// * This file is part of the COLOBOT source code
// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
// * Copyright (C) 2012, Polish Portal of Colobot (PPC)
// *
// * This program 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.
// *
// * This program is distributed in the hope that it will be useful,
// * but WITHOUT ANY WARRANTY; without even the implied warranty of
// * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
// * along with this program. If not, see  http://www.gnu.org/licenses/.


#include "graphics/engine/engine.h"

#include "app/app.h"
#include "app/gamedata.h"

#include "common/image.h"
#include "common/key.h"
#include "common/logger.h"

#include "graphics/core/device.h"
#include "graphics/engine/camera.h"
#include "graphics/engine/cloud.h"
#include "graphics/engine/lightman.h"
#include "graphics/engine/lightning.h"
#include "graphics/engine/particle.h"
#include "graphics/engine/planet.h"
#include "graphics/engine/pyro.h"
#include "graphics/engine/terrain.h"
#include "graphics/engine/text.h"
#include "graphics/engine/water.h"

#include "math/geometry.h"

#include "sound/sound.h"

#include "ui/interface.h"

#include <iomanip>

template<> Gfx::CEngine* CSingleton<Gfx::CEngine>::m_instance = nullptr;

// Graphics module namespace
namespace Gfx {

CEngine::CEngine(CApplication *app)
{
    m_app    = app;
    m_device = nullptr;

    m_lightMan   = nullptr;
    m_text       = nullptr;
    m_particle   = nullptr;
    m_water      = nullptr;
    m_cloud      = nullptr;
    m_lightning  = nullptr;
    m_planet     = nullptr;
    m_sound      = nullptr;
    m_terrain    = nullptr;
    m_pause      = nullptr;

    m_showStats = false;

    m_focus = 0.75f;

    m_rankView = 0;

    m_ambientColor[0] = Color(0.5f, 0.5f, 0.5f, 0.5f);
    m_ambientColor[1] = Color(0.5f, 0.5f, 0.5f, 0.5f);
    m_fogColor[0]     = Color(1.0f, 1.0f, 1.0f, 1.0f);
    m_fogColor[1]     = Color(1.0f, 1.0f, 1.0f, 1.0f);
    m_deepView[0]     = 1000.0f;
    m_deepView[1]     = 1000.0f;
    m_fogStart[0]     = 0.75f;
    m_fogStart[1]     = 0.75f;
    m_waterAddColor   = Color(0.0f, 0.0f, 0.0f, 0.0f);

    m_render            = true;
    m_movieLock         = false;
    m_shadowVisible     = true;
    m_groundSpotVisible = true;
    m_dirty             = true;
    m_fog               = true;
    m_secondTexNum      = 0;
    m_eyeDirH           = 0.0f;
    m_eyeDirV           = 0.0f;
    m_backgroundName    = "";  // no background image
    m_backgroundColorUp   = Color();
    m_backgroundColorDown = Color();
    m_backgroundCloudUp   = Color();
    m_backgroundCloudDown = Color();
    m_backgroundFull = false;
    m_overFront = true;
    m_overColor = Color();
    m_overMode  = ENG_RSTATE_TCOLOR_BLACK;
    m_highlightRank[0] = -1;  // empty list
    m_highlightTime = 0.0f;
    m_eyePt    = Math::Vector(0.0f, 0.0f, 0.0f);
    m_lookatPt = Math::Vector(0.0f, 0.0f, 1.0f);
    m_drawWorld = true;
    m_drawFront = false;
    m_particleDensity = 1.0f;
    m_lastClippingDistance = m_clippingDistance = 1.0f;
    m_objectDetail = 1.0f;
    m_terrainVision = 1000.0f;
    m_gadgetQuantity = 1.0f;
    m_textureQuality = 1;
    m_totoMode = true;
    m_lensMode = true;
    m_waterMode = true;
    m_skyMode = true;
    m_backForce = true;
    m_planetMode = true;
    m_lightMode = true;
    m_editIndentMode = true;
    m_editIndentValue = 4;
    m_tracePrecision = 1.0f;


    m_updateGeometry = false;
    m_updateStaticBuffers = false;

    m_interfaceMode = false;

    m_debugLights = false;
    m_debugDumpLights = false;

    m_mice[ENG_MOUSE_NORM]    = EngineMouse( 0,  1, 32, ENG_RSTATE_TTEXTURE_WHITE, ENG_RSTATE_TTEXTURE_BLACK, Math::Point( 1.0f,  1.0f));
    m_mice[ENG_MOUSE_WAIT]    = EngineMouse( 2,  3, 33, ENG_RSTATE_TTEXTURE_WHITE, ENG_RSTATE_TTEXTURE_BLACK, Math::Point( 8.0f, 12.0f));
    m_mice[ENG_MOUSE_HAND]    = EngineMouse( 4,  5, 34, ENG_RSTATE_TTEXTURE_WHITE, ENG_RSTATE_TTEXTURE_BLACK, Math::Point( 7.0f,  2.0f));
    m_mice[ENG_MOUSE_NO]      = EngineMouse( 6,  7, 35, ENG_RSTATE_TTEXTURE_WHITE, ENG_RSTATE_TTEXTURE_BLACK, Math::Point(10.0f, 10.0f));
    m_mice[ENG_MOUSE_EDIT]    = EngineMouse( 8,  9, -1, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point( 6.0f, 10.0f));
    m_mice[ENG_MOUSE_CROSS]   = EngineMouse(10, 11, -1, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point(10.0f, 10.0f));
    m_mice[ENG_MOUSE_MOVEV]   = EngineMouse(12, 13, -1, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point( 5.0f, 11.0f));
    m_mice[ENG_MOUSE_MOVEH]   = EngineMouse(14, 15, -1, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point(11.0f,  5.0f));
    m_mice[ENG_MOUSE_MOVED]   = EngineMouse(16, 17, -1, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point( 9.0f,  9.0f));
    m_mice[ENG_MOUSE_MOVEI]   = EngineMouse(18, 19, -1, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point( 9.0f,  9.0f));
    m_mice[ENG_MOUSE_MOVE]    = EngineMouse(20, 21, -1, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point(11.0f, 11.0f));
    m_mice[ENG_MOUSE_TARGET]  = EngineMouse(22, 23, -1, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point(15.0f, 15.0f));
    m_mice[ENG_MOUSE_SCROLLL] = EngineMouse(24, 25, 43, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point( 2.0f,  9.0f));
    m_mice[ENG_MOUSE_SCROLLR] = EngineMouse(26, 27, 44, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point(17.0f,  9.0f));
    m_mice[ENG_MOUSE_SCROLLU] = EngineMouse(28, 29, 45, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point( 9.0f,  2.0f));
    m_mice[ENG_MOUSE_SCROLLD] = EngineMouse(30, 31, 46, ENG_RSTATE_TTEXTURE_BLACK, ENG_RSTATE_TTEXTURE_WHITE, Math::Point( 9.0f, 17.0f));

    m_mouseSize    = Math::Point(0.04f, 0.04f * (800.0f / 600.0f));
    m_mouseType    = ENG_MOUSE_NORM;

    m_fpsCounter = 0;
    m_lastFrameTime = GetSystemUtils()->CreateTimeStamp();
    m_currentFrameTime = GetSystemUtils()->CreateTimeStamp();

    m_defaultTexParams.format = TEX_IMG_AUTO;
    m_defaultTexParams.mipmap = true;
    m_defaultTexParams.minFilter = TEX_MIN_FILTER_LINEAR_MIPMAP_LINEAR;
    m_defaultTexParams.magFilter = TEX_MAG_FILTER_LINEAR;

    m_terrainTexParams.format = TEX_IMG_AUTO;
    m_terrainTexParams.mipmap = false;
    m_terrainTexParams.minFilter = TEX_MIN_FILTER_LINEAR;
    m_terrainTexParams.magFilter = TEX_MAG_FILTER_LINEAR;
}

CEngine::~CEngine()
{
    m_app       = nullptr;
    m_sound     = nullptr;
    m_device    = nullptr;
    m_text      = nullptr;
    m_lightMan  = nullptr;
    m_particle  = nullptr;
    m_water     = nullptr;
    m_cloud     = nullptr;
    m_lightning = nullptr;
    m_planet    = nullptr;
    m_terrain   = nullptr;
    m_pause     = nullptr;

    GetSystemUtils()->DestroyTimeStamp(m_lastFrameTime);
    m_lastFrameTime = nullptr;
    GetSystemUtils()->DestroyTimeStamp(m_currentFrameTime);
    m_currentFrameTime = nullptr;
}

void CEngine::SetDevice(CDevice *device)
{
    m_device = device;
}

CDevice* CEngine::GetDevice()
{
    return m_device;
}

CText* CEngine::GetText()
{
    return m_text;
}

CLightManager* CEngine::GetLightManager()
{
    return m_lightMan;
}

CParticle* CEngine::GetParticle()
{
    return m_particle;
}

CTerrain* CEngine::GetTerrain()
{
    return m_terrain;
}

CWater* CEngine::GetWater()
{
    return m_water;
}

CLightning* CEngine::GetLightning()
{
    return m_lightning;
}

CPlanet* CEngine::GetPlanet()
{
    return m_planet;
}

CCloud* CEngine::GetCloud()
{
    return m_cloud;
}

void CEngine::SetTerrain(CTerrain* terrain)
{
    m_terrain = terrain;
}

bool CEngine::Create()
{
    m_size = m_app->GetVideoConfig().size;

    m_lightMan   = new CLightManager(this);
    m_text       = new CText(this);
    m_particle   = new CParticle(this);
    m_water      = new CWater(this);
    m_cloud      = new CCloud(this);
    m_lightning  = new CLightning(this);
    m_planet     = new CPlanet(this);
    m_pause      = new CPauseManager();

    m_lightMan->SetDevice(m_device);
    m_particle->SetDevice(m_device);

    m_text->SetDevice(m_device);
    if (! m_text->Create())
    {
        std::string error = m_text->GetError();
        GetLogger()->Error("Error creating CText: %s\n", error.c_str());
        return false;
    }

    m_device->SetClearColor(Color(0.0f, 0.0f, 0.0f, 0.0f));
    m_device->SetShadeModel(SHADE_SMOOTH);
    m_device->SetFillMode(FILL_POLY);

    SetFocus(m_focus);

    m_matWorldInterface.LoadIdentity();
    m_matViewInterface.LoadIdentity();

    Math::LoadOrthoProjectionMatrix(m_matProjInterface, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);

    TextureCreateParams params;
    params.format = TEX_IMG_AUTO;
    params.minFilter = TEX_MIN_FILTER_NEAREST;
    params.magFilter = TEX_MAG_FILTER_NEAREST;
    params.mipmap = false;
    m_miceTexture = LoadTexture("mouse.png", params);

    GetSystemUtils()->GetCurrentTimeStamp(m_currentFrameTime);
    GetSystemUtils()->GetCurrentTimeStamp(m_lastFrameTime);

    return true;
}

void CEngine::Destroy()
{
    m_text->Destroy();

    delete m_lightMan;
    m_lightMan = nullptr;

    delete m_text;
    m_text = nullptr;

    delete m_particle;
    m_particle = nullptr;

    delete m_water;
    m_water = nullptr;

    delete m_cloud;
    m_cloud = nullptr;

    delete m_lightning;
    m_lightning = nullptr;

    delete m_planet;
    m_planet = nullptr;
}

void CEngine::ResetAfterDeviceChanged()
{
    m_size = m_app->GetVideoConfig().size;;

    m_text->FlushCache();

    FlushTextureCache();
}

bool CEngine::ProcessEvent(const Event &event)
{
    if (event.type == EVENT_KEY_DOWN)
    {
        if (event.key.key == KEY(F12))
        {
            m_showStats = !m_showStats;
            return false;
        }

        if (event.key.key == KEY(F11))
        {
            m_debugLights = !m_debugLights;
            return false;
        }

        if (event.key.key == KEY(F10))
        {
            m_debugDumpLights = true;
            return false;
        }
    }

    // By default, pass on all events
    return true;
}

void CEngine::FrameUpdate()
{
    m_fpsCounter++;

    GetSystemUtils()->GetCurrentTimeStamp(m_currentFrameTime);
    float diff = GetSystemUtils()->TimeStampDiff(m_lastFrameTime, m_currentFrameTime, STU_SEC);
    if (diff > 1.0f)
    {
        GetSystemUtils()->CopyTimeStamp(m_lastFrameTime, m_currentFrameTime);

        m_fps = m_fpsCounter / diff;
        m_fpsCounter = 0;

        if (m_showStats)
        {
            std::stringstream str;
            str << "FPS: ";
            str.precision(2);
            str.setf(std::ios_base::fixed);
            str << m_fps;
            m_fpsText = str.str();
        }
    }

    float rTime = m_app->GetRelTime();

    m_lightMan->UpdateProgression(rTime);

    m_app->StartPerformanceCounter(PCNT_UPDATE_PARTICLE);
    m_particle->FrameParticle(rTime);
    m_app->StopPerformanceCounter(PCNT_UPDATE_PARTICLE);

    ComputeDistance();
    UpdateGeometry();
    UpdateStaticBuffers();

    m_highlightTime = m_app->GetAbsTime();

    if (m_groundMark.draw)
    {
        if (m_groundMark.phase == ENG_GR_MARK_PHASE_INC)  // growing?
        {
            m_groundMark.intensity += rTime*(1.0f/m_groundMark.delay[0]);
            if (m_groundMark.intensity >= 1.0f)
            {
                m_groundMark.intensity = 1.0f;
                m_groundMark.fix = 0.0f;
                m_groundMark.phase = ENG_GR_MARK_PHASE_FIX;
            }
        }
        else if (m_groundMark.phase == ENG_GR_MARK_PHASE_FIX)  // fixed?
        {
            m_groundMark.fix += rTime*(1.0f/m_groundMark.delay[1]);
            if (m_groundMark.fix >= 1.0f)
                m_groundMark.phase = ENG_GR_MARK_PHASE_DEC;
        }
        else if (m_groundMark.phase == ENG_GR_MARK_PHASE_DEC)  // decay?
        {
            m_groundMark.intensity -= rTime*(1.0f/m_groundMark.delay[2]);
            if (m_groundMark.intensity < 0.0f)
            {
                m_groundMark.intensity = 0.0f;
                m_groundMark.phase     = ENG_GR_MARK_PHASE_NULL;
                m_groundMark.draw      = false;
            }
        }
    }
}

bool CEngine::WriteScreenShot(const std::string& fileName, int width, int height)
{
    void *pixels = m_device->GetFrameBufferPixels();
    CImage img({width,height});

    img.SetDataPixels(pixels);
    img.flipVertically();

    if ( img.SavePNG(fileName.c_str()) ){
       GetLogger()->Info("Save SceenShot Saved Successfully!\n");
       return true;
    }
    else{
       GetLogger()->Error("%s!\n",img.GetError().c_str());
       return false;
    }   
}

bool CEngine::GetPause()
{
    return m_pause->GetPause();
}

void CEngine::SetMovieLock(bool lock)
{
    m_movieLock = lock;
}

bool CEngine::GetMovieLock()
{
    return m_movieLock;
}

void CEngine::SetShowStats(bool show)
{
    m_showStats = show;
}

bool CEngine::GetShowStats()
{
    return m_showStats;
}

void CEngine::SetRenderEnable(bool enable)
{
    m_render = enable;
}

Math::IntPoint CEngine::GetWindowSize()
{
    return m_size;
}

Math::Point CEngine::WindowToInterfaceCoords(Math::IntPoint pos)
{
    return Math::Point(        static_cast<float>(pos.x) / static_cast<float>(m_size.x),
                        1.0f - static_cast<float>(pos.y) / static_cast<float>(m_size.y)  );
}

Math::IntPoint CEngine::InterfaceToWindowCoords(Math::Point pos)
{
    return Math::IntPoint(static_cast<int>(pos.x * m_size.x),
                          static_cast<int>((1.0f - pos.y) * m_size.y));
}

Math::Point CEngine::WindowToInterfaceSize(Math::IntPoint size)
{
    return Math::Point(static_cast<float>(size.x) / static_cast<float>(m_size.x),
                       static_cast<float>(size.y) / static_cast<float>(m_size.y));
}

Math::IntPoint CEngine::InterfaceToWindowSize(Math::Point size)
{
    return Math::IntPoint(static_cast<int>(size.x * m_size.x),
                          static_cast<int>(size.y * m_size.y));
}

void CEngine::AddStatisticTriangle(int count)
{
    m_statisticTriangle += count;
}

int CEngine::GetStatisticTriangle()
{
    return m_statisticTriangle;
}



/*******************************************************
                   Object management
 *******************************************************/

