#include "common.h"

#include "Glass.h"
#include "Timer.h"
#include "Object.h"
#include "General.h"
#include "AudioScriptObject.h"
#include "World.h"
#include "Timecycle.h"
#include "Particle.h"
#include "Camera.h"
#include "RenderBuffer.h"
#include "Shadows.h"
#include "ModelIndices.h"
#include "main.h"
#include "soundlist.h"


uint32 CGlass::NumGlassEntities;
CEntity *CGlass::apEntitiesToBeRendered[NUM_GLASSENTITIES];
CFallingGlassPane CGlass::aGlassPanes[NUM_GLASSPANES];


CVector2D CentersWithTriangle[NUM_GLASSTRIANGLES];
const CVector2D CoorsWithTriangle[NUM_GLASSTRIANGLES][3] =
{
	{
		CVector2D(0.0f, 0.0f),
		CVector2D(0.0f, 1.0f),
		CVector2D(0.4f, 0.5f)
	},

	{
		CVector2D(0.0f, 1.0f),
		CVector2D(1.0f, 1.0f),
		CVector2D(0.4f, 0.5f)
	},

	{
		CVector2D(0.0f, 0.0f),
		CVector2D(0.4f, 0.5f),
		CVector2D(0.7f, 0.0f)
	},

	{
		CVector2D(0.7f, 0.0f),
		CVector2D(0.4f, 0.5f),
		CVector2D(1.0f, 1.0f)
	},

	{
		CVector2D(0.7f, 0.0f),
		CVector2D(1.0f, 1.0f),
		CVector2D(1.0f, 0.0f)
	}
};

#define TEMPBUFFERVERTHILIGHTOFFSET     0
#define TEMPBUFFERINDEXHILIGHTOFFSET    0
#define TEMPBUFFERVERTHILIGHTSIZE       128
#define TEMPBUFFERINDEXHILIGHTSIZE      512

#define TEMPBUFFERVERTSHATTEREDOFFSET   TEMPBUFFERVERTHILIGHTSIZE
#define TEMPBUFFERINDEXSHATTEREDOFFSET  TEMPBUFFERINDEXHILIGHTSIZE
#define TEMPBUFFERVERTSHATTEREDSIZE     192
#define TEMPBUFFERINDEXSHATTEREDSIZE    768

#define TEMPBUFFERVERTREFLECTIONOFFSET  TEMPBUFFERVERTSHATTEREDSIZE
#define TEMPBUFFERINDEXREFLECTIONOFFSET TEMPBUFFERINDEXSHATTEREDSIZE
#define TEMPBUFFERVERTREFLECTIONSIZE    256
#define TEMPBUFFERINDEXREFLECTIONSIZE   1024

int32 TempBufferIndicesStoredHiLight     = 0;
int32 TempBufferVerticesStoredHiLight    = 0;
int32 TempBufferIndicesStoredShattered   = 0;
int32 TempBufferVerticesStoredShattered  = 0;
int32 TempBufferIndicesStoredReflection  = 0;
int32 TempBufferVerticesStoredReflection = 0;

void
CFallingGlassPane::Update(void)
{
	if ( CTimer::GetTimeInMilliseconds() >= m_nTimer )
	{
		// Apply MoveSpeed
		GetPosition()    += m_vecMoveSpeed * CTimer::GetTimeStep();

		// Apply Gravity
		m_vecMoveSpeed.z -= 0.02f         *  CTimer::GetTimeStep();

		// Apply TurnSpeed
		GetRight()   += CrossProduct(m_vecTurn, GetRight());
		GetForward() += CrossProduct(m_vecTurn, GetForward());
		GetUp()      += CrossProduct(m_vecTurn, GetUp());

		if ( GetPosition().z < m_fGroundZ )
		{
			CVector pos;
			CVector dir;

			m_bActive = false;

			pos = CVector(GetPosition().x, GetPosition().y, m_fGroundZ);

			PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_LIGHT_BREAK, pos);

			RwRGBA color = { 255, 255, 255, 255 };

			static int32 nFrameGen = 0;

			for ( int32 i = 0; i < 4; i++ )
			{
				dir.x = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
				dir.y = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
				dir.z = CGeneral::GetRandomNumberInRange(0.05f, 0.20f);

				CParticle::AddParticle(PARTICLE_CAR_DEBRIS,
					pos,
					dir,
					nil,
					CGeneral::GetRandomNumberInRange(0.02f, 0.2f),
					color,
					CGeneral::GetRandomNumberInRange(-40, 40),
					0,
					++nFrameGen & 3,
					500);
			}
		}
	}
}

void
CFallingGlassPane::Render(void)
{
	float distToCamera = (TheCamera.GetPosition() - GetPosition()).Magnitude();

	CVector fwdNorm = GetForward();
	fwdNorm.Normalise();
	uint8 alpha = CGlass::CalcAlphaWithNormal(&fwdNorm);

	int32 time = clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);

	uint8 color = int32( float(alpha) * (float(time) / 500) );

	if ( TempBufferIndicesStoredHiLight >= TEMPBUFFERINDEXHILIGHTSIZE-7 || TempBufferVerticesStoredHiLight >= TEMPBUFFERVERTHILIGHTSIZE-4 )
		CGlass::RenderHiLightPolys();

	// HiLight Polys

	RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], color, color, color, color);
	RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], color, color, color, color);
	RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], color, color, color, color);

	RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.5f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.6f);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);

	ASSERT(m_nTriIndex < NUM_GLASSTRIANGLES);

	CVector2D p0 = CoorsWithTriangle[m_nTriIndex][0] - CentersWithTriangle[m_nTriIndex];
	CVector2D p1 = CoorsWithTriangle[m_nTriIndex][1] - CentersWithTriangle[m_nTriIndex];
	CVector2D p2 = CoorsWithTriangle[m_nTriIndex][2] - CentersWithTriangle[m_nTriIndex];
	CVector v0 = *this * CVector(p0.x, 0.0f, p0.y);
	CVector v1 = *this * CVector(p1.x, 0.0f, p1.y);
	CVector v2 = *this * CVector(p2.x, 0.0f, p2.y);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], v0.x, v0.y, v0.z);
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], v1.x, v1.y, v1.z);
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], v2.x, v2.y, v2.z);

	TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 0] = TempBufferVerticesStoredHiLight + 0;
	TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 1] = TempBufferVerticesStoredHiLight + 1;
	TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 2] = TempBufferVerticesStoredHiLight + 2;
	TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 3] = TempBufferVerticesStoredHiLight + 0;
	TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 4] = TempBufferVerticesStoredHiLight + 2;
	TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 5] = TempBufferVerticesStoredHiLight + 1;

	TempBufferVerticesStoredHiLight += 3;
	TempBufferIndicesStoredHiLight  += 6;

	if ( m_bShattered )
	{
		if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-7 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-4 )
			CGlass::RenderShatteredPolys();

		uint8 shatteredColor = 255;
		if ( distToCamera > 30.0f )
			shatteredColor = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);

		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], shatteredColor, shatteredColor, shatteredColor, shatteredColor);

		RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].x * m_fStep);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].y * m_fStep);
		RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].x * m_fStep);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].y * m_fStep);
		RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].x * m_fStep);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].y * m_fStep);

		RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], v0.x, v0.y, v0.z);
		RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], v1.x, v1.y, v1.z);
		RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], v2.x, v2.y, v2.z);

		TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
		TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
		TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
		TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
		TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
		TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;

