
  {
    if(w_buffer_mode)
      glPolygonOffset(1.0f, -(float)level*zscale/255.0f);
    else
      glPolygonOffset(0, (float)level*biasFactor);
    glEnable(GL_POLYGON_OFFSET_FILL);
  }
  else
  {
    glPolygonOffset(0,0);
    glDisable(GL_POLYGON_OFFSET_FILL);
  }
}

// draw

FX_ENTRY void FX_CALL
grDrawTriangle( const void *a, const void *b, const void *c )
{
  float *a_x = (float*)a + xy_off/sizeof(float);
  float *a_y = (float*)a + xy_off/sizeof(float) + 1;
  float *a_z = (float*)a + z_off/sizeof(float);
  float *a_q = (float*)a + q_off/sizeof(float);
  unsigned char *a_pargb = (unsigned char*)a + pargb_off;
  float *a_s0 = (float*)a + st0_off/sizeof(float);
  float *a_t0 = (float*)a + st0_off/sizeof(float) + 1;
  float *a_s1 = (float*)a + st1_off/sizeof(float);
  float *a_t1 = (float*)a + st1_off/sizeof(float) + 1;
  float *a_fog = (float*)a + fog_ext_off/sizeof(float);

  float *b_x = (float*)b + xy_off/sizeof(float);
  float *b_y = (float*)b + xy_off/sizeof(float) + 1;
  float *b_z = (float*)b + z_off/sizeof(float);
  float *b_q = (float*)b + q_off/sizeof(float);
  unsigned char *b_pargb = (unsigned char*)b + pargb_off;
  float *b_s0 = (float*)b + st0_off/sizeof(float);
  float *b_t0 = (float*)b + st0_off/sizeof(float) + 1;
  float *b_s1 = (float*)b + st1_off/sizeof(float);
  float *b_t1 = (float*)b + st1_off/sizeof(float) + 1;
  float *b_fog = (float*)b + fog_ext_off/sizeof(float);

  float *c_x = (float*)c + xy_off/sizeof(float);
  float *c_y = (float*)c + xy_off/sizeof(float) + 1;
  float *c_z = (float*)c + z_off/sizeof(float);
  float *c_q = (float*)c + q_off/sizeof(float);
  unsigned char *c_pargb = (unsigned char*)c + pargb_off;
  float *c_s0 = (float*)c + st0_off/sizeof(float);
  float *c_t0 = (float*)c + st0_off/sizeof(float) + 1;
  float *c_s1 = (float*)c + st1_off/sizeof(float);
  float *c_t1 = (float*)c + st1_off/sizeof(float) + 1;
  float *c_fog = (float*)c + fog_ext_off/sizeof(float);
  LOG("grDrawTriangle()\r\n");

  // ugly ? i know but nvidia drivers are losing the viewport otherwise

  if(nvidia_viewport_hack && !render_to_texture)
  {
    glViewport(0, viewport_offset, viewport_width, viewport_height);
    nvidia_viewport_hack = 0;
  }

  reloadTexture();

  if(need_to_compile) compile_shader();

  glBegin(GL_TRIANGLES);

  if (nbTextureUnits > 2)
  {
    if (st0_en)
      glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width,
      ytex(0, *a_t0 / *a_q / (float)tex1_height));
    if (st1_en)
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width,
      ytex(1, *a_t1 / *a_q / (float)tex0_height));
  }
  else
  {
    if (st0_en)
      glTexCoord2f(*a_s0 / *a_q / (float)tex0_width,
      ytex(0, *a_t0 / *a_q / (float)tex0_height));
  }
  if (pargb_en)
    glColor4f(a_pargb[2]/255.0f, a_pargb[1]/255.0f, a_pargb[0]/255.0f, a_pargb[3]/255.0f);
  if (fog_enabled && fog_coord_support)
  {
    if(!fog_ext_en || fog_enabled != 2)
      glSecondaryColor3f((1.0f / *a_q) / 255.0f, 0.0f, 0.0f);
    else
      glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f);
  }
  glVertex4f((*a_x - (float)widtho) / (float)(width/2) / *a_q,
    -(*a_y - (float)heighto) / (float)(height/2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);