EngineBaseObjTexTier& CEngine::AddLevel2(EngineBaseObject& p1, const std::string& tex1Name, const std::string& tex2Name)
{
    for (int i = 0; i < static_cast<int>( p1.next.size() ); i++)
    {
        if (p1.next[i].tex1Name == tex1Name && p1.next[i].tex2Name == tex2Name)
            return p1.next[i];
    }

    p1.next.push_back(EngineBaseObjTexTier(tex1Name, tex2Name));
    return p1.next.back();
}

EngineBaseObjLODTier& CEngine::AddLevel3(EngineBaseObjTexTier& p2, LODLevel lodLevel)
{
    for (int i = 0; i < static_cast<int>( p2.next.size() ); i++)
    {
        if (p2.next[i].lodLevel == lodLevel)
            return p2.next[i];
    }

    p2.next.push_back(EngineBaseObjLODTier(lodLevel));
    return p2.next.back();
}

EngineBaseObjDataTier& CEngine::AddLevel4(EngineBaseObjLODTier& p3, EngineTriangleType type,
                                          const Material& material, int state)
{
    for (int i = 0; i < static_cast<int>( p3.next.size() ); i++)
    {
        if ( (p3.next[i].type == type) && (p3.next[i].material == material) && (p3.next[i].state == state) )
            return p3.next[i];
    }

    p3.next.push_back(EngineBaseObjDataTier(type, material, state));
    return p3.next.back();
}

int CEngine::CreateBaseObject()
{
    int baseObjRank = 0;
    for ( ; baseObjRank < static_cast<int>( m_baseObjects.size() ); baseObjRank++)
    {
        if (! m_baseObjects[baseObjRank].used)
        {
            m_baseObjects[baseObjRank].LoadDefault();
            break;
        }
    }

    if (baseObjRank == static_cast<int>( m_baseObjects.size() ))
        m_baseObjects.push_back(EngineBaseObject());
    else
        m_baseObjects[baseObjRank].LoadDefault();


    m_baseObjects[baseObjRank].used = true;

    return baseObjRank;
}

void CEngine::DeleteBaseObject(int baseObjRank)
{
    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

    EngineBaseObject& p1 = m_baseObjects[baseObjRank];

    if (! p1.used)
        return;

    for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
    {
        EngineBaseObjTexTier& p2 = p1.next[l2];

        for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
        {
            EngineBaseObjLODTier& p3 = p2.next[l3];

            for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
            {
                EngineBaseObjDataTier& p4 = p3.next[l4];

                m_device->DestroyStaticBuffer(p4.staticBufferId);
                p4.staticBufferId = 0;
            }
        }
    }

    p1.next.clear();

    p1.used = false;
}

void CEngine::DeleteAllBaseObjects()
{
    for (int baseObjRank = 0; baseObjRank < static_cast<int>( m_baseObjects.size() ); baseObjRank++)
    {
        EngineBaseObject& p1 = m_baseObjects[baseObjRank];
        if (! p1.used)
            continue;

        for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
        {
            EngineBaseObjTexTier& p2 = p1.next[l2];

            for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
            {
                EngineBaseObjLODTier& p3 = p2.next[l3];

                for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
                {
                    EngineBaseObjDataTier& p4 = p3.next[l4];

                    m_device->DestroyStaticBuffer(p4.staticBufferId);
                    p4.staticBufferId = 0;
                }
            }
        }
    }

    m_baseObjects.clear();
}

void CEngine::CopyBaseObject(int sourceBaseObjRank, int destBaseObjRank)
{
    assert(sourceBaseObjRank >= 0 && sourceBaseObjRank < static_cast<int>( m_baseObjects.size() ));
    assert(destBaseObjRank >= 0 && destBaseObjRank < static_cast<int>( m_baseObjects.size() ));

    m_baseObjects[destBaseObjRank] = m_baseObjects[sourceBaseObjRank];

    EngineBaseObject& p1 = m_baseObjects[destBaseObjRank];

    if (! p1.used)
        return;

    for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
    {
        EngineBaseObjTexTier& p2 = p1.next[l2];

        for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
        {
            EngineBaseObjLODTier& p3 = p2.next[l3];

            for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
            {
                EngineBaseObjDataTier& p4 = p3.next[l4];
                p4.staticBufferId = 0;
            }
        }
    }
}

void CEngine::AddBaseObjTriangles(int baseObjRank, const std::vector<VertexTex2>& vertices,
                                  EngineTriangleType triangleType,
                                  const Material& material, int state,
                                  std::string tex1Name, std::string tex2Name,
                                  LODLevel lodLevel, bool globalUpdate)
{
    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

    EngineBaseObject&      p1 = m_baseObjects[baseObjRank];
    EngineBaseObjTexTier&  p2 = AddLevel2(p1, tex1Name, tex2Name);
    EngineBaseObjLODTier&  p3 = AddLevel3(p2, lodLevel);
    EngineBaseObjDataTier& p4 = AddLevel4(p3, triangleType, material, state);

    p4.vertices.insert(p4.vertices.end(), vertices.begin(), vertices.end());

    p4.updateStaticBuffer = true;
    m_updateStaticBuffers = true;

    if (globalUpdate)
    {
        m_updateGeometry = true;
    }
    else
    {
        for (int i = 0; i < static_cast<int>( vertices.size() ); i++)
        {
            p1.bboxMin.x = Math::Min(vertices[i].coord.x, p1.bboxMin.x);
            p1.bboxMin.y = Math::Min(vertices[i].coord.y, p1.bboxMin.y);
            p1.bboxMin.z = Math::Min(vertices[i].coord.z, p1.bboxMin.z);
            p1.bboxMax.x = Math::Max(vertices[i].coord.x, p1.bboxMax.x);
            p1.bboxMax.y = Math::Max(vertices[i].coord.y, p1.bboxMax.y);
            p1.bboxMax.z = Math::Max(vertices[i].coord.z, p1.bboxMax.z);
        }

        p1.radius = Math::Max(p1.bboxMin.Length(), p1.bboxMax.Length());
    }

    if (triangleType == ENG_TRIANGLE_TYPE_TRIANGLES)
        p1.totalTriangles += vertices.size() / 3;
    else
        p1.totalTriangles += vertices.size() - 2;
}

void CEngine::AddBaseObjQuick(int baseObjRank, const EngineBaseObjDataTier& buffer,
                              std::string tex1Name, std::string tex2Name,
                              LODLevel lodLevel, bool globalUpdate)
{
    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

    EngineBaseObject&      p1 = m_baseObjects[baseObjRank];
    EngineBaseObjTexTier&  p2 = AddLevel2(p1, tex1Name, tex2Name);
    EngineBaseObjLODTier&  p3 = AddLevel3(p2, lodLevel);

    p3.next.push_back(buffer);

    EngineBaseObjDataTier& p4 = p3.next.back();

    UpdateStaticBuffer(p4);

    if (globalUpdate)
    {
        m_updateGeometry = true;
    }
    else
    {
        for (int i = 0; i < static_cast<int>( p4.vertices.size() ); i++)
        {
            p1.bboxMin.x = Math::Min(p4.vertices[i].coord.x, p1.bboxMin.x);
            p1.bboxMin.y = Math::Min(p4.vertices[i].coord.y, p1.bboxMin.y);
            p1.bboxMin.z = Math::Min(p4.vertices[i].coord.z, p1.bboxMin.z);
            p1.bboxMax.x = Math::Max(p4.vertices[i].coord.x, p1.bboxMax.x);
            p1.bboxMax.y = Math::Max(p4.vertices[i].coord.y, p1.bboxMax.y);
            p1.bboxMax.z = Math::Max(p4.vertices[i].coord.z, p1.bboxMax.z);
        }

        p1.radius = Math::Max(p1.bboxMin.Length(), p1.bboxMax.Length());
    }

    if (p4.type == ENG_TRIANGLE_TYPE_TRIANGLES)
        p1.totalTriangles += p4.vertices.size() / 3;
    else if (p4.type == ENG_TRIANGLE_TYPE_SURFACE)
        p1.totalTriangles += p4.vertices.size() - 2;
}

void CEngine::DebugObject(int objRank)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    CLogger* l = GetLogger();

    l->Debug("Debug object: %d\n", objRank);
    if (! m_objects[objRank].used)
    {
        l->Debug(" not used\n");
        return;
    }

    l->Debug(" baseObjRank = %d\n", m_objects[objRank].baseObjRank);
    l->Debug(" visible = %s\n", m_objects[objRank].visible ? "true" : "false");
    l->Debug(" drawWorld = %s\n", m_objects[objRank].drawWorld ? "true" : "false");
    l->Debug(" drawFront = %s\n", m_objects[objRank].drawFront ? "true" : "false");
    l->Debug(" type = %d\n", m_objects[objRank].type);
    l->Debug(" distance = %f\n", m_objects[objRank].distance);
    l->Debug(" shadowRank = %d\n", m_objects[objRank].shadowRank);
    l->Debug(" transparency = %f\n", m_objects[objRank].transparency);

    l->Debug(" baseObj:\n");
    int baseObjRank = m_objects[objRank].baseObjRank;
    if (baseObjRank == -1)
    {
        l->Debug("  null\n");
        return;
    }

    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

    EngineBaseObject& p1 = m_baseObjects[baseObjRank];
    if (!p1.used)
    {
        l->Debug("  not used\n");
        return;
    }

    std::string vecStr;

    vecStr = p1.bboxMin.ToString();
    l->Debug("  bboxMin: %s\n", vecStr.c_str());
    vecStr = p1.bboxMax.ToString();
    l->Debug("  bboxMax: %s\n", vecStr.c_str());
    l->Debug("  totalTriangles: %d\n", p1.totalTriangles);
    l->Debug("  radius: %f\n", p1.radius);

    for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
    {
        EngineBaseObjTexTier& p2 = p1.next[l2];
        l->Debug("  l2:\n");

        l->Debug("   tex1: %s (id: %u)\n", p2.tex1Name.c_str(), p2.tex1.id);
        l->Debug("   tex2: %s (id: %u)\n", p2.tex2Name.c_str(), p2.tex2.id);

        for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
        {
            EngineBaseObjLODTier& p3 = p2.next[l3];

            l->Debug("    l3:\n");
            l->Debug("     lodLevel: %d\n", p3.lodLevel);

            for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
            {
                EngineBaseObjDataTier& p4 = p3.next[l4];

                l->Debug("     l4:\n");
                l->Debug("      type: %d\n", p4.type);
                l->Debug("      state: %d\n", p4.state);
                l->Debug("      staticBufferId: %u\n", p4.staticBufferId);
                l->Debug("      updateStaticBuffer: %s\n", p4.updateStaticBuffer ? "true" : "false");
            }
        }
    }
}

int CEngine::CreateObject()
{
    int objRank = 0;
    for ( ; objRank < static_cast<int>( m_objects.size() ); objRank++)
    {
        if (! m_objects[objRank].used)
        {
            m_objects[objRank].LoadDefault();
            break;
        }
    }

    if (objRank == static_cast<int>( m_objects.size() ))
        m_objects.push_back(EngineObject());


    m_objects[objRank].used = true;

    Math::Matrix mat;
    mat.LoadIdentity();
    SetObjectTransform(objRank, mat);

    m_objects[objRank].drawWorld = true;
    m_objects[objRank].distance = 0.0f;
    m_objects[objRank].baseObjRank = -1;
    m_objects[objRank].shadowRank = -1;

    return objRank;
}

void CEngine::DeleteAllObjects()
{
    m_objects.clear();
    m_shadows.clear();

    DeleteAllGroundSpots();
}

void CEngine::DeleteObject(int objRank)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    // Mark object as deleted
    m_objects[objRank].used = false;

    // Delete associated shadows
    DeleteShadow(objRank);
}

void CEngine::SetObjectBaseRank(int objRank, int baseObjRank)
{
    assert(objRank == -1 || (objRank >= 0 && objRank < static_cast<int>( m_objects.size() )));

    m_objects[objRank].baseObjRank = baseObjRank;
}

int CEngine::GetObjectBaseRank(int objRank)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    return m_objects[objRank].baseObjRank;
}

void CEngine::SetObjectType(int objRank, EngineObjectType type)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    m_objects[objRank].type = type;
}

EngineObjectType CEngine::GetObjectType(int objRank)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    return m_objects[objRank].type;
}


void CEngine::SetObjectTransform(int objRank, const Math::Matrix& transform)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    m_objects[objRank].transform = transform;
}

void CEngine::GetObjectTransform(int objRank, Math::Matrix& transform)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    transform = m_objects[objRank].transform;
}

void CEngine::SetObjectDrawWorld(int objRank, bool draw)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    m_objects[objRank].drawWorld = draw;
}

void CEngine::SetObjectDrawFront(int objRank, bool draw)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    m_objects[objRank].drawFront = draw;
}

void CEngine::SetObjectTransparency(int objRank, float value)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    m_objects[objRank].transparency = value;
}

void CEngine::GetObjectBBox(int objRank, Math::Vector& min, Math::Vector& max)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int baseObjRank = m_objects[objRank].baseObjRank;
    if (baseObjRank == -1)
        return;

    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>(m_baseObjects.size()));

    min = m_baseObjects[baseObjRank].bboxMin;
    max = m_baseObjects[baseObjRank].bboxMax;
}


int CEngine::GetObjectTotalTriangles(int objRank)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int baseObjRank = m_objects[objRank].baseObjRank;
    if (baseObjRank == -1)
        return 0;

    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

    return m_baseObjects[baseObjRank].totalTriangles;
}

EngineBaseObjDataTier* CEngine::FindTriangles(int objRank, const Material& material,
                                              int state, std::string tex1Name,
                                              std::string tex2Name, int lodLevelMask)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int baseObjRank = m_objects[objRank].baseObjRank;
    if (baseObjRank == -1)
        return nullptr;

    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

    EngineBaseObject& p1 = m_baseObjects[baseObjRank];

    for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
    {
        EngineBaseObjTexTier& p2 = p1.next[l2];

        if (p2.tex1Name != tex1Name)
            continue;

        for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
        {
            EngineBaseObjLODTier& p3 = p2.next[l3];

            if ((p3.lodLevel & lodLevelMask) == 0)
                continue;

            for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
            {
                EngineBaseObjDataTier& p4 = p3.next[l4];

                if ( (p4.state & (~(ENG_RSTATE_DUAL_BLACK|ENG_RSTATE_DUAL_WHITE))) != state ||
                      p4.material != material )
                    continue;

                return &p4;
            }
        }
    }

    return nullptr;
}

int CEngine::GetPartialTriangles(int objRank, int lodLevelMask, float percent, int maxCount,
                                 std::vector<EngineTriangle>& triangles)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int baseObjRank = m_objects[objRank].baseObjRank;
    if (baseObjRank == -1)
        return 0;

    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

    EngineBaseObject& p1 = m_baseObjects[baseObjRank];

    int total = p1.totalTriangles;
    int expectedCount = static_cast<int>(percent * total);
    triangles.reserve(Math::Min(maxCount, expectedCount));

    int actualCount = 0;

    for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
    {
        EngineBaseObjTexTier& p2 = p1.next[l2];

        for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
        {
            EngineBaseObjLODTier& p3 = p2.next[l3];

            if ((p3.lodLevel & lodLevelMask) == 0)
                continue;

            for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
            {
                EngineBaseObjDataTier& p4 = p3.next[l4];

                if (p4.type == ENG_TRIANGLE_TYPE_TRIANGLES)
                {
                    for (int i = 0; i < static_cast<int>( p4.vertices.size() ); i += 3)
                    {
                        if (static_cast<float>(actualCount) / total >= percent)
                            break;

                        if (actualCount >= maxCount)
                            break;

                        EngineTriangle t;
                        t.triangle[0] = p4.vertices[i];
                        t.triangle[1] = p4.vertices[i+1];
                        t.triangle[2] = p4.vertices[i+2];
                        t.material = p4.material;
                        t.state = p4.state;
                        t.tex1Name = p2.tex1Name;
                        t.tex2Name = p2.tex2Name;

                        triangles.push_back(t);

                        ++actualCount;
                    }
                }
                else if (p4.type == ENG_TRIANGLE_TYPE_SURFACE)
                {
                    for (int i = 0; i < static_cast<int>( p4.vertices.size() ); i += 1)
                    {
                        if (static_cast<float>(actualCount) / total >= percent)
                            break;

                        if (actualCount >= maxCount)
                            break;