		TempBufferIndicesStoredShattered  += 6;
		TempBufferVerticesStoredShattered += 3;
	}
}

void
CGlass::Init(void)
{
	for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
		aGlassPanes[i].m_bActive = false;

	for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++  )
		CentersWithTriangle[i] = (CoorsWithTriangle[i][0] + CoorsWithTriangle[i][1] + CoorsWithTriangle[i][2]) / 3;
}

void
CGlass::Update(void)
{
	for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
	{
		if ( aGlassPanes[i].m_bActive )
			aGlassPanes[i].Update();
	}
}

void
CGlass::Render(void)
{
	TempBufferVerticesStoredHiLight    = 0;
	TempBufferIndicesStoredHiLight     = 0;

	TempBufferVerticesStoredShattered  = TEMPBUFFERVERTSHATTEREDOFFSET;
	TempBufferIndicesStoredShattered   = TEMPBUFFERINDEXSHATTEREDOFFSET;

	TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
	TempBufferIndicesStoredReflection  = TEMPBUFFERINDEXREFLECTIONOFFSET;

	RwRenderStateSet(rwRENDERSTATEZWRITEENABLE,      (void *)FALSE);
	RwRenderStateSet(rwRENDERSTATETEXTUREFILTER,     (void *)rwFILTERLINEAR);
	RwRenderStateSet(rwRENDERSTATEFOGENABLE,         (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATEFOGCOLOR,          (void *)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255));
	RwRenderStateSet(rwRENDERSTATESRCBLEND,          (void *)rwBLENDONE);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND,         (void *)rwBLENDONE);
	RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);

	for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
	{
		if ( aGlassPanes[i].m_bActive )
			aGlassPanes[i].Render();
	}

	for ( uint32 i = 0; i < NumGlassEntities; i++ )
		RenderEntityInGlass(apEntitiesToBeRendered[i]);

	NumGlassEntities = 0;

	RenderHiLightPolys();
	RenderShatteredPolys();
	RenderReflectionPolys();

	RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATEZTESTENABLE,  (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATESRCBLEND,     (void *)rwBLENDSRCALPHA);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND,    (void *)rwBLENDINVSRCALPHA);
	RwRenderStateSet(rwRENDERSTATEFOGENABLE,    (void *)FALSE);
}

CFallingGlassPane *
CGlass::FindFreePane(void)
{
	for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
	{
		if ( !aGlassPanes[i].m_bActive )
			return &aGlassPanes[i];
	}

	return nil;
}

void
CGlass::GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point,
								float moveSpeed, bool cracked, bool explosion)
{
	float upLen    = up.Magnitude();
	float rightLen = right.Magnitude();

	float upSteps = upLen + 0.75f;
	if ( upSteps < 1.0f ) upSteps = 1.0f;

	float rightSteps = rightLen + 0.75f;
	if ( rightSteps < 1.0f ) rightSteps = 1.0f;

	uint32 ysteps = (uint32)upSteps;
	if ( ysteps > 3 ) ysteps = 3;

	uint32 xsteps = (uint32)rightSteps;
	if ( xsteps > 3 ) xsteps = 3;

	if ( explosion )
	{
		if ( ysteps > 1 ) ysteps = 1;
		if ( xsteps > 1 ) xsteps = 1;
	}

	float upScl    = upLen    / float(ysteps);
	float rightScl = rightLen / float(xsteps);

	bool bZFound;
	float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &bZFound);
	if ( !bZFound ) groundZ = pos.z - 2.0f;

	for ( uint32 y = 0; y < ysteps; y++  )
	{
		for ( uint32 x = 0; x < xsteps; x++ )
		{
			float stepy = float(y) * upLen    / float(ysteps);
			float stepx = float(x) * rightLen / float(xsteps);

			for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
			{
				CFallingGlassPane *pane = FindFreePane();
				if ( pane )
				{
					pane->m_nTriIndex = i;
					
					pane->GetRight()  = (right * rightScl) / rightLen;
#ifdef FIX_BUGS
					pane->GetUp()     = (up    * upScl)    / upLen;
#else
					pane->GetUp()     = (up    * upScl)    / rightLen; // copypaste bug
#endif
					CVector fwd = CrossProduct(pane->GetRight(), pane->GetUp());
					fwd.Normalise();