  if (nbTextureUnits > 2)
  {
    if (st0_en)
      glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width,
      ytex(0, *b_t0 / *b_q / (float)tex1_height));
    if (st1_en)
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width,
      ytex(1, *b_t1 / *b_q / (float)tex0_height));
  }
  else
  {
    if (st0_en)
      glTexCoord2f(*b_s0 / *b_q / (float)tex0_width,
      ytex(0, *b_t0 / *b_q / (float)tex0_height));
  }
  if (pargb_en)
    glColor4f(b_pargb[2]/255.0f, b_pargb[1]/255.0f, b_pargb[0]/255.0f, b_pargb[3]/255.0f);
  if (fog_enabled && fog_coord_support)
  {
    if(!fog_ext_en || fog_enabled != 2)
      glSecondaryColor3f((1.0f / *b_q) / 255.0f, 0.0f, 0.0f);
    else
      glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f);
  }

  glVertex4f((*b_x - (float)widtho) / (float)(width/2) / *b_q,
    -(*b_y - (float)heighto) / (float)(height/2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);

  if (nbTextureUnits > 2)
  {
    if (st0_en)
      glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *c_s0 / *c_q / (float)tex1_width,
      ytex(0, *c_t0 / *c_q / (float)tex1_height));
    if (st1_en)
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *c_s1 / *c_q / (float)tex0_width,
      ytex(1, *c_t1 / *c_q / (float)tex0_height));
  }
  else
  {
    if (st0_en)
      glTexCoord2f(*c_s0 / *c_q / (float)tex0_width,
      ytex(0, *c_t0 / *c_q / (float)tex0_height));
  }
  if (pargb_en)
    glColor4f(c_pargb[2]/255.0f, c_pargb[1]/255.0f, c_pargb[0]/255.0f, c_pargb[3]/255.0f);
  if (fog_enabled && fog_coord_support)
  {
    if(!fog_ext_en || fog_enabled != 2)
      glSecondaryColor3f((1.0f / *c_q) / 255.0f, 0.0f, 0.0f);
    else
      glSecondaryColor3f((1.0f / *c_fog) / 255.0f, 0.0f, 0.0f);
  }
  glVertex4f((*c_x - (float)widtho) / (float)(width/2) / *c_q,
    -(*c_y - (float)heighto) / (float)(height/2) / *c_q, ZCALC(*c_z ,*c_q), 1.0f / *c_q);

  glEnd();
}

FX_ENTRY void FX_CALL
grDrawPoint( const void *pt )
{
  float *x = (float*)pt + xy_off/sizeof(float);
  float *y = (float*)pt + xy_off/sizeof(float) + 1;
  float *z = (float*)pt + z_off/sizeof(float);
  float *q = (float*)pt + q_off/sizeof(float);
  unsigned char *pargb = (unsigned char*)pt + pargb_off;
  float *s0 = (float*)pt + st0_off/sizeof(float);
  float *t0 = (float*)pt + st0_off/sizeof(float) + 1;
  float *s1 = (float*)pt + st1_off/sizeof(float);
  float *t1 = (float*)pt + st1_off/sizeof(float) + 1;
  float *fog = (float*)pt + fog_ext_off/sizeof(float);
  LOG("grDrawPoint()\r\n");

  if(nvidia_viewport_hack && !render_to_texture)
  {
    glViewport(0, viewport_offset, viewport_width, viewport_height);
    nvidia_viewport_hack = 0;
  }

  reloadTexture();

  if(need_to_compile) compile_shader();

  glBegin(GL_POINTS);

  if (nbTextureUnits > 2)
  {
    if (st0_en)
      glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width,
      ytex(0, *t0 / *q / (float)tex1_height));
    if (st1_en)
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width,
      ytex(1, *t1 / *q / (float)tex0_height));
  }
  else
  {
    if (st0_en)
      glTexCoord2f(*s0 / *q / (float)tex0_width,
      ytex(0, *t0 / *q / (float)tex0_height));
  }
  if (pargb_en)
    glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f);
  if (fog_enabled && fog_coord_support)
  {
    if(!fog_ext_en || fog_enabled != 2)
      glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f);
    else
      glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f);
  }
  glVertex4f((*x - (float)widtho) / (float)(width/2) / *q,
    -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z ,*q), 1.0f / *q);