                        EngineTriangle t;
                        t.triangle[0] = p4.vertices[i];
                        t.triangle[1] = p4.vertices[i+1];
                        t.triangle[2] = p4.vertices[i+2];
                        t.material = p4.material;
                        t.state = p4.state;
                        t.tex1Name = p2.tex1Name;
                        t.tex2Name = p2.tex2Name;

                        triangles.push_back(t);

                        ++actualCount;
                    }
                }
            }
        }
    }

    return actualCount;
}

void CEngine::ChangeSecondTexture(int objRank, const std::string& tex2Name)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int baseObjRank = m_objects[objRank].baseObjRank;
    if (baseObjRank == -1)
        return;

    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

    EngineBaseObject& p1 = m_baseObjects[baseObjRank];

    for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
    {
        if (p1.next[l2].tex2Name == tex2Name)
            continue;  // already new

        std::string tex1Name = p1.next[l2].tex1Name;
        EngineBaseObjTexTier& newP2 = AddLevel2(p1, tex1Name, tex2Name);
        newP2.next.insert(newP2.next.end(), p1.next[l2].next.begin(), p1.next[l2].next.end());
        p1.next[l2].next.clear();

        if (!newP2.tex1.Valid())
            newP2.tex1 = LoadTexture(newP2.tex1Name);

        if (!newP2.tex2.Valid())
            newP2.tex2 = LoadTexture(newP2.tex2Name);
    }
}

void CEngine::ChangeTextureMapping(int objRank, const Material& mat, int state,
                                   const std::string& tex1Name, const std::string& tex2Name,
                                   int lodLevelMask, EngineTextureMapping mode,
                                   float au, float bu, float av, float bv)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    EngineBaseObjDataTier* p4 = FindTriangles(objRank, mat, state, tex1Name, tex2Name, lodLevelMask);
    if (p4 == nullptr)
        return;

    int nb = p4->vertices.size();

    if (mode == ENG_TEX_MAPPING_X)
    {
        for (int i = 0; i < nb; i++)
        {
            p4->vertices[i].texCoord.x = p4->vertices[i].coord.z * au + bu;
            p4->vertices[i].texCoord.y = p4->vertices[i].coord.y * av + bv;
        }
    }
    else if (mode == ENG_TEX_MAPPING_Y)
    {
        for (int i = 0; i < nb; i++)
        {
            p4->vertices[i].texCoord.x = p4->vertices[i].coord.x * au + bu;
            p4->vertices[i].texCoord.y = p4->vertices[i].coord.z * av + bv;
        }
    }
    else if (mode == ENG_TEX_MAPPING_Z)
    {
        for (int i = 0; i < nb; i++)
        {
            p4->vertices[i].texCoord.x = p4->vertices[i].coord.x * au + bu;
            p4->vertices[i].texCoord.y = p4->vertices[i].coord.y * av + bv;
        }
    }
    else if (mode == ENG_TEX_MAPPING_1X)
    {
        for (int i = 0; i < nb; i++)
        {
            p4->vertices[i].texCoord.x = p4->vertices[i].coord.x * au + bu;
        }
    }
    else if (mode == ENG_TEX_MAPPING_1Y)
    {
        for (int i = 0; i < nb; i++)
        {
            p4->vertices[i].texCoord.y = p4->vertices[i].coord.y * au + bu;
        }
    }
    else if (mode == ENG_TEX_MAPPING_1Z)
    {
        for (int i = 0; i < nb; i++)
        {
            p4->vertices[i].texCoord.x = p4->vertices[i].coord.z * au + bu;
        }
    }

    UpdateStaticBuffer(*p4);
}

void CEngine::TrackTextureMapping(int objRank, const Material& mat, int state,
                                  const std::string& tex1Name, const std::string& tex2Name,
                                  int lodLevelMask, EngineTextureMapping mode,
                                  float pos, float factor, float tl, float ts, float tt)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    EngineBaseObjDataTier* p4 = FindTriangles(objRank, mat, state, tex1Name, tex2Name, lodLevelMask);
    if (p4 == nullptr)
        return;

    int tNum = p4->vertices.size();
    if (tNum < 12 || tNum % 6 != 0)
        return;

    std::vector<Gfx::VertexTex2>& vs = p4->vertices;

    while (pos < 0.0f)
        pos += 1.0f;  // never negative!

    Math::Vector current;

    for (int i = 0; i < 6; i++)
    {
        for (int j = 0; j < 6; j++)
        {
            if (Math::IsEqual(vs[i].coord.x, vs[j+6].coord.x) &&
                Math::IsEqual(vs[i].coord.y, vs[j+6].coord.y))
            {
                current.x = vs[i].coord.x;  // position end link
                current.y = vs[i].coord.y;
                break;
            }
        }
    }

    float ps = 0.0f;  // start position on the periphery
    float pe = 0.0f;
    int is[6] = { 0 }, ie[6] = { 0 };

    int tBase = 0;
    for (int ti = 0; ti < tNum / 6; ti++)
    {
        int s = 0;
        int e = 0;

        for (int i = 0; i < 6; i++)
        {
            if (Math::IsEqual(vs[tBase + i].coord.x, current.x, 0.0001f) &&
                Math::IsEqual(vs[tBase + i].coord.y, current.y, 0.0001f))
            {
                ie[e++] = i;
            }
            else
            {
                is[s++] = i;
            }
        }
        if (s == 3 && e == 3)
        {
            pe = ps + Math::Point(vs[tBase + is[0]].coord.x - vs[tBase + ie[0]].coord.x,
                                  vs[tBase + is[0]].coord.y - vs[tBase + ie[0]].coord.y).Length() / factor;  // end position on the periphery

            float pps = ps + pos;
            float ppe = pe + pos;
            int offset = static_cast<int>(pps);
            ppe -= offset;
            pps -= offset;

            for (int i = 0; i < 3; i++)
            {
                vs[tBase + is[i]].texCoord.x = ((pps * tl) + ts) / tt;
                vs[tBase + ie[i]].texCoord.x = ((ppe * tl) + ts) / tt;
            }
        }

        if (ti >= (tNum / 6) - 1)
            break;

        for (int i = 0; i < 6; i++)
        {
            if (!Math::IsEqual(vs[tBase + i+6].coord.x, current.x, 0.0001f) ||
                !Math::IsEqual(vs[tBase + i+6].coord.y, current.y, 0.0001f))
            {
                current.x = vs[tBase + i+6].coord.x;  // end next link
                current.y = vs[tBase + i+6].coord.y;
                break;
            }
        }
        ps = pe;  // following start position on the periphery
        tBase += 6;
    }

    UpdateStaticBuffer(*p4);
}


void CEngine::CreateShadow(int objRank)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    // Already allocated?
    if (m_objects[objRank].shadowRank != -1)
        return;

    int index = 0;
    for ( ; index < static_cast<int>( m_shadows.size() ); index++)
    {
        if (! m_shadows[index].used)
        {
            m_shadows[index].LoadDefault();
            break;
        }
    }

    if (index == static_cast<int>( m_shadows.size() ))
        m_shadows.push_back(EngineShadow());

    m_shadows[index].used = true;
    m_shadows[index].objRank = objRank;
    m_shadows[index].height = 0.0f;

    m_objects[objRank].shadowRank = index;
}

void CEngine::DeleteShadow(int objRank)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    m_shadows[shadowRank].used = false;
    m_shadows[shadowRank].objRank = -1;

    m_objects[objRank].shadowRank = -1;
}

void CEngine::SetObjectShadowHide(int objRank, bool hide)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    m_shadows[shadowRank].hide = hide;
}

void CEngine::SetObjectShadowType(int objRank, EngineShadowType type)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    m_shadows[shadowRank].type = type;
}

void CEngine::SetObjectShadowPos(int objRank, const Math::Vector& pos)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    m_shadows[shadowRank].pos = pos;
}

void CEngine::SetObjectShadowNormal(int objRank, const Math::Vector& normal)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    m_shadows[shadowRank].normal = normal;
}

void CEngine::SetObjectShadowAngle(int objRank, float angle)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    m_shadows[shadowRank].angle = angle;
}

void CEngine::SetObjectShadowRadius(int objRank, float radius)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    m_shadows[shadowRank].radius = radius;
}

void CEngine::SetObjectShadowIntensity(int objRank, float intensity)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    m_shadows[shadowRank].intensity = intensity;
}

void CEngine::SetObjectShadowHeight(int objRank, float height)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    m_shadows[shadowRank].height = height;
}

float CEngine::GetObjectShadowRadius(int objRank)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    int shadowRank = m_objects[objRank].shadowRank;
    if (shadowRank == -1)
        return 0.0f;

    assert(shadowRank >= 0 && shadowRank < static_cast<int>( m_shadows.size() ));

    return m_shadows[shadowRank].radius;
}

bool CEngine::GetHighlight(Math::Point &p1, Math::Point &p2)
{
    p1 = m_highlightP1;
    p2 = m_highlightP2;
    return m_highlight;
}

void CEngine::SetHighlightRank(int *rankList)
{
    int i = 0;
    while ( *rankList != -1 )
    {
        m_highlightRank[i++] = *rankList++;
    }
    m_highlightRank[i] = -1;  // terminator
}

bool CEngine::GetBBox2D(int objRank, Math::Point &min, Math::Point &max)
{
    assert(objRank >= 0 && objRank < static_cast<int>( m_objects.size() ));

    min.x =  1000000.0f;
    min.y =  1000000.0f;
    max.x = -1000000.0f;
    max.y = -1000000.0f;

    int baseObjRank = m_objects[objRank].baseObjRank;
    if (baseObjRank == -1)
        return false;

    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

    EngineBaseObject& p1 = m_baseObjects[baseObjRank];

    for (int i = 0; i < 8; i++)
    {
        Math::Vector p;

        if ( i & (1<<0) )  p.x = p1.bboxMin.x;
        else               p.x = p1.bboxMax.x;
        if ( i & (1<<1) )  p.y = p1.bboxMin.y;
        else               p.y = p1.bboxMax.y;
        if ( i & (1<<2) )  p.z = p1.bboxMin.z;
        else               p.z = p1.bboxMax.z;

        Math::Vector pp;
        if (TransformPoint(pp, objRank, p))
        {
            if (pp.x < min.x) min.x = pp.x;
            if (pp.x > max.x) max.x = pp.x;
            if (pp.y < min.y) min.y = pp.y;
            if (pp.y > max.y) max.y = pp.y;
        }
    }

    if (min.x ==  1000000.0f ||
        min.y ==  1000000.0f ||
        max.x == -1000000.0f ||
        max.y == -1000000.0f)
        return false;

    return true;
}

void CEngine::DeleteAllGroundSpots()
{
    m_groundSpots.clear();
    m_firstGroundSpot = true;

    for (int s = 0; s < 16; s++)
    {
        CImage shadowImg(Math::IntPoint(256, 256));
        shadowImg.Fill(Gfx::IntColor(255, 255, 255, 255));

        std::stringstream str;
        str << "shadow" << std::setfill('0') << std::setw(2) << s << ".png";
        std::string texName = str.str();

        DeleteTexture(texName);

        Gfx::Texture tex = m_device->CreateTexture(&shadowImg, m_defaultTexParams);

        m_texNameMap[texName] = tex;
        m_revTexNameMap[tex] = texName;
    }
}

int CEngine::CreateGroundSpot()
{
    int index = 0;
    for ( ; index < static_cast<int>( m_groundSpots.size() ); index++)
    {
        if (! m_groundSpots[index].used)
        {
            m_groundSpots[index].LoadDefault();
            break;
        }
    }

    m_groundSpots.push_back(EngineGroundSpot());

    m_groundSpots[index].used = true;
    m_groundSpots[index].smooth = 1.0f;

    return index;
}

void CEngine::DeleteGroundSpot(int rank)
{
    assert(rank >= 0 && rank < static_cast<int>( m_groundSpots.size() ));

    m_groundSpots[rank].used = false;
    m_groundSpots[rank].pos = Math::Vector(0.0f, 0.0f, 0.0f);
}

void CEngine::SetObjectGroundSpotPos(int rank, const Math::Vector& pos)
{
    assert(rank >= 0 && rank < static_cast<int>( m_groundSpots.size() ));

    m_groundSpots[rank].pos = pos;
}

void CEngine::SetObjectGroundSpotRadius(int rank, float radius)
{
    assert(rank >= 0 && rank < static_cast<int>( m_groundSpots.size() ));

    m_groundSpots[rank].radius = radius;
}

void CEngine::SetObjectGroundSpotColor(int rank, const Color& color)
{
    assert(rank >= 0 && rank < static_cast<int>( m_groundSpots.size() ));

    m_groundSpots[rank].color = color;
}

void CEngine::SetObjectGroundSpotMinMax(int rank, float min, float max)
{
    assert(rank >= 0 && rank < static_cast<int>( m_groundSpots.size() ));

    m_groundSpots[rank].min = min;
    m_groundSpots[rank].max = max;
}

void CEngine::SetObjectGroundSpotSmooth(int rank, float smooth)
{
    assert(rank >= 0 && rank < static_cast<int>( m_groundSpots.size() ));

    m_groundSpots[rank].smooth = smooth;
}

void CEngine::CreateGroundMark(Math::Vector pos, float radius,
                                   float delay1, float delay2, float delay3,
                                   int dx, int dy, char* table)
{
    m_groundMark.LoadDefault();

    m_groundMark.draw      = true;
    m_groundMark.phase     = ENG_GR_MARK_PHASE_INC;
    m_groundMark.delay[0]  = delay1;
    m_groundMark.delay[1]  = delay2;
    m_groundMark.delay[2]  = delay3;
    m_groundMark.pos       = pos;
    m_groundMark.radius    = radius;
    m_groundMark.intensity = 0.0f;
    m_groundMark.dx        = dx;
    m_groundMark.dy        = dy;
    m_groundMark.table     = table;
}

void CEngine::DeleteGroundMark(int rank)
{
    m_groundMark.LoadDefault();
}

void CEngine::ComputeDistance()
{
    for (int i = 0; i < static_cast<int>( m_objects.size() ); i++)
    {
        if (! m_objects[i].used)
            continue;

        Math::Vector v;
        v.x = m_eyePt.x - m_objects[i].transform.Get(1, 4);
        v.y = m_eyePt.y - m_objects[i].transform.Get(2, 4);
        v.z = m_eyePt.z - m_objects[i].transform.Get(3, 4);
        m_objects[i].distance = v.Length();
    }
}

void CEngine::UpdateGeometry()
{
    if (! m_updateGeometry)
        return;

    for (int baseObjRank = 0; baseObjRank < static_cast<int>( m_baseObjects.size() ); baseObjRank++)
    {
        EngineBaseObject &p1 = m_baseObjects[baseObjRank];
        if (! p1.used)
            continue;

        p1.bboxMin.LoadZero();
        p1.bboxMax.LoadZero();
        p1.radius = 0;

        for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
        {
            EngineBaseObjTexTier& p2 = p1.next[l2];

            for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
            {
                EngineBaseObjLODTier& p3 = p2.next[l3];

                for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
                {
                    EngineBaseObjDataTier& p4 = p3.next[l4];

                    for (int i = 0; i < static_cast<int>( p4.vertices.size() ); i++)
                    {
                            p1.bboxMin.x = Math::Min(p4.vertices[i].coord.x, p1.bboxMin.x);
                            p1.bboxMin.y = Math::Min(p4.vertices[i].coord.y, p1.bboxMin.y);
                            p1.bboxMin.z = Math::Min(p4.vertices[i].coord.z, p1.bboxMin.z);
                            p1.bboxMax.x = Math::Max(p4.vertices[i].coord.x, p1.bboxMax.x);
                            p1.bboxMax.y = Math::Max(p4.vertices[i].coord.y, p1.bboxMax.y);
                            p1.bboxMax.z = Math::Max(p4.vertices[i].coord.z, p1.bboxMax.z);
                    }

                    p1.radius = Math::Max(p1.bboxMin.Length(), p1.bboxMax.Length());
                }
            }
        }
    }

    m_updateGeometry = false;
}

void CEngine::UpdateStaticBuffer(EngineBaseObjDataTier& p4)
{
    PrimitiveType type;
    if (p4.type == ENG_TRIANGLE_TYPE_TRIANGLES)
        type = PRIMITIVE_TRIANGLES;
    else
        type = PRIMITIVE_TRIANGLE_STRIP;

    if (p4.staticBufferId == 0)
        p4.staticBufferId = m_device->CreateStaticBuffer(type, &p4.vertices[0], p4.vertices.size());
    else
        m_device->UpdateStaticBuffer(p4.staticBufferId, type, &p4.vertices[0], p4.vertices.size());

    p4.updateStaticBuffer = false;
}

void CEngine::UpdateStaticBuffers()
{
    if (!m_updateStaticBuffers)
        return;

    m_updateStaticBuffers = false;

    for (int baseObjRank = 0; baseObjRank < static_cast<int>( m_baseObjects.size() ); baseObjRank++)
    {
        EngineBaseObject& p1 = m_baseObjects[baseObjRank];
        if (! p1.used)
            continue;

        for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
        {
            EngineBaseObjTexTier& p2 = p1.next[l2];

            for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
            {
                EngineBaseObjLODTier& p3 = p2.next[l3];

                for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
                {
                    EngineBaseObjDataTier& p4 = p3.next[l4];

                    if (! p4.updateStaticBuffer)
                        continue;