					pane->GetForward() = fwd;

					pane->GetPosition() = right / rightLen * (rightScl * CentersWithTriangle[i].x + stepx)
										+ up    / upLen    * (upScl    * CentersWithTriangle[i].y + stepy)
										+ pos;

					pane->m_vecMoveSpeed.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.x;
					pane->m_vecMoveSpeed.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.y;
					pane->m_vecMoveSpeed.z = 0.0f + speed.z;

					if ( moveSpeed != 0.0f )
					{
						CVector dist = pane->GetPosition() - point;
						dist.Normalise();

						pane->m_vecMoveSpeed += moveSpeed * dist;
					}

					pane->m_vecTurn.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
					pane->m_vecTurn.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
					pane->m_vecTurn.z = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;

					switch ( type )
					{
						case 0:
							pane->m_nTimer = CTimer::GetTimeInMilliseconds();
							break;
						case 1:
							float dist = (pane->GetPosition() - point).Magnitude();
							pane->m_nTimer = uint32(dist*100 + CTimer::GetTimeInMilliseconds());
							break;
					}

					pane->m_fGroundZ = groundZ;
					pane->m_bShattered = cracked;
					pane->m_fStep = upLen / float(ysteps);
					pane->m_bActive = true;
				}
			}
		}
	}
}

void
CGlass::AskForObjectToBeRenderedInGlass(CEntity *entity)
{
#ifdef FIX_BUGS
	if ( NumGlassEntities < NUM_GLASSPANES )
#else
	if ( NumGlassEntities < NUM_GLASSPANES-1 )
#endif
	{
		apEntitiesToBeRendered[NumGlassEntities++] = entity;
	}
}

void
CGlass::RenderEntityInGlass(CEntity *entity)
{
	ASSERT(entity!=nil);
	CObject *object = (CObject *)entity;

	if ( object->bGlassBroken )
		return;

	float distToCamera = (TheCamera.GetPosition() - object->GetPosition()).Magnitude();

	if ( distToCamera > 40.0f )
		return;

	CVector fwdNorm = object->GetForward();
	fwdNorm.Normalise();
	uint8 alpha = CalcAlphaWithNormal(&fwdNorm);

	CColModel *col = object->GetColModel();
	ASSERT(col!=nil);
	if ( col->numTriangles >= 2 )
	{
		CVector a = object->GetMatrix() * col->vertices[0].Get();
		CVector b = object->GetMatrix() * col->vertices[1].Get();
		CVector c = object->GetMatrix() * col->vertices[2].Get();
		CVector d = object->GetMatrix() * col->vertices[3].Get();

		if ( object->bGlassCracked )
		{
			uint8 color = 255;
			if ( distToCamera > 30.0f )
				color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);

			if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-13 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-5 )
				RenderShatteredPolys();

			RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], color, color, color, color);
			RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], color, color, color, color);
			RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], color, color, color, color);
			RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], color, color, color, color);

			RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
			RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
			RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 16.0f);
			RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 0.0f);
			RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 0.0f);
			RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 16.0f);
			RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);
			RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);

			RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], a.x, a.y, a.z);
			RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], b.x, b.y, b.z);
			RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], c.x, c.y, c.z);
			RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], d.x, d.y, d.z);

			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0]  = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1]  = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2]  = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3]  = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4]  = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5]  = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 6]  = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 7]  = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 8]  = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 9]  = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 10] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
			TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 11] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;

			TempBufferIndicesStoredShattered  += 12;
			TempBufferVerticesStoredShattered += 4;
		}

		if ( TempBufferIndicesStoredReflection >= TEMPBUFFERINDEXREFLECTIONSIZE-13 || TempBufferVerticesStoredReflection >= TEMPBUFFERVERTREFLECTIONSIZE-5 )
			RenderReflectionPolys();

		uint8 color = 100;
		if ( distToCamera > 30.0f )
			color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 100);