  glEnd();
}

FX_ENTRY void FX_CALL
grDrawLine( const void *a, const void *b )
{
  float *a_x = (float*)a + xy_off/sizeof(float);
  float *a_y = (float*)a + xy_off/sizeof(float) + 1;
  float *a_z = (float*)a + z_off/sizeof(float);
  float *a_q = (float*)a + q_off/sizeof(float);
  unsigned char *a_pargb = (unsigned char*)a + pargb_off;
  float *a_s0 = (float*)a + st0_off/sizeof(float);
  float *a_t0 = (float*)a + st0_off/sizeof(float) + 1;
  float *a_s1 = (float*)a + st1_off/sizeof(float);
  float *a_t1 = (float*)a + st1_off/sizeof(float) + 1;
  float *a_fog = (float*)a + fog_ext_off/sizeof(float);

  float *b_x = (float*)b + xy_off/sizeof(float);
  float *b_y = (float*)b + xy_off/sizeof(float) + 1;
  float *b_z = (float*)b + z_off/sizeof(float);
  float *b_q = (float*)b + q_off/sizeof(float);
  unsigned char *b_pargb = (unsigned char*)b + pargb_off;
  float *b_s0 = (float*)b + st0_off/sizeof(float);
  float *b_t0 = (float*)b + st0_off/sizeof(float) + 1;
  float *b_s1 = (float*)b + st1_off/sizeof(float);
  float *b_t1 = (float*)b + st1_off/sizeof(float) + 1;
  float *b_fog = (float*)b + fog_ext_off/sizeof(float);
  LOG("grDrawLine()\r\n");

  if(nvidia_viewport_hack && !render_to_texture)
  {
    glViewport(0, viewport_offset, viewport_width, viewport_height);
    nvidia_viewport_hack = 0;
  }

  reloadTexture();

  if(need_to_compile) compile_shader();

  glBegin(GL_LINES);

  if (nbTextureUnits > 2)
  {
    if (st0_en)
      glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height));
    if (st1_en)
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height));
  }
  else
  {
    if (st0_en)
      glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height));
  }
  if (pargb_en)
    glColor4f(a_pargb[2]/255.0f, a_pargb[1]/255.0f, a_pargb[0]/255.0f, a_pargb[3]/255.0f);
  if (fog_enabled && fog_coord_support)
  {
    if(!fog_ext_en || fog_enabled != 2)
      glSecondaryColor3f((1.0f / *a_q) / 255.0f, 0.0f, 0.0f);
    else
      glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f);
  }
  glVertex4f((*a_x - (float)widtho) / (float)(width/2) / *a_q,
    -(*a_y - (float)heighto) / (float)(height/2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);

  if (nbTextureUnits > 2)
  {
    if (st0_en)
      glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width,
      ytex(0, *b_t0 / *b_q / (float)tex1_height));
    if (st1_en)
      glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width,
      ytex(1, *b_t1 / *b_q / (float)tex0_height));
  }
  else
  {
    if (st0_en)
      glTexCoord2f(*b_s0 / *b_q / (float)tex0_width,
      ytex(0, *b_t0 / *b_q / (float)tex0_height));
  }
  if (pargb_en)
    glColor4f(b_pargb[2]/255.0f, b_pargb[1]/255.0f, b_pargb[0]/255.0f, b_pargb[3]/255.0f);
  if (fog_enabled && fog_coord_support)
  {
    if(!fog_ext_en || fog_enabled != 2)
      glSecondaryColor3f((1.0f / *b_q) / 255.0f, 0.0f, 0.0f);
    else
      glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f);
  }
  glVertex4f((*b_x - (float)widtho) / (float)(width/2) / *b_q,
    -(*b_y - (float)heighto) / (float)(height/2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);

  glEnd();
}

FX_ENTRY void FX_CALL
grDrawVertexArray(FxU32 mode, FxU32 Count, void *pointers2)
{
  unsigned int i;
  float *x, *y, *q, *s0, *t0, *s1, *t1, *z, *fog;
  unsigned char *pargb;
  void **pointers = (void**)pointers2;
  LOG("grDrawVertexArray(%d,%d)\r\n", mode, Count);

  if(nvidia_viewport_hack && !render_to_texture)
  {
    glViewport(0, viewport_offset, viewport_width, viewport_height);
    nvidia_viewport_hack = 0;
  }

  reloadTexture();

  if(need_to_compile) compile_shader();

  switch(mode)
  {
  case GR_TRIANGLE_FAN:
    glBegin(GL_TRIANGLE_FAN);
    break;
  default:
    display_warning("grDrawVertexArray : unknown mode : %x", mode);
  }