                    UpdateStaticBuffer(p4);
                }
            }
        }
    }
}

void CEngine::Update()
{
    ComputeDistance();
    UpdateGeometry();
    UpdateStaticBuffers();
}

bool CEngine::DetectBBox(int objRank, Math::Point mouse)
{
    assert(objRank >= 0 && objRank < static_cast<int>(m_objects.size()));

    int baseObjRank = m_objects[objRank].baseObjRank;
    if (baseObjRank == -1)
        return false;

    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>(m_baseObjects.size()));

    EngineBaseObject& p1 = m_baseObjects[baseObjRank];

    Math::Point min, max;
    min.x =  1000000.0f;
    min.y =  1000000.0f;
    max.x = -1000000.0f;
    max.y = -1000000.0f;

    for (int i = 0; i < 8; i++)
    {
        Math::Vector p;

        if ( i & (1<<0) )  p.x = p1.bboxMin.x;
        else               p.x = p1.bboxMax.x;
        if ( i & (1<<1) )  p.y = p1.bboxMin.y;
        else               p.y = p1.bboxMax.y;
        if ( i & (1<<2) )  p.z = p1.bboxMin.z;
        else               p.z = p1.bboxMax.z;

        Math::Vector pp;
        if ( TransformPoint(pp, objRank, p) )
        {
            if (pp.x < min.x) min.x = pp.x;
            if (pp.x > max.x) max.x = pp.x;
            if (pp.y < min.y) min.y = pp.y;
            if (pp.y > max.y) max.y = pp.y;
        }
    }

    return ( mouse.x >= min.x &&
             mouse.x <= max.x &&
             mouse.y >= min.y &&
             mouse.y <= max.y );
}

int CEngine::DetectObject(Math::Point mouse)
{
    float min = 1000000.0f;
    int nearest = -1;

    for (int objRank = 0; objRank < static_cast<int>( m_objects.size() ); objRank++)
    {
        if (! m_objects[objRank].used)
            continue;

        if (m_objects[objRank].type == ENG_OBJTYPE_TERRAIN)
            continue;

        if (! DetectBBox(objRank, mouse))
            continue;

        int baseObjRank = m_objects[objRank].baseObjRank;
        if (baseObjRank == -1)
            continue;

        assert(baseObjRank >= 0 && baseObjRank < static_cast<int>(m_baseObjects.size()));

        EngineBaseObject& p1 = m_baseObjects[baseObjRank];
        if (! p1.used)
            continue;

        for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
        {
            EngineBaseObjTexTier& p2 = p1.next[l2];

            for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
            {
                EngineBaseObjLODTier& p3 = p2.next[l3];

                if (p3.lodLevel != LOD_Constant && p3.lodLevel != LOD_High)
                    continue;

                for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
                {
                    EngineBaseObjDataTier& p4 = p3.next[l4];

                    if (p4.type == ENG_TRIANGLE_TYPE_TRIANGLES)
                    {
                        for (int i = 0; i < static_cast<int>( p4.vertices.size() ); i += 3)
                        {
                            float dist = 0.0f;
                            if (DetectTriangle(mouse, &p4.vertices[i], objRank, dist) && dist < min)
                            {
                                min = dist;
                                nearest = objRank;
                            }
                        }
                    }
                    else if (p4.type == ENG_TRIANGLE_TYPE_SURFACE)
                    {
                        for (int i = 0; i < static_cast<int>( p4.vertices.size() ) - 2; i += 1)
                        {
                            float dist = 0.0f;
                            if (DetectTriangle(mouse, &p4.vertices[i], objRank, dist) && dist < min)
                            {
                                min = dist;
                                nearest = objRank;
                            }
                        }
                    }
                }
            }
        }
    }

    return nearest;
}

bool CEngine::DetectTriangle(Math::Point mouse, VertexTex2* triangle, int objRank, float& dist)
{
    assert(objRank >= 0 && objRank < static_cast<int>(m_objects.size()));

    Math::Vector p2D[3], p3D;

    for (int i = 0; i < 3; i++)
    {
        p3D.x = triangle[i].coord.x;
        p3D.y = triangle[i].coord.y;
        p3D.z = triangle[i].coord.z;

        if (! TransformPoint(p2D[i], objRank, p3D))
            return false;
    }

    if (mouse.x < p2D[0].x &&
        mouse.x < p2D[1].x &&
        mouse.x < p2D[2].x)
        return false;

    if (mouse.x > p2D[0].x &&
        mouse.x > p2D[1].x &&
        mouse.x > p2D[2].x)
        return false;

    if (mouse.y < p2D[0].y &&
        mouse.y < p2D[1].y &&
        mouse.y < p2D[2].y)
        return false;

    if (mouse.y > p2D[0].y &&
        mouse.y > p2D[1].y &&
        mouse.y > p2D[2].y)
        return false;

    Math::Point a, b, c;
    a.x = p2D[0].x;
    a.y = p2D[0].y;
    b.x = p2D[1].x;
    b.y = p2D[1].y;
    c.x = p2D[2].x;
    c.y = p2D[2].y;

    if (! Math::IsInsideTriangle(a, b, c, mouse))
        return false;

    dist = (p2D[0].z + p2D[1].z + p2D[2].z) / 3.0f;
    return true;
}

//! Use only after world transform already set
bool CEngine::IsVisible(int objRank)
{
    assert(objRank >= 0 && objRank < static_cast<int>(m_objects.size()));

    int baseObjRank = m_objects[objRank].baseObjRank;
    if (baseObjRank == -1)
        return false;

    assert(baseObjRank >= 0 && baseObjRank < static_cast<int>(m_baseObjects.size()));

    float radius = m_baseObjects[baseObjRank].radius;
    Math::Vector center(0.0f, 0.0f, 0.0f);
    if (m_device->ComputeSphereVisibility(center, radius) == Gfx::FRUSTUM_PLANE_ALL)
    {
        m_objects[objRank].visible = true;
        return true;
    }

    m_objects[objRank].visible = false;
    return false;
}

bool CEngine::IsWithinLODLimit(float distance, LODLevel lodLevel)
{
    float min = 0.0f, max = 0.0f;

    if (lodLevel == LOD_Constant)
    {
        min = 0.0f;
        max = m_terrainVision * m_clippingDistance;
    }
    else
    {
        if (lodLevel == LOD_High)
        {
            min = 0.0f;
            max = 100.0f;
        }
        else if (lodLevel == LOD_Medium)
        {
            min = 100.0f;
            max = 200.0f;
        }
        else if (lodLevel == LOD_Low)
        {
            min = 100.0f;
            max = 1000000.0f;
        }

        min *= m_size.x / 640.0f;
        min *= m_objectDetail*2.0f;

        max *= m_size.x / 640.0f;
        max *= m_objectDetail*2.0f;
    }

    return distance >= min && distance < max;
}

bool CEngine::TransformPoint(Math::Vector& p2D, int objRank, Math::Vector p3D)
{
    assert(objRank >= 0 && objRank < static_cast<int>(m_objects.size()));

    p3D = Math::Transform(m_objects[objRank].transform, p3D);
    p3D = Math::Transform(m_matView, p3D);

    if (p3D.z < 2.0f)
        return false;  // behind?

    p2D.x = (p3D.x/p3D.z)*m_matProj.Get(1,1);
    p2D.y = (p3D.y/p3D.z)*m_matProj.Get(2,2);
    p2D.z = p3D.z;

    p2D.x = (p2D.x+1.0f)/2.0f;  // [-1..1] -> [0..1]
    p2D.y = (p2D.y+1.0f)/2.0f;

    return true;
}



/*******************************************************
                    Mode setting
 *******************************************************/



void CEngine::SetState(int state, const Color& color)
{
    if (state == m_lastState && color == m_lastColor)
        return;

    m_lastState = state;
    m_lastColor = color;

    if (state & ENG_RSTATE_TTEXTURE_BLACK)  // transparent black texture?
    {
        m_device->SetRenderState(RENDER_STATE_FOG,         false);
        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  false);

        m_device->SetRenderState(RENDER_STATE_BLENDING,    true);
        m_device->SetBlendFunc(BLEND_ONE, BLEND_INV_SRC_COLOR);

        TextureStageParams params;
        params.colorOperation = TEX_MIX_OPER_MODULATE;
        params.colorArg1 = TEX_MIX_ARG_TEXTURE;
        params.colorArg2 = TEX_MIX_ARG_FACTOR;
        params.alphaOperation = TEX_MIX_OPER_DEFAULT;
        params.factor = color;

        m_device->SetTextureEnabled(0, true);
        m_device->SetTextureStageParams(0, params);
    }
    else if (state & ENG_RSTATE_TTEXTURE_WHITE)  // transparent white texture?
    {
        m_device->SetRenderState(RENDER_STATE_FOG,         false);
        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  false);

        m_device->SetRenderState(RENDER_STATE_BLENDING,    true);
        m_device->SetBlendFunc(BLEND_DST_COLOR, BLEND_ZERO);

        TextureStageParams params;
        params.colorOperation = TEX_MIX_OPER_ADD;
        params.colorArg1 = TEX_MIX_ARG_TEXTURE;
        params.colorArg2 = TEX_MIX_ARG_FACTOR;
        params.alphaOperation = TEX_MIX_OPER_DEFAULT;
        params.factor = color.Inverse();

        m_device->SetTextureEnabled(0, true);
        m_device->SetTextureStageParams(0, params);
    }
    else if (state & ENG_RSTATE_TCOLOR_BLACK)  // transparent black color?
    {
        m_device->SetRenderState(RENDER_STATE_FOG,         false);
        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  false);

        m_device->SetRenderState(RENDER_STATE_BLENDING,    true);
        m_device->SetBlendFunc(BLEND_ONE, BLEND_INV_SRC_COLOR);

        m_device->SetTextureEnabled(0, false);
    }
    else if (state & ENG_RSTATE_TCOLOR_WHITE)  // transparent white color?
    {
        m_device->SetRenderState(RENDER_STATE_FOG,         false);
        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  false);

        m_device->SetRenderState(RENDER_STATE_BLENDING,    true);
        m_device->SetBlendFunc(BLEND_DST_COLOR, BLEND_ZERO);

        m_device->SetTextureEnabled(0, false);
    }
    else if (state & ENG_RSTATE_TDIFFUSE)  // diffuse color as transparent?
    {
        m_device->SetRenderState(RENDER_STATE_FOG,         false);
        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  false);

        m_device->SetRenderState(RENDER_STATE_BLENDING,    true);
        m_device->SetBlendFunc(BLEND_SRC_ALPHA, BLEND_DST_ALPHA);

        TextureStageParams params;
        params.colorOperation = TEX_MIX_OPER_REPLACE;
        params.colorArg1 = TEX_MIX_ARG_TEXTURE;
        params.alphaOperation = TEX_MIX_OPER_DEFAULT;

        m_device->SetTextureEnabled(0, true);
        m_device->SetTextureStageParams(0, params);
    }
    else if (state & ENG_RSTATE_OPAQUE_TEXTURE) // opaque texture ?
    {
        m_device->SetRenderState(RENDER_STATE_FOG,         false);
        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  false);
        m_device->SetRenderState(RENDER_STATE_BLENDING,    false);

        m_device->SetTextureEnabled(0, true);
        m_device->SetTextureStageParams(0, TextureStageParams()); // default operation
    }
    else if (state & ENG_RSTATE_OPAQUE_COLOR) // opaque color ?
    {
        m_device->SetRenderState(RENDER_STATE_FOG,         false);
        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  false);
        m_device->SetRenderState(RENDER_STATE_BLENDING,    false);

        m_device->SetTextureEnabled(0, false);
    }
    else if (state & ENG_RSTATE_TEXT)  // font rendering?
    {
        m_device->SetRenderState(RENDER_STATE_FOG,         false);
        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  false);

        m_device->SetRenderState(RENDER_STATE_BLENDING,    true);
        m_device->SetBlendFunc(BLEND_SRC_ALPHA, BLEND_INV_SRC_ALPHA);

        m_device->SetTextureEnabled(0, true);
        m_device->SetTextureStageParams(0, TextureStageParams()); // default operation
    }
    else if (state & ENG_RSTATE_ALPHA)  // image with alpha channel?
    {
        m_device->SetRenderState(RENDER_STATE_BLENDING,    false);

        m_device->SetRenderState(RENDER_STATE_FOG,         true);
        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, true);

        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  true);

        m_device->SetAlphaTestFunc(COMP_FUNC_GREATER, 0.5f);

        TextureStageParams params;
        params.colorOperation = TEX_MIX_OPER_MODULATE;
        params.colorArg1 = TEX_MIX_ARG_TEXTURE;
        params.colorArg2 = TEX_MIX_ARG_SRC_COLOR;
        params.alphaOperation = TEX_MIX_OPER_REPLACE;
        params.alphaArg1 = TEX_MIX_ARG_TEXTURE;
        params.factor = color;

        m_device->SetTextureEnabled(0, true);
        m_device->SetTextureStageParams(0, params);
    }
    else    // normal ?
    {
        m_device->SetRenderState(RENDER_STATE_ALPHA_TEST,  false);
        m_device->SetRenderState(RENDER_STATE_BLENDING,    false);

        m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, true);
        m_device->SetRenderState(RENDER_STATE_FOG,         true);

        TextureStageParams params;
        params.colorOperation = TEX_MIX_OPER_DEFAULT; // default modulate
        params.alphaOperation = TEX_MIX_OPER_DEFAULT;

        m_device->SetTextureEnabled(0, true);
        m_device->SetTextureStageParams(0, params);
    }

    if (state & ENG_RSTATE_FOG)
        m_device->SetRenderState(RENDER_STATE_FOG, true);


    bool second = m_groundSpotVisible || m_dirty;

    if ( !m_groundSpotVisible && (state & ENG_RSTATE_SECOND) != 0 ) second = false;
    if ( !m_dirty             && (state & ENG_RSTATE_SECOND) == 0 ) second = false;

    if ((state & ENG_RSTATE_DUAL_BLACK) && second)
    {
        TextureStageParams params;
        params.colorOperation = TEX_MIX_OPER_MODULATE;
        params.colorArg1 = TEX_MIX_ARG_TEXTURE;
        params.colorArg2 = TEX_MIX_ARG_COMPUTED_COLOR;
        params.alphaOperation = TEX_MIX_OPER_DEFAULT;
        m_device->SetTextureEnabled(1, true);
        m_device->SetTextureStageParams(1, params);
    }
    else if ((state & ENG_RSTATE_DUAL_WHITE) && second)
    {
        TextureStageParams params;
        params.colorOperation = TEX_MIX_OPER_ADD;
        params.colorArg1 = TEX_MIX_ARG_TEXTURE;
        params.colorArg2 = TEX_MIX_ARG_COMPUTED_COLOR;
        params.alphaOperation = TEX_MIX_OPER_DEFAULT;
        m_device->SetTextureEnabled(1, true);
        m_device->SetTextureStageParams(1, params);
    }
    else
    {
        m_device->SetTextureEnabled(1, false);
    }

    if (state & ENG_RSTATE_WRAP)
    {
        m_device->SetTextureStageWrap(0, TEX_WRAP_REPEAT, TEX_WRAP_REPEAT);
        m_device->SetTextureStageWrap(1, TEX_WRAP_REPEAT, TEX_WRAP_REPEAT);
    }
    else // if (state & ENG_RSTATE_CLAMP) or otherwise
    {
        m_device->SetTextureStageWrap(0, TEX_WRAP_CLAMP, TEX_WRAP_CLAMP);
        m_device->SetTextureStageWrap(1, TEX_WRAP_CLAMP, TEX_WRAP_CLAMP);
    }

    if (state & ENG_RSTATE_2FACE)
    {
        m_device->SetRenderState(RENDER_STATE_CULLING, false);
    }
    else
    {
        m_device->SetRenderState(RENDER_STATE_CULLING, true);
        m_device->SetCullMode(CULL_CCW);
    }

    if (state & ENG_RSTATE_LIGHT)
        m_device->SetGlobalAmbient(Color(1.0f, 1.0f, 1.0f, 1.0f));
    else
        m_device->SetGlobalAmbient(m_ambientColor[m_rankView]);