		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], color, color, color, color);
		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], color, color, color, color);
		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], color, color, color, color);
		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], color, color, color, color);

		float FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
		float v = 2.0f * TheCamera.GetForward().z * 0.2f;
		float u = float(object->m_randomSeed & 15) * 0.02f + (FwdAngle / TWOPI);

		RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], u);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], v);
		RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], u+0.2f);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], v);
		RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], u);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], v+0.2f);
		RwIm3DVertexSetU    (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], u+0.2f);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], v+0.2f);

		RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], a.x, a.y, a.z);
		RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], b.x, b.y, b.z);
		RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], c.x, c.y, c.z);
		RwIm3DVertexSetPos  (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], d.x, d.y, d.z);

		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 0]  = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 1]  = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 2]  = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 3]  = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 4]  = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 5]  = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 6]  = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 7]  = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 8]  = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 9]  = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 10] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
		TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 11] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;

		TempBufferIndicesStoredReflection  += 12;
		TempBufferVerticesStoredReflection += 4;
	}
}

int32
CGlass::CalcAlphaWithNormal(CVector *normal)
{
	ASSERT(normal!=nil);
	
	float fwdDir = 2.0f * DotProduct(*normal, TheCamera.GetForward());
	float fwdDot = DotProduct(TheCamera.GetForward()-fwdDir*(*normal), CVector(0.57f, 0.57f, -0.57f));
	return int32(lerp(fwdDot*fwdDot*fwdDot*fwdDot*fwdDot*fwdDot, 20.0f, 255.0f));
}

void
CGlass::RenderHiLightPolys(void)
{
	if ( TempBufferVerticesStoredHiLight != TEMPBUFFERVERTHILIGHTOFFSET )
	{
		RwRenderStateSet(rwRENDERSTATESRCBLEND,      (void *)rwBLENDONE);
		RwRenderStateSet(rwRENDERSTATEDESTBLEND,     (void *)rwBLENDONE);
		RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowExplosionTex));

		LittleTest();

		if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStoredHiLight, nil, rwIM3D_VERTEXUV) )
		{
			RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStoredHiLight);
			RwIm3DEnd();
		}

		TempBufferVerticesStoredHiLight = TEMPBUFFERVERTHILIGHTOFFSET;
		TempBufferIndicesStoredHiLight  = TEMPBUFFERINDEXHILIGHTOFFSET;
	}
}

void
CGlass::RenderShatteredPolys(void)
{
	if ( TempBufferVerticesStoredShattered != TEMPBUFFERVERTSHATTEREDOFFSET )
	{
		RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpCrackedGlassTex));
		RwRenderStateSet(rwRENDERSTATESRCBLEND,      (void *)rwBLENDSRCALPHA);
		RwRenderStateSet(rwRENDERSTATEDESTBLEND,     (void *)rwBLENDINVSRCALPHA);

		LittleTest();

		if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTSHATTEREDOFFSET], TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET, nil, rwIM3D_VERTEXUV) )
		{
			RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXSHATTEREDOFFSET], TempBufferIndicesStoredShattered - TEMPBUFFERINDEXSHATTEREDOFFSET);
			RwIm3DEnd();
		}

		TempBufferIndicesStoredShattered  = TEMPBUFFERINDEXSHATTEREDOFFSET;
		TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
	}
}

void
CGlass::RenderReflectionPolys(void)
{
	if ( TempBufferVerticesStoredReflection != TEMPBUFFERVERTREFLECTIONOFFSET )
	{
		RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowHeadLightsTex));
		RwRenderStateSet(rwRENDERSTATESRCBLEND,      (void *)rwBLENDSRCALPHA);
		RwRenderStateSet(rwRENDERSTATEDESTBLEND,     (void *)rwBLENDINVSRCALPHA);