  for (i=0; i<Count; i++)
  {
    x = (float*)pointers[i] + xy_off/sizeof(float);
    y = (float*)pointers[i] + xy_off/sizeof(float) + 1;
    z = (float*)pointers[i] + z_off/sizeof(float);
    q = (float*)pointers[i] + q_off/sizeof(float);
    pargb = (unsigned char*)pointers[i] + pargb_off;
    s0 = (float*)pointers[i] + st0_off/sizeof(float);
    t0 = (float*)pointers[i] + st0_off/sizeof(float) + 1;
    s1 = (float*)pointers[i] + st1_off/sizeof(float);
    t1 = (float*)pointers[i] + st1_off/sizeof(float) + 1;
    fog = (float*)pointers[i] + fog_ext_off/sizeof(float);

    if (nbTextureUnits > 2)
    {
      if (st0_en)
        glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width,
        ytex(0, *t0 / *q / (float)tex1_height));
      if (st1_en)
        glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width,
        ytex(1, *t1 / *q / (float)tex0_height));
    }
    else
    {
      if (st0_en)
        glTexCoord2f(*s0 / *q / (float)tex0_width,
        ytex(0, *t0 / *q / (float)tex0_height));
    }
    if (pargb_en)
      glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f);
    if (fog_enabled && fog_coord_support)
    {
      if(!fog_ext_en || fog_enabled != 2)
        glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f);
      else
        glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f);
    }
    glVertex4f((*x - (float)widtho) / (float)(width/2) / *q,
      -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z, *q), 1.0f / *q);
  }
  glEnd();
}

FX_ENTRY void FX_CALL
grDrawVertexArrayContiguous(FxU32 mode, FxU32 Count, void *pointers, FxU32 stride)
{
  unsigned int i;
  float *x, *y, *q, *s0, *t0, *s1, *t1, *z, *fog;
  unsigned char *pargb;
  LOG("grDrawVertexArrayContiguous(%d,%d,%d)\r\n", mode, Count, stride);

  if(nvidia_viewport_hack && !render_to_texture)
  {
    glViewport(0, viewport_offset, viewport_width, viewport_height);
    nvidia_viewport_hack = 0;
  }

  reloadTexture();

  if(need_to_compile) compile_shader();

  switch(mode)
  {
  case GR_TRIANGLE_STRIP:
    glBegin(GL_TRIANGLE_STRIP);
    break;
  case GR_TRIANGLE_FAN:
    glBegin(GL_TRIANGLE_FAN);
    break;
  default:
    display_warning("grDrawVertexArrayContiguous : unknown mode : %x", mode);
  }

  for (i=0; i<Count; i++)
  {
    x = (float*)((unsigned char*)pointers+stride*i) + xy_off/sizeof(float);
    y = (float*)((unsigned char*)pointers+stride*i) + xy_off/sizeof(float) + 1;
    z = (float*)((unsigned char*)pointers+stride*i) + z_off/sizeof(float);
    q = (float*)((unsigned char*)pointers+stride*i) + q_off/sizeof(float);
    pargb = (unsigned char*)pointers+stride*i + pargb_off;
    s0 = (float*)((unsigned char*)pointers+stride*i) + st0_off/sizeof(float);
    t0 = (float*)((unsigned char*)pointers+stride*i) + st0_off/sizeof(float) + 1;
    s1 = (float*)((unsigned char*)pointers+stride*i) + st1_off/sizeof(float);
    t1 = (float*)((unsigned char*)pointers+stride*i) + st1_off/sizeof(float) + 1;
    fog = (float*)((unsigned char*)pointers+stride*i) + fog_ext_off/sizeof(float);

    //if(*fog == 0.0f) *fog = 1.0f;

    if (nbTextureUnits > 2)
    {
      if (st0_en)
        glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width,
        ytex(0, *t0 / *q / (float)tex1_height));
      if (st1_en)
        glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width,
        ytex(1, *t1 / *q / (float)tex0_height));
    }
    else
    {
      if (st0_en)
        glTexCoord2f(*s0 / *q / (float)tex0_width,
        ytex(0, *t0 / *q / (float)tex0_height));
    }
    if (pargb_en)
      glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f);
    if (fog_enabled && fog_coord_support)
    {
      if(!fog_ext_en || fog_enabled != 2)
        glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f);
      else
        glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f);
    }

    glVertex4f((*x - (float)widtho) / (float)(width/2) / *q,
      -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z, *q), 1.0f / *q);
  }
  glEnd();
}