    // In interface mode, disable lighting
    if (m_interfaceMode)
        m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
}

void CEngine::SetMaterial(const Material& mat)
{
    m_lastMaterial = mat;
    m_device->SetMaterial(mat);
}

void CEngine::SetViewParams(const Math::Vector& eyePt, const Math::Vector& lookatPt,
                                 const Math::Vector& upVec, float eyeDistance)
{
    m_eyePt = eyePt;
    m_lookatPt = lookatPt;
    m_eyeDirH = Math::RotateAngle(eyePt.x - lookatPt.x, eyePt.z - lookatPt.z);
    m_eyeDirV = Math::RotateAngle(Math::DistanceProjected(eyePt, lookatPt), eyePt.y - lookatPt.y);

    Math::LoadViewMatrix(m_matView, eyePt, lookatPt, upVec);

    if (m_sound == nullptr)
        m_sound = m_app->GetSound();

    if (m_sound != nullptr)
        m_sound->SetListener(eyePt, lookatPt);
}

Texture CEngine::CreateTexture(const std::string& texName, const TextureCreateParams& params, CImage* image)
{
    if (texName.empty())
        return Texture(); // invalid texture

    if (m_texBlacklist.find(texName) != m_texBlacklist.end())
        return Texture(); // invalid texture

    Texture tex;
    CImage img;

    if (image == nullptr)
    {
        if (! img.Load(CGameData::GetInstancePointer()->GetFilePath(DIR_TEXTURE, texName)))
        {
            std::string error = img.GetError();
            GetLogger()->Error("Couldn't load texture '%s': %s, blacklisting\n", texName.c_str(), error.c_str());
            m_texBlacklist.insert(texName);
            return Texture(); // invalid texture
        }

        image = &img;
    }

    tex = m_device->CreateTexture(image, params);

    if (! tex.Valid())
    {
        GetLogger()->Error("Couldn't load texture '%s', blacklisting\n", texName.c_str());
        m_texBlacklist.insert(texName);
        return tex;
    }

    m_texNameMap[texName] = tex;
    m_revTexNameMap[tex] = texName;

    return tex;
}

Texture CEngine::LoadTexture(const std::string& name)
{
    return LoadTexture(name, m_defaultTexParams);
}

Texture CEngine::LoadTexture(const std::string& name, CImage* image)
{
    Texture tex = CreateTexture(name, m_defaultTexParams, image);
    return tex;
}

Texture CEngine::LoadTexture(const std::string& name, const TextureCreateParams& params)
{
    if (m_texBlacklist.find(name) != m_texBlacklist.end())
        return Texture();

    std::map<std::string, Texture>::iterator it = m_texNameMap.find(name);
    if (it != m_texNameMap.end())
        return (*it).second;

    return CreateTexture(name, params);
}

bool CEngine::LoadAllTextures()
{
    LoadTexture("text.png");
    m_miceTexture = LoadTexture("mouse.png");
    LoadTexture("button1.png");
    LoadTexture("button2.png");
    LoadTexture("button3.png");
    LoadTexture("effect00.png");
    LoadTexture("effect01.png");
    LoadTexture("effect02.png");
    LoadTexture("map.png");

    if (! m_backgroundName.empty())
    {
        TextureCreateParams params = m_defaultTexParams;
        params.padToNearestPowerOfTwo = true;
        m_backgroundTex = LoadTexture(m_backgroundName, params);
    }
    else
        m_backgroundTex.SetInvalid();

    if (! m_foregroundName.empty())
        m_foregroundTex = LoadTexture(m_foregroundName);
    else
        m_foregroundTex.SetInvalid();

    m_planet->LoadTexture();

    bool ok = true;

    for (int objRank = 0; objRank < static_cast<int>( m_objects.size() ); objRank++)
    {
        if (! m_objects[objRank].used)
            continue;

        bool terrain = false;
        if (m_objects[objRank].type == ENG_OBJTYPE_TERRAIN)
            terrain = true;

        int baseObjRank = m_objects[objRank].baseObjRank;
        if (baseObjRank == -1)
            continue;

        assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

        EngineBaseObject& p1 = m_baseObjects[baseObjRank];
        if (! p1.used)
            continue;

        for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
        {
            EngineBaseObjTexTier& p2 = p1.next[l2];

            if (! p2.tex1Name.empty())
            {
                if (terrain)
                    p2.tex1 = LoadTexture(p2.tex1Name, m_terrainTexParams);
                else
                    p2.tex1 = LoadTexture(p2.tex1Name);

                if (! p2.tex1.Valid())
                    ok = false;
            }

            if (! p2.tex2Name.empty())
            {
                if (terrain)
                    p2.tex2 = LoadTexture(p2.tex2Name, m_terrainTexParams);
                else
                    p2.tex2 = LoadTexture(p2.tex2Name);

                if (! p2.tex2.Valid())
                    ok = false;
            }
        }
    }

    return ok;
}

bool IsExcludeColor(Math::Point *exclude, int x, int y)
{
    int i = 0;
    while ( exclude[i+0].x != 0.0f || exclude[i+0].y != 0.0f ||
            exclude[i+1].y != 0.0f || exclude[i+1].y != 0.0f )
    {
        if ( x >= static_cast<int>(exclude[i+0].x*256.0f) &&
             x <  static_cast<int>(exclude[i+1].x*256.0f) &&
             y >= static_cast<int>(exclude[i+0].y*256.0f) &&
             y <  static_cast<int>(exclude[i+1].y*256.0f) )
            return true;  // exclude

        i += 2;
    }

    return false;  // point to include
}


bool CEngine::ChangeTextureColor(const std::string& texName,
                                 Color colorRef1, Color colorNew1,
                                 Color colorRef2, Color colorNew2,
                                 float tolerance1, float tolerance2,
                                 Math::Point ts, Math::Point ti,
                                 Math::Point *exclude, float shift, bool hsv)
{
    if (colorRef1.r == colorNew1.r &&
        colorRef1.g == colorNew1.g &&
        colorRef1.b == colorNew1.b &&
        colorRef2.r == colorNew2.r &&
        colorRef2.g == colorNew2.g &&
        colorRef2.b == colorNew2.b)
        return true;


    DeleteTexture(texName);


    CImage img;
    if (! img.Load(CGameData::GetInstancePointer()->GetFilePath(DIR_TEXTURE, texName)))
    {
        std::string error = img.GetError();
        GetLogger()->Error("Couldn't load texture '%s': %s, blacklisting\n", texName.c_str(), error.c_str());
        m_texBlacklist.insert(texName);
        return false;
    }


    int dx = img.GetSize().x;
    int dy = img.GetSize().y;

    int sx = static_cast<int>(Math::Max(ts.x*dx, 0));
    int sy = static_cast<int>(Math::Max(ts.y*dy, 0));

    int ex = static_cast<int>(Math::Min(ti.x*dx, dx));
    int ey = static_cast<int>(Math::Min(ti.y*dy, dy));


    ColorHSV cr1 = RGB2HSV(colorRef1);
    ColorHSV cn1 = RGB2HSV(colorNew1);
    ColorHSV cr2 = RGB2HSV(colorRef2);
    ColorHSV cn2 = RGB2HSV(colorNew2);

    for (int y = sy; y < ey; y++)
    {
        for (int x = sx; x < ex; x++)
        {
            if (exclude != nullptr && IsExcludeColor(exclude, x,y) )
                continue;

            Color color = img.GetPixel(Math::IntPoint(x, y));

            if (hsv)
            {
                ColorHSV c = RGB2HSV(color);
                if (c.s > 0.01f && fabs(c.h - cr1.h) < tolerance1)
                {
                    c.h += cn1.h - cr1.h;
                    c.s += cn1.s - cr1.s;
                    c.v += cn1.v - cr1.v;
                    if (c.h < 0.0f) c.h -= 1.0f;
                    if (c.h > 1.0f) c.h += 1.0f;
                    color = HSV2RGB(c);
                    color.r = Math::Norm(color.r + shift);
                    color.g = Math::Norm(color.g + shift);
                    color.b = Math::Norm(color.b + shift);
                    img.SetPixel(Math::IntPoint(x, y), color);
                }
                else if (tolerance2 != -1.0f &&
                         c.s > 0.01f && fabs(c.h - cr2.h) < tolerance2)
                {
                    c.h += cn2.h - cr2.h;
                    c.s += cn2.s - cr2.s;
                    c.v += cn2.v - cr2.v;
                    if (c.h < 0.0f) c.h -= 1.0f;
                    if (c.h > 1.0f) c.h += 1.0f;
                    color = HSV2RGB(c);
                    color.r = Math::Norm(color.r + shift);
                    color.g = Math::Norm(color.g + shift);
                    color.b = Math::Norm(color.b + shift);
                    img.SetPixel(Math::IntPoint(x, y), color);
                }
            }
            else
            {
                if ( fabs(color.r - colorRef1.r) +
                     fabs(color.g - colorRef1.g) +
                     fabs(color.b - colorRef1.b) < tolerance1 * 3.0f)
                {
                    color.r = Math::Norm(colorNew1.r + color.r - colorRef1.r + shift);
                    color.g = Math::Norm(colorNew1.g + color.g - colorRef1.g + shift);
                    color.b = Math::Norm(colorNew1.b + color.b - colorRef1.b + shift);
                    img.SetPixel(Math::IntPoint(x, y), color);
                }
                else if (tolerance2 != -1 &&
                         fabs(color.r - colorRef2.r) +
                         fabs(color.g - colorRef2.g) +
                         fabs(color.b - colorRef2.b) < tolerance2 * 3.0f)
                {
                    color.r = Math::Norm(colorNew2.r + color.r - colorRef2.r + shift);
                    color.g = Math::Norm(colorNew2.g + color.g - colorRef2.g + shift);
                    color.b = Math::Norm(colorNew2.b + color.b - colorRef2.b + shift);
                    img.SetPixel(Math::IntPoint(x, y), color);
                }
            }
        }
    }


    Texture tex = m_device->CreateTexture(&img, m_defaultTexParams);

    if (! tex.Valid())
    {
        GetLogger()->Error("Couldn't load texture '%s', blacklisting\n", texName.c_str());
        m_texBlacklist.insert(texName);
        return false;
    }

    m_texNameMap[texName] = tex;
    m_revTexNameMap[tex] = texName;

    return true;
}

void CEngine::DeleteTexture(const std::string& texName)
{
    auto it = m_texNameMap.find(texName);
    if (it == m_texNameMap.end())
        return;

    auto revIt = m_revTexNameMap.find((*it).second);

    m_device->DestroyTexture((*it).second);

    m_revTexNameMap.erase(revIt);
    m_texNameMap.erase(it);
}

void CEngine::DeleteTexture(const Texture& tex)
{
    if (! tex.Valid())
        return;

    auto revIt = m_revTexNameMap.find(tex);
    if (revIt == m_revTexNameMap.end())
        return;

    m_device->DestroyTexture(tex);

    auto it = m_texNameMap.find((*revIt).second);

    m_revTexNameMap.erase(revIt);
    m_texNameMap.erase(it);
}

void CEngine::FlushTextureCache()
{
    m_texNameMap.clear();
    m_revTexNameMap.clear();
    m_texBlacklist.clear();
}

bool CEngine::SetTexture(const std::string& name, int stage)
{
    auto it = m_texNameMap.find(name);
    if (it != m_texNameMap.end())
    {
        m_device->SetTexture(stage, (*it).second);
        return true;
    }

    if (! LoadTexture(name).Valid())
    {
        m_device->SetTexture(stage, 0); // invalid texture
        return false;
    }

    it = m_texNameMap.find(name);
    if (it != m_texNameMap.end())
    {
        m_device->SetTexture(stage, (*it).second);
        return true;
    }

    m_device->SetTexture(stage, 0); // invalid texture
    return false; // should not happen normally
}

void CEngine::SetTexture(const Texture& tex, int stage)
{
    m_device->SetTexture(stage, tex);
}

void CEngine::SetTerrainVision(float vision)
{
    m_terrainVision = vision;
}

void CEngine::SetFocus(float focus)
{
    m_focus = focus;
    m_size = m_app->GetVideoConfig().size;

    float aspect = (static_cast<float>(m_size.x)) / m_size.y;
    Math::LoadProjectionMatrix(m_matProj, m_focus, aspect, 0.5f, m_deepView[0]);
}

float CEngine::GetFocus()
{
    return m_focus;
}

void CEngine::SetGroundSpot(bool mode)
{
    m_groundSpotVisible = mode;
}

bool CEngine::GetGroundSpot()
{
    return m_groundSpotVisible;
}

void CEngine::SetShadow(bool mode)
{
    m_shadowVisible = mode;
}

bool CEngine::GetShadow()
{
    return m_shadowVisible;
}

void CEngine::SetDirty(bool mode)
{
    m_dirty = mode;
}

bool CEngine::GetDirty()
{
    return m_dirty;
}

void CEngine::SetFog(bool mode)
{
    m_fog = mode;
}

bool CEngine::GetFog()
{
    return m_fog;
}

void CEngine::SetSecondTexture(int texNum)
{
    m_secondTexNum = texNum;
}

int CEngine::GetSecondTexture()
{
    return m_secondTexNum;
}

void CEngine::SetRankView(int rank)
{
    if (rank < 0) rank = 0;
    if (rank > 1) rank = 1;

    if (m_rankView == 0 && rank == 1)  // enters the water?
        m_lightMan->AdaptLightColor(m_waterAddColor, +1.0f);

    if (m_rankView == 1 && rank == 0)  // out of the water?
        m_lightMan->AdaptLightColor(m_waterAddColor, -1.0f);

    m_rankView = rank;
}

int CEngine::GetRankView()
{
    return m_rankView;
}

void CEngine::SetDrawWorld(bool draw)
{
    m_drawWorld = draw;
}

void CEngine::SetDrawFront(bool draw)
{
    m_drawFront = draw;
}

void CEngine::SetAmbientColor(const Color& color, int rank)
{
    m_ambientColor[rank] = color;
}

Color CEngine::GetAmbientColor(int rank)
{
    return m_ambientColor[rank];
}

void CEngine::SetWaterAddColor(const Color& color)
{
    m_waterAddColor = color;
}

Color CEngine::GetWaterAddColor()
{
    return m_waterAddColor;
}

void CEngine::SetFogColor(const Color& color, int rank)
{
    m_fogColor[rank] = color;
}