		LittleTest();

		if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTREFLECTIONOFFSET], TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET, nil, rwIM3D_VERTEXUV) )
		{
			RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXREFLECTIONOFFSET], TempBufferIndicesStoredReflection - TEMPBUFFERINDEXREFLECTIONOFFSET);
			RwIm3DEnd();
		}

		TempBufferIndicesStoredReflection  = TEMPBUFFERINDEXREFLECTIONOFFSET;
		TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
	}
}

void
CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion)
{
	ASSERT(entity!=nil);
	
	CObject *object = (CObject *)entity;

	if ( object->bGlassBroken )
		return;

	object->bGlassCracked = true;

	CColModel *col = object->GetColModel();
	ASSERT(col!=nil);
	
	CVector a = object->GetMatrix() * col->vertices[0].Get();
	CVector b = object->GetMatrix() * col->vertices[1].Get();
	CVector c = object->GetMatrix() * col->vertices[2].Get();
	CVector d = object->GetMatrix() * col->vertices[3].Get();

	float minx = Min(Min(a.x, b.x), Min(c.x, d.x));
	float maxx = Max(Max(a.x, b.x), Max(c.x, d.x));
	float miny = Min(Min(a.y, b.y), Min(c.y, d.y));
	float maxy = Max(Max(a.y, b.y), Max(c.y, d.y));
	float minz = Min(Min(a.z, b.z), Min(c.z, d.z));
	float maxz = Max(Max(a.z, b.z), Max(c.z, d.z));


	if ( amount > 300.0f )
	{
		PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_BREAK_L, object->GetPosition());

		GeneratePanesForWindow(0,
			CVector(minx,      miny,      minz),
			CVector(0.0f,      0.0f,      maxz-minz),
			CVector(maxx-minx, maxy-miny, 0.0f),
			speed, point, 0.1f, !!object->bGlassCracked, explosion);
	}
	else
	{
		PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_BREAK_S, object->GetPosition());

		GeneratePanesForWindow(1,
			CVector(minx,      miny,      minz),
			CVector(0.0f,      0.0f,      maxz-minz),
			CVector(maxx-minx, maxy-miny, 0.0f),
			speed, point, 0.1f, !!object->bGlassCracked, explosion);
	}

	object->bGlassBroken = true;
	object->GetMatrix().GetPosition().z = -100.0f;
}

void
CGlass::WindowRespondsToSoftCollision(CEntity *entity, float amount)
{
	ASSERT(entity!=nil);
	
	CObject *object = (CObject *)entity;

	if ( amount > 50.0f && !object->bGlassCracked )
	{
		PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_CRACK, object->GetPosition());
		object->bGlassCracked = true;
	}
}

void
CGlass::WasGlassHitByBullet(CEntity *entity, CVector point)
{
	ASSERT(entity!=nil);
	
	CObject *object = (CObject *)entity;

	if ( IsGlass(object->GetModelIndex()) )
	{
		if ( !object->bGlassCracked )
		{
			PlayOneShotScriptObject(SCRIPT_SOUND_GLASS_CRACK, object->GetPosition());
			object->bGlassCracked = true;
		}
		else
		{
			if ( (CGeneral::GetRandomNumber() & 3) == 2 )
				WindowRespondsToCollision(object, 0.0f, CVector(0.0f, 0.0f, 0.0f), point, false);
		}
	}
}

void
CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
{
	ASSERT(entity!=nil);
	
	CObject *object = (CObject *)entity;

	CVector distToGlass = object->GetPosition() - point;

	float fDistToGlass = distToGlass.Magnitude();

	if ( fDistToGlass < 10.0f )
	{
		distToGlass *= (0.3f / fDistToGlass); // normalise
		WindowRespondsToCollision(object, 10000.0f, distToGlass, object->GetPosition(), true);
	}
	else
	{
		if ( fDistToGlass < 30.0f )
			object->bGlassCracked = true;
	}
}