Color CEngine::GetFogColor(int rank)
{
    return m_fogColor[rank];
}

void CEngine::SetDeepView(float length, int rank, bool ref)
{
    if (ref)
        length *= m_clippingDistance;

    m_deepView[rank] = length;
}

float CEngine::GetDeepView(int rank)
{
    return m_deepView[rank];
}

void CEngine::SetFogStart(float start, int rank)
{
    m_fogStart[rank] = start;
}

float CEngine::GetFogStart(int rank)
{
    return m_fogStart[rank];
}

void CEngine::SetBackground(const std::string& name, Color up, Color down,
                            Color cloudUp, Color cloudDown, bool full)
{
    if (m_backgroundTex.Valid())
    {
        DeleteTexture(m_backgroundTex);
        m_backgroundTex.SetInvalid();
    }

    m_backgroundName      = name;
    m_backgroundColorUp   = up;
    m_backgroundColorDown = down;
    m_backgroundCloudUp   = cloudUp;
    m_backgroundCloudDown = cloudDown;
    m_backgroundFull      = full;

    if (! m_backgroundName.empty())
    {
        TextureCreateParams params = m_defaultTexParams;
        params.padToNearestPowerOfTwo = true;
        m_backgroundTex = LoadTexture(m_backgroundName, params);
    }
}

void CEngine::GetBackground(std::string& name, Color& up, Color& down,
                            Color& cloudUp, Color& cloudDown, bool &full)
{
    name      = m_backgroundName;
    up        = m_backgroundColorUp;
    down      = m_backgroundColorDown;
    cloudUp   = m_backgroundCloudUp;
    cloudDown = m_backgroundCloudDown;
    full      = m_backgroundFull;
}

void CEngine::SetForegroundName(const std::string& name)
{
    if (m_foregroundTex.Valid())
    {
        DeleteTexture(m_foregroundTex);
        m_foregroundTex.SetInvalid();
    }

    m_foregroundName = name;

    if (! m_foregroundName.empty())
        m_foregroundTex = LoadTexture(m_foregroundName);
}

void CEngine::SetOverFront(bool front)
{
    m_overFront = front;
}

void CEngine::SetOverColor(const Color& color, int mode)
{
    m_overColor = color;
    m_overMode  = mode;
}

void CEngine::SetParticleDensity(float value)
{
    if (value < 0.0f) value = 0.0f;
    if (value > 2.0f) value = 2.0f;
    m_particleDensity = value;
}

float CEngine::GetParticleDensity()
{
    return m_particleDensity;
}

float CEngine::ParticleAdapt(float factor)
{
    if (m_particleDensity == 0.0f)
        return 1000000.0f;

    return factor / m_particleDensity;
}

void CEngine::SetClippingDistance(float value)
{
    if (value < 0.5f) value = 0.5f;
    if (value > 2.0f) value = 2.0f;
    m_lastClippingDistance = m_clippingDistance;
    m_clippingDistance = value;
}

float CEngine::GetClippingDistance()
{
    return m_clippingDistance;
}

void CEngine::SetObjectDetail(float value)
{
    if ( value < 0.0f )  value = 0.0f;
    if ( value > 2.0f )  value = 2.0f;
    m_objectDetail = value;
}

float CEngine::GetObjectDetail()
{
    return m_objectDetail;
}

void CEngine::SetGadgetQuantity(float value)
{
    if (value < 0.0f) value = 0.0f;
    if (value > 1.0f) value = 1.0f;

    m_gadgetQuantity = value;
}

float CEngine::GetGadgetQuantity()
{
    return m_gadgetQuantity;
}

void CEngine::SetTextureQuality(int value)
{
    if (value < 0) value = 0;
    if (value > 2) value = 2;

    if (value != m_textureQuality)
    {
        m_textureQuality = value;
        LoadAllTextures();
    }
}

int CEngine::GetTextureQuality()
{
    return m_textureQuality;
}

void CEngine::SetTotoMode(bool present)
{
    m_totoMode = present;
}

bool CEngine::GetTotoMode()
{
    return m_totoMode;
}

void CEngine::SetLensMode(bool present)
{
    m_lensMode = present;
}

bool CEngine::GetLensMode()
{
    return m_lensMode;
}

void CEngine::SetWaterMode(bool present)
{
    m_waterMode = present;
}

bool CEngine::GetWaterMode()
{
    return m_waterMode;
}

void CEngine::SetLightingMode(bool present)
{
    m_lightMode = present;
}

bool CEngine::GetLightingMode()
{
    return m_lightMode;
}

void CEngine::SetSkyMode(bool present)
{
    m_skyMode = present;
}

bool CEngine::GetSkyMode()
{
    return m_skyMode;
}

void CEngine::SetBackForce(bool present)
{
    m_backForce = present;
}

bool CEngine::GetBackForce()
{
    return m_backForce;
}

void CEngine::SetPlanetMode(bool present)
{
    m_planetMode = present;
}

bool CEngine::GetPlanetMode()
{
    return m_planetMode;
}

void CEngine::SetLightMode(bool present)
{
    m_lightMode = present;
}

bool CEngine::GetLightMode()
{
    return m_lightMode;
}

void CEngine::SetEditIndentMode(bool autoIndent)
{
    m_editIndentMode = autoIndent;
}

bool CEngine::GetEditIndentMode()
{
    return m_editIndentMode;
}

void CEngine::SetEditIndentValue(int value)
{
    m_editIndentValue = value;
}

int CEngine::GetEditIndentValue()
{
    return m_editIndentValue;
}

void CEngine::SetTracePrecision(float factor)
{
    m_tracePrecision = factor;
}

float CEngine::GetTracePrecision()
{
    return m_tracePrecision;
}

void CEngine::SetMouseType(EngineMouseType type)
{
    m_mouseType = type;
}

EngineMouseType CEngine::GetMouseType()
{
    return m_mouseType;
}

const Math::Matrix& CEngine::GetMatView()
{
    return m_matView;
}

Math::Vector CEngine::GetEyePt()
{
    return m_eyePt;
}

Math::Vector CEngine::GetLookatPt()
{
    return m_lookatPt;
}

float CEngine::GetEyeDirH()
{
    return m_eyeDirH;
}

float CEngine::GetEyeDirV()
{
    return m_eyeDirV;
}

bool CEngine::IsVisiblePoint(const Math::Vector &pos)
{
    return Math::Distance(m_eyePt, pos) <= m_deepView[0];
}

void CEngine::UpdateMatProj()
{
    m_device->SetTransform(TRANSFORM_PROJECTION, m_matProj);
}

void CEngine::ApplyChange()
{
    m_deepView[0] /= m_lastClippingDistance;
    m_deepView[1] /= m_lastClippingDistance;

    SetFocus(m_focus);

    m_deepView[0] *= m_clippingDistance;
    m_deepView[1] *= m_clippingDistance;
}



/*******************************************************
                      Rendering
 *******************************************************/



/**
  This function sets up render states, clears the
  viewport, and renders the scene. */
void CEngine::Render()
{
    if (! m_render)
        return;

    m_statisticTriangle = 0;
    m_lastState = -1;
    m_lastColor = Color(-1.0f);
    m_lastMaterial = Material();

    m_lightMan->UpdateLights();

    Color color;
    if (m_skyMode && m_cloud->GetLevel() != 0.0f)  // clouds?
        color = m_backgroundCloudDown;
    else
        color = m_backgroundColorDown;

    m_device->SetClearColor(color);

    // Begin the scene
    m_device->BeginScene();

    if (m_drawWorld)
        Draw3DScene();

    m_app->StartPerformanceCounter(PCNT_RENDER_INTERFACE);
    DrawInterface();
    m_app->StopPerformanceCounter(PCNT_RENDER_INTERFACE);

    // End the scene
    m_device->EndScene();
}

void CEngine::Draw3DScene()
{
    if (m_groundSpotVisible)
        UpdateGroundSpotTextures();

    DrawBackground();                // draws the background
    if (m_planetMode) DrawPlanet();  // draws the planets
    if (m_skyMode) m_cloud->Draw();  // draws the clouds


    // Display the objects

    m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, true);
    m_device->SetRenderState(RENDER_STATE_LIGHTING, true);
    m_device->SetRenderState(RENDER_STATE_FOG, true);

    float fogStart = m_deepView[m_rankView]*m_fogStart[m_rankView];
    float fogEnd = m_deepView[m_rankView];
    m_device->SetFogParams(FOG_LINEAR, m_fogColor[m_rankView], fogStart, fogEnd, 1.0f);

    m_device->SetTransform(TRANSFORM_PROJECTION, m_matProj);
    m_device->SetTransform(TRANSFORM_VIEW, m_matView);

    if (m_waterMode) m_water->DrawBack();  // draws water background

    m_app->StartPerformanceCounter(PCNT_RENDER_TERRAIN);

    // Draw terrain with shadows, if shadows enabled
    if (m_shadowVisible)
    {
        m_lightMan->UpdateDeviceLights(ENG_OBJTYPE_TERRAIN);

        for (int objRank = 0; objRank < static_cast<int>(m_objects.size()); objRank++)
        {
            if (! m_objects[objRank].used)
                continue;

            if (m_objects[objRank].type != ENG_OBJTYPE_TERRAIN)
                continue;

            if (! m_objects[objRank].drawWorld)
                continue;

            m_device->SetTransform(TRANSFORM_WORLD, m_objects[objRank].transform);

            if (! IsVisible(objRank))
                continue;

            int baseObjRank = m_objects[objRank].baseObjRank;
            if (baseObjRank == -1)
                continue;

            assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

            EngineBaseObject& p1 = m_baseObjects[baseObjRank];
            if (! p1.used)
                continue;

            for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
            {
                EngineBaseObjTexTier& p2 = p1.next[l2];

                SetTexture(p2.tex1, 0);
                SetTexture(p2.tex2, 1);

                for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
                {
                    EngineBaseObjLODTier& p3 = p2.next[l3];

                    if (! IsWithinLODLimit(m_objects[objRank].distance, p3.lodLevel))
                        continue;

                    for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
                    {
                        EngineBaseObjDataTier& p4 = p3.next[l4];

                        SetMaterial(p4.material);
                        SetState(p4.state);

                        DrawObject(p4);
                    }
                }
            }
        }

        // Draws the shadows
        DrawShadow();
    }

    m_app->StopPerformanceCounter(PCNT_RENDER_TERRAIN);

    // Draw other objects (and if shadows disabled, also terrain)

    m_app->StartPerformanceCounter(PCNT_RENDER_OBJECTS);

    bool transparent = false;

    for (int objRank = 0; objRank < static_cast<int>(m_objects.size()); objRank++)
    {
        if (! m_objects[objRank].used)
            continue;

        if (m_objects[objRank].type == ENG_OBJTYPE_TERRAIN)
            continue;

        if (! m_objects[objRank].drawWorld)
            continue;

        m_device->SetTransform(TRANSFORM_WORLD, m_objects[objRank].transform);

        if (! IsVisible(objRank))
            continue;

        int baseObjRank = m_objects[objRank].baseObjRank;
        if (baseObjRank == -1)
            continue;

        assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

        EngineBaseObject& p1 = m_baseObjects[baseObjRank];
        if (! p1.used)
            continue;

        m_lightMan->UpdateDeviceLights(m_objects[objRank].type);

        for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
        {
            EngineBaseObjTexTier& p2 = p1.next[l2];

            SetTexture(p2.tex1, 0);
            SetTexture(p2.tex2, 1);

            for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
            {
                EngineBaseObjLODTier& p3 = p2.next[l3];

                if (! IsWithinLODLimit(m_objects[objRank].distance, p3.lodLevel))
                    continue;

                for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
                {
                    EngineBaseObjDataTier& p4 = p3.next[l4];

                    if (m_objects[objRank].transparency != 0.0f)  // transparent ?
                    {
                        transparent = true;
                        continue;
                    }

                    SetMaterial(p4.material);
                    SetState(p4.state);

                    DrawObject(p4);
                }
            }
        }
    }

    // Draw transparent objects

    if (transparent)
    {
        int tState = ENG_RSTATE_TTEXTURE_BLACK | ENG_RSTATE_2FACE;
        Color tColor = Color(68.0f / 255.0f, 68.0f / 255.0f, 68.0f / 255.0f, 68.0f / 255.0f);

        for (int objRank = 0; objRank < static_cast<int>(m_objects.size()); objRank++)
        {
            if (! m_objects[objRank].used)
                continue;

            if (m_objects[objRank].type == ENG_OBJTYPE_TERRAIN)
                continue;

            if (! m_objects[objRank].drawWorld)
                continue;

            m_device->SetTransform(TRANSFORM_WORLD, m_objects[objRank].transform);

            if (! IsVisible(objRank))
                continue;

            int baseObjRank = m_objects[objRank].baseObjRank;
            if (baseObjRank == -1)
                continue;

            assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

            EngineBaseObject& p1 = m_baseObjects[baseObjRank];
            if (! p1.used)
                continue;

            m_lightMan->UpdateDeviceLights(m_objects[objRank].type);

            for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
            {
                EngineBaseObjTexTier& p2 = p1.next[l2];

                SetTexture(p2.tex1, 0);
                SetTexture(p2.tex2, 1);

                for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
                {
                    EngineBaseObjLODTier& p3 = p2.next[l3];

                    if (! IsWithinLODLimit(m_objects[objRank].distance, p3.lodLevel))
                        continue;

                    for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
                    {
                        EngineBaseObjDataTier& p4 = p3.next[l4];

                        if (m_objects[objRank].transparency == 0.0f)
                            continue;

                        SetMaterial(p4.material);
                        SetState(tState, tColor);

                        DrawObject(p4);
                    }
                }
            }
        }
    }

    m_app->StopPerformanceCounter(PCNT_RENDER_OBJECTS);

    m_lightMan->UpdateDeviceLights(ENG_OBJTYPE_TERRAIN);

    if (m_debugLights)
        m_device->DebugLights();

    if (m_debugDumpLights)
    {
        m_debugDumpLights = false;
        m_lightMan->DebugDumpLights();
    }

    if (m_waterMode)
    {
        m_app->StartPerformanceCounter(PCNT_RENDER_WATER);
        m_water->DrawSurf(); // draws water surface
        m_app->StopPerformanceCounter(PCNT_RENDER_WATER);
    }

    m_app->StartPerformanceCounter(PCNT_RENDER_PARTICLE);
    m_particle->DrawParticle(SH_WORLD); // draws the particles of the 3D world
    m_app->StopPerformanceCounter(PCNT_RENDER_PARTICLE);

    m_lightning->Draw();                     // draws lightning

    if (m_lensMode) DrawForegroundImage();   // draws the foreground

    if (! m_overFront) DrawOverColor();      // draws the foreground color
}

void CEngine::DrawObject(const EngineBaseObjDataTier& p4)
{
    if (p4.staticBufferId != 0)
    {
        m_device->DrawStaticBuffer(p4.staticBufferId);

        if (p4.type == ENG_TRIANGLE_TYPE_TRIANGLES)
            m_statisticTriangle += p4.vertices.size() / 3;
        else
            m_statisticTriangle += p4.vertices.size() - 2;
    }
    else
    {
        if (p4.type == ENG_TRIANGLE_TYPE_TRIANGLES)
        {
            m_device->DrawPrimitive(PRIMITIVE_TRIANGLES, &p4.vertices[0], p4.vertices.size());
            m_statisticTriangle += p4.vertices.size() / 3;
        }
        else
        {
            m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, &p4.vertices[0], p4.vertices.size() );
            m_statisticTriangle += p4.vertices.size() - 2;
        }
    }
}

void CEngine::DrawInterface()
{
    m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
    m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
    m_device->SetRenderState(RENDER_STATE_FOG, false);

    m_device->SetTransform(TRANSFORM_VIEW,       m_matViewInterface);
    m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
    m_device->SetTransform(TRANSFORM_WORLD,      m_matWorldInterface);

    // Force new state to disable lighting
    m_interfaceMode = true;
    m_lastState = -1;
    SetState(Gfx::ENG_RSTATE_NORMAL);

    // Draw the entire interface
    Ui::CInterface* interface = CRobotMain::GetInstancePointer()->GetInterface();
    if (interface != nullptr)
    {
        interface->Draw();
    }

    m_interfaceMode = false;
    m_lastState = -1;
    SetState(Gfx::ENG_RSTATE_NORMAL);

    m_particle->DrawParticle(SH_INTERFACE);  // draws the particles of the interface

    // 3D objects drawn in front of interface
    if (m_drawFront)
    {
        // Display the objects
        m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, true);

        m_device->SetTransform(TRANSFORM_PROJECTION, m_matProj);

        m_device->SetGlobalAmbient(m_ambientColor[m_rankView]);
        m_device->SetRenderState(RENDER_STATE_LIGHTING, true);

        m_device->SetRenderState(RENDER_STATE_FOG, true);

        float fogStart = m_deepView[m_rankView]*m_fogStart[m_rankView];
        float fogEnd = m_deepView[m_rankView];
        m_device->SetFogParams(FOG_LINEAR, m_fogColor[m_rankView], fogStart, fogEnd, 1.0f);

        m_device->SetTransform(TRANSFORM_VIEW, m_matView);

        for (int objRank = 0; objRank < static_cast<int>(m_objects.size()); objRank++)
        {
            if (! m_objects[objRank].used)
                continue;

            if (m_shadowVisible && m_objects[objRank].type == ENG_OBJTYPE_TERRAIN)
                continue;

            if (! m_objects[objRank].drawFront)
                continue;

            m_device->SetTransform(TRANSFORM_WORLD, m_objects[objRank].transform);

            if (! IsVisible(objRank))
                continue;

            int baseObjRank = m_objects[objRank].baseObjRank;
            if (baseObjRank == -1)
                continue;

            assert(baseObjRank >= 0 && baseObjRank < static_cast<int>( m_baseObjects.size() ));

            EngineBaseObject& p1 = m_baseObjects[baseObjRank];
            if (! p1.used)
                continue;

            m_lightMan->UpdateDeviceLights(m_objects[objRank].type);

            for (int l2 = 0; l2 < static_cast<int>( p1.next.size() ); l2++)
            {
                EngineBaseObjTexTier& p2 = p1.next[l2];

                SetTexture(p2.tex1, 0);
                SetTexture(p2.tex2, 1);

                for (int l3 = 0; l3 < static_cast<int>( p2.next.size() ); l3++)
                {
                    EngineBaseObjLODTier& p3 = p2.next[l3];

                    if (! IsWithinLODLimit(m_objects[objRank].distance, p3.lodLevel))
                        continue;

                    for (int l4 = 0; l4 < static_cast<int>( p3.next.size() ); l4++)
                    {
                        EngineBaseObjDataTier& p4 = p3.next[l4];

                        SetMaterial(p4.material);
                        SetState(p4.state);

                        DrawObject(p4);
                    }
                }
            }
        }

        m_particle->DrawParticle(SH_FRONT);  // draws the particles of the 3D world

        m_device->SetRenderState(RENDER_STATE_DEPTH_TEST, false);
        m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
        m_device->SetRenderState(RENDER_STATE_FOG, false);

        m_device->SetTransform(TRANSFORM_VIEW,       m_matViewInterface);
        m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
        m_device->SetTransform(TRANSFORM_WORLD,      m_matWorldInterface);
    }

    // Draw foreground color
    if (m_overFront)
        DrawOverColor();

    // At the end to not overlap
    DrawMouse();
    DrawHighlight();
    DrawStats();
}

void CEngine::UpdateGroundSpotTextures()
{
    if (!m_firstGroundSpot                                   &&
        m_groundMark.drawPos.x     == m_groundMark.pos.x     &&
        m_groundMark.drawPos.z     == m_groundMark.pos.z     &&
        m_groundMark.drawRadius    == m_groundMark.radius    &&
        m_groundMark.drawIntensity == m_groundMark.intensity)
        return;

    for (int s = 0; s < 16; s++)
    {
        Math::Point min, max;
        min.x = (s%4) * 254.0f - 1.0f;  // 1 pixel cover
        min.y = (s/4) * 254.0f - 1.0f;
        max.x = min.x + 254.0f + 2.0f;
        max.y = min.y + 254.0f + 2.0f;

        bool clear = false;
        bool set   = false;

        // Calculate the area to be erased.
        int dot = static_cast<int>(m_groundMark.drawRadius/2.0f);

        float tu, tv;
        float cx, cy;

        tu = (m_groundMark.drawPos.x+1600.0f)/3200.0f;
        tv = (m_groundMark.drawPos.z+1600.0f)/3200.0f;  // 0..1

        cx = (tu*254.0f*4.0f)-0.5f;
        cy = (tv*254.0f*4.0f)-0.5f;

        if (dot == 0)
        {
            cx += 0.5f;
            cy += 0.5f;
        }

        float px = cx-Math::Mod(cx, 1.0f);
        float py = cy-Math::Mod(cy, 1.0f);  // multiple of 1

        if (m_firstGroundSpot ||
            (m_groundMark.drawRadius != 0.0f    &&
             px+dot >= min.x && py+dot >= min.y &&
             px-dot <= max.x && py-dot <= max.y))
        {
            clear = true;
        }

        // Calculate the area to draw.
        dot = static_cast<int>(m_groundMark.radius/2.0f);

        tu = (m_groundMark.pos.x+1600.0f)/3200.0f;
        tv = (m_groundMark.pos.z+1600.0f)/3200.0f;  // 0..1

        cx = (tu*254.0f*4.0f)-0.5f;
        cy = (tv*254.0f*4.0f)-0.5f;

        if ( dot == 0 )
        {
            cx += 0.5f;
            cy += 0.5f;
        }

        px = cx - Math::Mod(cx, 1.0f);
        py = cy - Math::Mod(cy, 1.0f);  // multiple of 1

        if (m_groundMark.draw &&
            px+dot >= min.x && py+dot >= min.y &&
            px-dot <= max.x && py-dot <= max.y)
        {
            set = true;
        }

        if (clear || set)
        {
            CImage shadowImg(Math::IntPoint(256, 256));
            shadowImg.Fill(Gfx::IntColor(255, 255, 255, 255));

            // Draw the new shadows.
            for (int i = 0; i < static_cast<int>( m_groundSpots.size() ); i++)
            {
                if (m_groundSpots[i].used == false ||
                    m_groundSpots[i].radius == 0.0f)
                    continue;

                if (m_groundSpots[i].min == 0.0f &&
                    m_groundSpots[i].max == 0.0f)
                {
                    dot = static_cast<int>(m_groundSpots[i].radius/2.0f);

                    tu = (m_groundSpots[i].pos.x+1600.0f)/3200.0f;
                    tv = (m_groundSpots[i].pos.z+1600.0f)/3200.0f;  // 0..1

                    cx = (tu*254.0f*4.0f) - 0.5f;
                    cy = (tv*254.0f*4.0f) - 0.5f;

                    if (dot == 0)
                    {
                        cx += 0.5f;
                        cy += 0.5f;
                    }

                    px = cx-Math::Mod(cx, 1.0f);
                    py = cy-Math::Mod(cy, 1.0f);  // multiple of 1

                    if (px+dot < min.x || py+dot < min.y ||
                        px-dot > max.x || py-dot > max.y)
                        continue;

                    for (int iy = -dot; iy <= dot; iy++)
                    {
                        for (int ix =- dot; ix <= dot; ix++)
                        {
                            float ppx = px+ix;
                            float ppy = py+iy;

                            if (ppx <  min.x || ppy <  min.y ||
                                ppx >= max.x || ppy >= max.y)
                                continue;

                            float intensity;
                            if (dot == 0)
                                intensity = 0.0f;
                            else
                                intensity = Math::Point(ppx-cx, ppy-cy).Length()/dot;

                            Gfx::Color color;
                            color.r = Math::Norm(m_groundSpots[i].color.r+intensity);
                            color.g = Math::Norm(m_groundSpots[i].color.g+intensity);
                            color.b = Math::Norm(m_groundSpots[i].color.b+intensity);

                            ppx -= min.x;  // on the texture
                            ppy -= min.y;

                            shadowImg.SetPixel(Math::IntPoint(ppx, ppy), color);
                        }
                    }
                }
                else
                {
                    for (int iy = 0; iy < 256; iy++)
                    {
                        for (int ix = 0; ix < 256; ix++)
                        {
                            Math::Vector pos;
                            pos.x = (256.0f * (s%4) + ix) * 3200.0f/1024.0f - 1600.0f;
                            pos.z = (256.0f * (s/4) + iy) * 3200.0f/1024.0f - 1600.0f;
                            pos.y = 0.0f;

                            float level = m_terrain->GetFloorLevel(pos, true);
                            if (level < m_groundSpots[i].min ||
                                level > m_groundSpots[i].max)
                                continue;

                            float intensity;
                            if (level > (m_groundSpots[i].max+m_groundSpots[i].min)/2.0f)
                                intensity = 1.0f - (m_groundSpots[i].max-level) / m_groundSpots[i].smooth;
                            else
                                intensity = 1.0f - (level-m_groundSpots[i].min) / m_groundSpots[i].smooth;

                            if (intensity < 0.0f) intensity = 0.0f;

                            Gfx::Color color;
                            color.r = Math::Norm(m_groundSpots[i].color.r+intensity);
                            color.g = Math::Norm(m_groundSpots[i].color.g+intensity);
                            color.b = Math::Norm(m_groundSpots[i].color.b+intensity);

                            shadowImg.SetPixel(Math::IntPoint(ix, iy), color);
                        }
                    }
                }
            }

            if (set)
            {
                dot = static_cast<int>(m_groundMark.radius/2.0f);

                tu = (m_groundMark.pos.x + 1600.0f) / 3200.0f;
                tv = (m_groundMark.pos.z + 1600.0f) / 3200.0f;  // 0..1

                cx = (tu*254.0f*4.0f)-0.5f;
                cy = (tv*254.0f*4.0f)-0.5f;

                if (dot == 0)
                {
                    cx += 0.5f;
                    cy += 0.5f;
                }

                px = cx-Math::Mod(cx, 1.0f);
                py = cy-Math::Mod(cy, 1.0f);  // multiple of 1

                for (int iy = -dot; iy <= dot; iy++)
                {
                    for (int ix = -dot; ix <= dot; ix++)
                    {
                        float ppx = px+ix;
                        float ppy = py+iy;

                        if (ppx <  min.x || ppy <  min.y ||
                            ppx >= max.x || ppy >= max.y)
                            continue;

                        ppx -= min.x;  // on the texture
                        ppy -= min.y;

                        float intensity = 1.0f - Math::Point(ix, iy).Length() / dot;
                        if (intensity <= 0.0f)
                            continue;

                        intensity *= m_groundMark.intensity;

                        int j = (ix+dot) + (iy+dot) * m_groundMark.dx;
                        if (m_groundMark.table[j] == 1)  // green ?
                        {
                            Gfx::Color color;
                            color.r = Math::Norm(1.0f-intensity);
                            color.g = 1.0f;
                            color.b = Math::Norm(1.0f-intensity);
                            shadowImg.SetPixel(Math::IntPoint(ppx, ppy), color);
                        }
                        if (m_groundMark.table[j] == 2)  // red ?
                        {
                            Gfx::Color color;
                            color.r = 1.0f;
                            color.g = Math::Norm(1.0f-intensity);
                            color.b = Math::Norm(1.0f-intensity);
                            shadowImg.SetPixel(Math::IntPoint(ppx, ppy), color);
                        }
                    }
                }
            }

            std::stringstream str;
            str << "shadow" << std::setfill('0') << std::setw(2) << s << ".png";
            std::string texName = str.str();

            DeleteTexture(texName);

            Gfx::Texture tex = m_device->CreateTexture(&shadowImg, m_defaultTexParams);

            m_texNameMap[texName] = tex;
            m_revTexNameMap[tex] = texName;
        }
    }

    for (int i = 0; i < static_cast<int>( m_groundSpots.size() ); i++)
    {
        if (m_groundSpots[i].used == false ||
            m_groundSpots[i].radius == 0.0f)
        {
            m_groundSpots[i].drawRadius = 0.0f;
        }
        else
        {
            m_groundSpots[i].drawPos    = m_groundSpots[i].pos;
            m_groundSpots[i].drawRadius = m_groundSpots[i].radius;
        }
    }

    m_groundMark.drawPos       = m_groundMark.pos;
    m_groundMark.drawRadius    = m_groundMark.radius;
    m_groundMark.drawIntensity = m_groundMark.intensity;

    m_firstGroundSpot = false;
}

void CEngine::DrawShadow()
{
    m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
    m_device->SetRenderState(RENDER_STATE_LIGHTING, false);

    Math::Matrix matrix;
    matrix.LoadIdentity();
    m_device->SetTransform(TRANSFORM_WORLD, matrix);


    Material material;
    material.diffuse = Color(1.0f, 1.0f, 1.0f);
    material.ambient = Color(0.5f, 0.5f, 0.5f);
    SetMaterial(material);

    // TODO: create a separate texture
    SetTexture("text.png");

    Math::Point ts, ti;

    float dp = 0.5f/256.0f;
    ts.y = 192.0f/256.0f;
    ti.y = 224.0f/256.0f;
    ts.y += dp;
    ti.y -= dp;

    Math::Vector n(0.0f, 1.0f, 0.0f);

    float startDeepView = m_deepView[m_rankView]*m_fogStart[m_rankView];
    float endDeepView = m_deepView[m_rankView];

    float lastIntensity = -1.0f;
    for (int i = 0; i < static_cast<int>( m_shadows.size() ); i++)
    {
        if (m_shadows[i].hide || !m_shadows[i].used)
            continue;

        Math::Vector pos = m_shadows[i].pos;  // pos = center of the shadow on the ground

        if (m_eyePt.y == pos.y)
            continue;  // camera at the same level?

        float d = 0.0f;
        float D = 0.0f;

        // h is the height above the ground to which the shadow
        // will be drawn.
        if (m_eyePt.y > pos.y)  // camera on?
        {
            float height = m_eyePt.y-pos.y;
            float h = m_shadows[i].radius;
            float max = height*0.5f;
            if ( h > max  )  h = max;
            if ( h > 4.0f )  h = 4.0f;

            D = Math::Distance(m_eyePt, pos);
            if (D >= endDeepView)
                continue;

            d = D*h/height;

            pos.x += (m_eyePt.x-pos.x)*d/D;
            pos.z += (m_eyePt.z-pos.z)*d/D;
            pos.y += h;
        }
        else    // camera underneath?
        {
            float height = pos.y-m_eyePt.y;
            float h = m_shadows[i].radius;
            float max = height*0.1f;
            if ( h > max  )  h = max;
            if ( h > 4.0f )  h = 4.0f;

            D = Math::Distance(m_eyePt, pos);
            if (D >= endDeepView)
                continue;

            d = D*h/height;

            pos.x += (m_eyePt.x-pos.x)*d/D;
            pos.z += (m_eyePt.z-pos.z)*d/D;
            pos.y -= h;
        }

        // The hFactor decreases the intensity and size increases more
        // the object is high relative to the ground.
        float hFactor = m_shadows[i].height/20.0f;
        if ( hFactor < 0.0f )  hFactor = 0.0f;
        if ( hFactor > 1.0f )  hFactor = 1.0f;
        hFactor = powf(1.0f-hFactor, 2.0f);
        if ( hFactor < 0.2f )  hFactor = 0.2f;

        float radius = m_shadows[i].radius*1.5f;
        radius *= 2.0f-hFactor;  // greater if high
        radius *= 1.0f-d/D;  // smaller if close


        Math::Vector corner[4];

        if (m_shadows[i].type == ENG_SHADOW_NORM)
        {
            corner[0].x = +radius;
            corner[0].z = +radius;
            corner[0].y = 0.0f;

            corner[1].x = -radius;
            corner[1].z = +radius;
            corner[1].y = 0.0f;

            corner[2].x = +radius;
            corner[2].z = -radius;
            corner[2].y = 0.0f;

            corner[3].x = -radius;
            corner[3].z = -radius;
            corner[3].y = 0.0f;

            ts.x =  64.0f/256.0f;
            ti.x =  96.0f/256.0f;
        }
        else
        {
            Math::Point rot;

            rot = Math::RotatePoint(-m_shadows[i].angle, Math::Point(radius, radius));
            corner[0].x = rot.x;
            corner[0].z = rot.y;
            corner[0].y = 0.0f;

            rot = Math::RotatePoint(-m_shadows[i].angle, Math::Point(-radius, radius));
            corner[1].x = rot.x;
            corner[1].z = rot.y;
            corner[1].y = 0.0f;

            rot = Math::RotatePoint(-m_shadows[i].angle, Math::Point(radius, -radius));
            corner[2].x = rot.x;
            corner[2].z = rot.y;
            corner[2].y = 0.0f;

            rot = Math::RotatePoint(-m_shadows[i].angle, Math::Point(-radius, -radius));
            corner[3].x = rot.x;
            corner[3].z = rot.y;
            corner[3].y = 0.0f;

            if (m_shadows[i].type == ENG_SHADOW_WORM)
            {
                ts.x =  96.0f/256.0f;
                ti.x = 128.0f/256.0f;
            }
            else
            {
                ts.x =  64.0f/256.0f;
                ti.x =  96.0f/256.0f;
            }
        }

        corner[0] = Math::CrossProduct(corner[0], m_shadows[i].normal);
        corner[1] = Math::CrossProduct(corner[1], m_shadows[i].normal);
        corner[2] = Math::CrossProduct(corner[2], m_shadows[i].normal);
        corner[3] = Math::CrossProduct(corner[3], m_shadows[i].normal);

        corner[0] += pos;
        corner[1] += pos;
        corner[2] += pos;
        corner[3] += pos;

        ts.x += dp;
        ti.x -= dp;

        Vertex vertex[4] =
        {
            Vertex(corner[1], n, Math::Point(ts.x, ts.y)),
            Vertex(corner[0], n, Math::Point(ti.x, ts.y)),
            Vertex(corner[3], n, Math::Point(ts.x, ti.y)),
            Vertex(corner[2], n, Math::Point(ti.x, ti.y))
        };

        float intensity = (0.5f+m_shadows[i].intensity*0.5f)*hFactor;

        // Decreases the intensity of the shade if you're in the area
        // between the beginning and the end of the fog.
        if ( D > startDeepView )
            intensity *= 1.0f-(D-startDeepView)/(endDeepView-startDeepView);

        if (intensity == 0.0f)
            continue;

        if (lastIntensity != intensity)  // intensity changed?
        {
            lastIntensity = intensity;
            SetState(ENG_RSTATE_TTEXTURE_WHITE, Color(intensity, intensity, intensity, intensity));
        }

        m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
        AddStatisticTriangle(2);
    }

    m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, true);
    m_device->SetRenderState(RENDER_STATE_LIGHTING, true);
}

void CEngine::DrawBackground()
{
    if (m_skyMode && m_cloud->GetLevel() != 0.0f)  // clouds ?
    {
        if (m_backgroundCloudUp != m_backgroundCloudDown)  // degraded?
            DrawBackgroundGradient(m_backgroundCloudUp, m_backgroundCloudDown);
    }
    else
    {
        if (m_backgroundColorUp != m_backgroundColorDown)  // degraded?
            DrawBackgroundGradient(m_backgroundColorUp, m_backgroundColorDown);
    }

    if (m_backForce || (m_skyMode && !m_backgroundName.empty()) )
    {
        DrawBackgroundImage();  // image
    }
}

void CEngine::DrawBackgroundGradient(const Color& up, const Color& down)
{
    Math::Point p1(0.0f, 0.5f);
    Math::Point p2(1.0f, 1.0f);

    Color color[3] =
    {
        up,
        down,
        Color(0.0f, 0.0f, 0.0f, 0.0f)
    };

    SetState(ENG_RSTATE_OPAQUE_COLOR);

    m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
    m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
    m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);

    VertexCol vertex[4] =
    {
        VertexCol(Math::Vector(p1.x, p1.y, 0.0f), color[1]),
        VertexCol(Math::Vector(p1.x, p2.y, 0.0f), color[0]),
        VertexCol(Math::Vector(p2.x, p1.y, 0.0f), color[1]),
        VertexCol(Math::Vector(p2.x, p2.y, 0.0f), color[0])
    };

    m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
    AddStatisticTriangle(2);
}

void CEngine::DrawBackgroundImage()
{
    Math::Point p1, p2;
    p1.x = 0.0f;
    p1.y = 0.0f;
    p2.x = 1.0f;
    p2.y = 1.0f;

    Math::Vector n = Math::Vector(0.0f, 0.0f, -1.0f);  // normal

    float u1, u2, v1, v2;
    if (m_backgroundFull)
    {
        u1 = 0.0f;
        v1 = 0.0f;
        u2 = 1.0f;
        v2 = 1.0f;
    }
    else
    {
        float h = 0.5f;  // visible area vertically (1=all)
        float a = m_eyeDirV-Math::PI*0.15f;
        if (a >  Math::PI     )  a -= Math::PI*2.0f;  // a = -Math::PI..Math::PI
        if (a >  Math::PI/4.0f)  a =  Math::PI/4.0f;
        if (a < -Math::PI/4.0f)  a = -Math::PI/4.0f;

        u1 = -m_eyeDirH/Math::PI;
        u2 = u1+1.0f/Math::PI;

        v1 = (1.0f-h)*(0.5f+a/(2.0f*Math::PI/4.0f))+0.1f;
        v2 = v1+h;
    }

    Math::Point backgroundScale;
    backgroundScale.x = static_cast<float>(m_backgroundTex.originalSize.x) / static_cast<float>(m_backgroundTex.size.x);
    backgroundScale.y = static_cast<float>(m_backgroundTex.originalSize.y) / static_cast<float>(m_backgroundTex.size.y);

    u2 *= backgroundScale.x;
    v2 *= backgroundScale.y;

    SetTexture(m_backgroundTex);
    SetState(ENG_RSTATE_OPAQUE_TEXTURE | ENG_RSTATE_WRAP);

    m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
    m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
    m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);

    Vertex vertex[4] =
    {
        Vertex(Math::Vector(p1.x, p1.y, 0.0f), n, Math::Point(u1, v2)),
        Vertex(Math::Vector(p1.x, p2.y, 0.0f), n, Math::Point(u1, v1)),
        Vertex(Math::Vector(p2.x, p1.y, 0.0f), n, Math::Point(u2, v2)),
        Vertex(Math::Vector(p2.x, p2.y, 0.0f), n, Math::Point(u2, v1))
    };

    m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
    AddStatisticTriangle(2);
}

void CEngine::DrawPlanet()
{
    if (! m_planet->PlanetExist())
        return;

    m_device->SetRenderState(RENDER_STATE_DEPTH_WRITE, false);
    m_device->SetRenderState(RENDER_STATE_LIGHTING, false);
    m_device->SetRenderState(RENDER_STATE_FOG, false);

    m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
    m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
    m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);

    m_planet->Draw();  // draws the planets
}

void CEngine::DrawForegroundImage()
{
    if (m_foregroundName.empty())
        return;

    Math::Vector n = Math::Vector(0.0f, 0.0f, -1.0f);  // normal

    Math::Point p1(0.0f, 0.0f);
    Math::Point p2(1.0f, 1.0f);

    float u1 = -m_eyeDirH/(Math::PI*0.6f)+Math::PI*0.5f;
    float u2 = u1+0.50f;

    float v1 = 0.2f;
    float v2 = 1.0f;


    Vertex vertex[4] =
    {
        Vertex(Math::Vector(p1.x, p1.y, 0.0f), n, Math::Point(u1, v2)),
        Vertex(Math::Vector(p1.x, p2.y, 0.0f), n, Math::Point(u1, v1)),
        Vertex(Math::Vector(p2.x, p1.y, 0.0f), n, Math::Point(u2, v2)),
        Vertex(Math::Vector(p2.x, p2.y, 0.0f), n, Math::Point(u2, v1))
    };

    SetTexture(m_foregroundTex);
    SetState(ENG_RSTATE_CLAMP | ENG_RSTATE_TTEXTURE_BLACK);

    m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
    m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
    m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);

    m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
    AddStatisticTriangle(2);
}

void CEngine::DrawOverColor()
{
    if ((m_overColor == Color(0.0f, 0.0f, 0.0f, 0.0f) && m_overMode == ENG_RSTATE_TCOLOR_BLACK) ||
        (m_overColor == Color(1.0f, 1.0f, 1.0f, 1.0f) && m_overMode == ENG_RSTATE_TCOLOR_WHITE))
        return;

    Math::Point p1(0.0f, 0.0f);
    Math::Point p2(1.0f, 1.0f);

    Color color[3] =
    {
        m_overColor,
        m_overColor,
        Color(0.0f, 0.0f, 0.0f, 0.0f)
    };

    SetState(m_overMode);

    m_device->SetTransform(TRANSFORM_VIEW, m_matViewInterface);
    m_device->SetTransform(TRANSFORM_PROJECTION, m_matProjInterface);
    m_device->SetTransform(TRANSFORM_WORLD, m_matWorldInterface);

    VertexCol vertex[4] =
    {
        VertexCol(Math::Vector(p1.x, p1.y, 0.0f), color[1]),
        VertexCol(Math::Vector(p1.x, p2.y, 0.0f), color[0]),
        VertexCol(Math::Vector(p2.x, p1.y, 0.0f), color[1]),
        VertexCol(Math::Vector(p2.x, p2.y, 0.0f), color[0])
    };

    m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
    AddStatisticTriangle(2);
}

void CEngine::DrawHighlight()
{
    Math::Point min, max;
    min.x =  1000000.0f;
    min.y =  1000000.0f;
    max.x = -1000000.0f;
    max.y = -1000000.0f;

    int i = 0;
    while (m_highlightRank[i] != -1)
    {
        Math::Point omin, omax;
        if (GetBBox2D(m_highlightRank[i++], omin, omax))
        {
            min.x = Math::Min(min.x, omin.x);
            min.y = Math::Min(min.y, omin.y);
            max.x = Math::Max(max.x, omax.x);
            max.y = Math::Max(max.y, omax.y);
        }
    }

    if ( min.x ==  1000000.0f ||
         min.y ==  1000000.0f ||
         max.x == -1000000.0f ||
         max.y == -1000000.0f )
    {
        m_highlight = false;  // not highlighted
    }
    else
    {
        m_highlightP1 = min;
        m_highlightP2 = max;
        m_highlight = true;
    }

    if (! m_highlight)
        return;

    Math::Point p1 = m_highlightP1;
    Math::Point p2 = m_highlightP2;

    int nbOut = 0;
    if (p1.x < 0.0f || p1.x > 1.0f) nbOut++;
    if (p1.y < 0.0f || p1.y > 1.0f) nbOut++;
    if (p2.x < 0.0f || p2.x > 1.0f) nbOut++;
    if (p2.y < 0.0f || p2.y > 1.0f) nbOut++;
    if (nbOut > 2)
        return;

    SetState(ENG_RSTATE_OPAQUE_COLOR);

    float d = 0.5f+sinf(m_highlightTime*6.0f)*0.5f;
    d *= (p2.x-p1.x)*0.1f;
    p1.x += d;
    p1.y += d;
    p2.x -= d;
    p2.y -= d;

    Color color(1.0f, 1.0f, 0.0f);  // yellow

    VertexCol line[3] =
    {
        VertexCol(Math::Vector(), color),
        VertexCol(Math::Vector(), color),
        VertexCol(Math::Vector(), color)
    };

    float dx = (p2.x - p1.x) / 5.0f;
    float dy = (p2.y - p1.y) / 5.0f;

    line[0].coord = Math::Vector(p1.x, p1.y + dy, 0.0f);
    line[1].coord = Math::Vector(p1.x, p1.y, 0.0f);
    line[2].coord = Math::Vector(p1.x + dx, p1.y, 0.0f);
    m_device->DrawPrimitive(PRIMITIVE_LINE_STRIP, line, 3);

    line[0].coord = Math::Vector(p2.x - dx, p1.y, 0.0f);
    line[1].coord = Math::Vector(p2.x, p1.y, 0.0f);
    line[2].coord = Math::Vector(p2.x, p1.y + dy, 0.0f);
    m_device->DrawPrimitive(PRIMITIVE_LINE_STRIP, line, 3);

    line[0].coord = Math::Vector(p2.x, p2.y - dy, 0.0f);
    line[1].coord = Math::Vector(p2.x, p2.y, 0.0f);
    line[2].coord = Math::Vector(p2.x - dx, p2.y, 0.0f);
    m_device->DrawPrimitive(PRIMITIVE_LINE_STRIP, line, 3);

    line[0].coord = Math::Vector(p1.x + dx, p2.y, 0.0f);
    line[1].coord = Math::Vector(p1.x, p2.y, 0.0f);
    line[2].coord = Math::Vector(p1.x, p2.y - dy, 0.0f);
    m_device->DrawPrimitive(PRIMITIVE_LINE_STRIP, line, 3);
}

void CEngine::DrawMouse()
{
    MouseMode mode = m_app->GetMouseMode();
    if (mode != MOUSE_ENGINE && mode != MOUSE_BOTH)
        return;

    Material material;
    material.diffuse = Color(1.0f, 1.0f, 1.0f);
    material.ambient = Color(0.5f, 0.5f, 0.5f);

    m_device->SetMaterial(material);
    m_device->SetTexture(0, m_miceTexture);

    int index = static_cast<int>(m_mouseType);

    Math::Point pos = m_app->GetMousePos();
    pos.x = pos.x - (m_mice[index].hotPoint.x * m_mouseSize.x) / 32.0f;
    pos.y = pos.y - ((32.0f - m_mice[index].hotPoint.y) * m_mouseSize.y) / 32.0f;

    Math::Point shadowPos;
    shadowPos.x = pos.x + (4.0f/800.0f);
    shadowPos.y = pos.y - (3.0f/600.0f);

    SetState(ENG_RSTATE_TCOLOR_WHITE);
    DrawMouseSprite(shadowPos, m_mouseSize, m_mice[index].iconShadow);

    SetState(m_mice[index].mode1);
    DrawMouseSprite(pos, m_mouseSize, m_mice[index].icon1);

    SetState(m_mice[index].mode2);
    DrawMouseSprite(pos, m_mouseSize, m_mice[index].icon2);
}

void CEngine::DrawMouseSprite(Math::Point pos, Math::Point size, int icon)
{
    if (icon == -1)
        return;

    Math::Point p1 = pos;
    Math::Point p2 = p1 + size;

    float u1 = (32.0f / 256.0f) * (icon % 8);
    float v1 = (32.0f / 256.0f) * (icon / 8);
    float u2 = u1 + (32.0f / 256.0f);
    float v2 = v1 + (32.0f / 256.0f);

    float dp = 0.5f / 256.0f;
    u1 += dp;
    v1 += dp;
    u2 -= dp;
    v2 -= dp;

    Math::Vector normal(0.0f, 0.0f, -1.0f);

    Vertex vertex[4] =
    {
        Vertex(Math::Vector(p1.x, p1.y, 0.0f), normal, Math::Point(u1, v2)),
        Vertex(Math::Vector(p1.x, p2.y, 0.0f), normal, Math::Point(u1, v1)),
        Vertex(Math::Vector(p2.x, p1.y, 0.0f), normal, Math::Point(u2, v2)),
        Vertex(Math::Vector(p2.x, p2.y, 0.0f), normal, Math::Point(u2, v1))
    };

    m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);
    AddStatisticTriangle(2);
}

void CEngine::DrawStats()
{
    if (!m_showStats)
        return;

    float height = m_text->GetAscent(FONT_COLOBOT, 12.0f);
    float width = 0.2f;

    Math::Point pos(0.04f, 0.04f + 17 * height);

    SetState(ENG_RSTATE_OPAQUE_COLOR);

    Gfx::Color black(0.0f, 0.0f, 0.0f, 0.0f);

    VertexCol vertex[4] =
    {
        VertexCol(Math::Vector(pos.x        , pos.y - 17 * height, 0.0f), black),
        VertexCol(Math::Vector(pos.x        , pos.y + height, 0.0f), black),
        VertexCol(Math::Vector(pos.x + width, pos.y - 17 * height, 0.0f), black),
        VertexCol(Math::Vector(pos.x + width, pos.y + height, 0.0f), black)
    };

    m_device->DrawPrimitive(PRIMITIVE_TRIANGLE_STRIP, vertex, 4);

    SetState(ENG_RSTATE_TEXT);

    std::stringstream str;

    str.str("");
    str << "Event processing: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_EVENT_PROCESSING);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;
    pos.y -= height;


    str.str("");
    str << "Frame update: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_UPDATE_ALL);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    str.str("");
    str << "Engine update: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_UPDATE_ENGINE);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    str.str("");
    str << "Particle update: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_UPDATE_PARTICLE);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    str.str("");
    str << "Game update: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_UPDATE_GAME);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    float otherUpdate = Math::Max(0.0f, m_app->GetPerformanceCounterData(PCNT_UPDATE_ALL) -
                                       m_app->GetPerformanceCounterData(PCNT_UPDATE_ENGINE) -
                                       m_app->GetPerformanceCounterData(PCNT_UPDATE_PARTICLE) -
                                       m_app->GetPerformanceCounterData(PCNT_UPDATE_GAME));

    str.str("");
    str << "Other update: " << std::fixed << std::setprecision(2) << otherUpdate;
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;
    pos.y -= height;


    str.str("");
    str << "Frame render: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_RENDER_ALL);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    str.str("");
    str << "Particle render: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_RENDER_PARTICLE);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    str.str("");
    str << "Water render: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_RENDER_WATER);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    str.str("");
    str << "Terrain render: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_RENDER_TERRAIN);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    str.str("");
    str << "Objects render: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_RENDER_OBJECTS);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    str.str("");
    str << "UI render: " << std::fixed << std::setprecision(2) << m_app->GetPerformanceCounterData(PCNT_RENDER_INTERFACE);
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    float otherRender = m_app->GetPerformanceCounterData(PCNT_RENDER_ALL) -
                        m_app->GetPerformanceCounterData(PCNT_RENDER_PARTICLE) -
                        m_app->GetPerformanceCounterData(PCNT_RENDER_WATER) -
                        m_app->GetPerformanceCounterData(PCNT_RENDER_TERRAIN) -
                        m_app->GetPerformanceCounterData(PCNT_RENDER_OBJECTS) -
                        m_app->GetPerformanceCounterData(PCNT_RENDER_INTERFACE);

    str.str("");
    str << "Other render: " << std::fixed << std::setprecision(2) << otherRender;
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;
    pos.y -= height;


    str.str("");
    str << "Triangles: " << m_statisticTriangle;
    m_text->DrawText(str.str(), FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));

    pos.y -= height;

    m_text->DrawText(m_fpsText, FONT_COLOBOT, 12.0f, pos, 1.0f, TEXT_ALIGN_LEFT, 0, Color(1.0f, 1.0f, 1.0f, 1.0f));
}


} // namespace Gfx

