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path: root/src/render/WaterLevel.cpp
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#include "common.h"
#include "main.h"
#include "FileMgr.h"
#include "TxdStore.h"
#include "Timer.h"
#include "Weather.h"
#include "Camera.h"
#include "Vehicle.h"
#include "Boat.h"
#include "World.h"
#include "General.h"
#include "Timecycle.h"
#include "ZoneCull.h"
#include "Clock.h"
#include "Particle.h"
#include "ParticleMgr.h"
#include "RwHelper.h"
#include "Streaming.h"
#include "CdStream.h"
#include "Pad.h"
#include "RenderBuffer.h"
#include <rwcore.h>
#include <rpworld.h>
#include <rpmatfx.h>
#include "Occlusion.h"
#include "WaterLevel.h"

#define RwIm3DVertexSet_RGBA(vert, rgba) RwIm3DVertexSetRGBA(vert, rgba.red, rgba.green, rgba.blue, rgba.alpha) // (RwRGBAAssign(&(_dst)->color, &_src))

float TEXTURE_ADDU;
float TEXTURE_ADDV;

float _TEXTURE_MASK_ADDU;
float _TEXTURE_MASK_ADDV;

float _TEXTURE_WAKE_ADDU;
float _TEXTURE_WAKE_ADDV;

int32 CWaterLevel::ms_nNoOfWaterLevels;
float CWaterLevel::ms_aWaterZs[48];
CRect CWaterLevel::ms_aWaterRects[48];
uint8 CWaterLevel::aWaterBlockList[WATER_BLOCK_SECTORS][WATER_BLOCK_SECTORS];
uint8 CWaterLevel::aWaterFineBlockList[WATER_FINEBLOCK_SECTORS][WATER_FINEBLOCK_SECTORS];
bool CWaterLevel::WavesCalculatedThisFrame;


bool CWaterLevel::RequireWavySector;
bool CWaterLevel::MaskCalculatedThisFrame;
CVector CWaterLevel::PreCalculatedMaskPosn;
bool CWaterLevel::m_bRenderSeaBed;
int32 CWaterLevel::m_nRenderWaterLayers;

RpAtomic *CWaterLevel::ms_pWavyAtomic;
RpAtomic *CWaterLevel::ms_pMaskAtomic;


RwTexture *gpWaterTex;
RwTexture *gpWaterEnvTex;
RwTexture *gpWaterEnvBaseTex;
RwTexture *gpWaterWakeTex;

RwRaster *gpWaterRaster;
RwRaster *gpWaterEnvRaster;
RwRaster *gpWaterEnvBaseRaster;
RwRaster *gpWaterWakeRaster;

bool _bSeaLife;
float _fWaterZOffset = 0.5f;

#ifdef PC_WATER
float fEnvScale               = 0.25f;
#else
float fEnvScale               = 0.5f;
#endif
float fWave2InvLength         = 0.03f;
float fWave2NormScale         = 0.5f;
float fWave2Ampl              = 0.1f;
uint8 nWaterAlpha             = 192;
uint8 nWakeAlpha              = 192;
float fUnder1                 = 4.0;
float fUnder2                 = 2.5;
float fUnder3                 = 1.5;
int nMaskAlpha                = 230;
float fAdd1                   = 180.0f;
float fAdd2                   = 80.0;
float fRedMult                = 0.6f;
float fGreenMult              = 1.0f;
float fBlueMult               = 1.4f;
float fAlphaMult              = 500.0f;
float fAlphaBase              = 30.0f;
float fRandomMoveDiv          = 8.0f;
float fRandomDamp             = 0.99f;
float fNormMult               = 2.0f;
float fNormMultB              = 1.0f;
float fBumpScale              = 1.5;
float fBumpTexRepeat          = 2.0;
float fNormalDirectionScalar1 = 2.0f;
float fNormalDirectionScalar2 = 1.0f;
bool bTestDoNormals           = true;
float fSeaBedZ                =  25.0f;
float aAlphaFade[5]           = { 0.4f, 1.0f, 0.2f, 1.0f, 0.4f};	//CWaterLevel::RenderWakeSegment
float fFlatWaterBlendRange    = 0.05f;
float fStartBlendDistanceAdd  = 64.0f;
float fMinWaterAlphaMult      = -30.0f;


void
WaterLevelInitialise(Const char *pWaterDat)
{
	CWaterLevel::ms_nNoOfWaterLevels = 0;
	
	int32 hFile;
	
	do
	{
		hFile = CFileMgr::OpenFile("DATA\\waterpro.dat", "rb");
	}
	while ( hFile < 0 );
	
	if ( hFile > 0 )
	{
		if ( hFile >= 0 )
		{
			CFileMgr::Read(hFile, (char *)&CWaterLevel::ms_nNoOfWaterLevels, sizeof(CWaterLevel::ms_nNoOfWaterLevels));
			CFileMgr::Read(hFile, (char *)CWaterLevel::ms_aWaterZs,	sizeof(CWaterLevel::ms_aWaterZs));
			CFileMgr::Read(hFile, (char *)CWaterLevel::ms_aWaterRects, sizeof(CWaterLevel::ms_aWaterRects));
			CFileMgr::Read(hFile, (char *)CWaterLevel::aWaterBlockList, sizeof(CWaterLevel::aWaterBlockList));
			CFileMgr::Read(hFile, (char *)CWaterLevel::aWaterFineBlockList, sizeof(CWaterLevel::aWaterFineBlockList));
		}
		
		CFileMgr::CloseFile(hFile);
	}
	
	CTxdStore::PushCurrentTxd();

	int32 slot = CTxdStore::FindTxdSlot("particle");
	CTxdStore::SetCurrentTxd(slot);
	
	if ( gpWaterTex == NULL )
		gpWaterTex = RwTextureRead("waterclear256", NULL);
	gpWaterRaster = RwTextureGetRaster(gpWaterTex);
	
	if ( gpWaterEnvTex == NULL )
		gpWaterEnvTex = RwTextureRead("waterreflection2", NULL);
	gpWaterEnvRaster = RwTextureGetRaster(gpWaterEnvTex);
	
#ifdef PC_WATER
	if ( gpWaterEnvBaseTex == NULL )
		gpWaterEnvBaseTex = RwTextureRead("sandywater", NULL);
	gpWaterEnvBaseRaster = RwTextureGetRaster(gpWaterEnvBaseTex);
#endif
	
	if ( gpWaterWakeTex == NULL )
		gpWaterWakeTex = RwTextureRead("waterwake", NULL);
	gpWaterWakeRaster = RwTextureGetRaster(gpWaterWakeTex);
	
	CTxdStore::PopCurrentTxd();

	CWaterLevel::CreateWavyAtomic();
	
	printf("Done Initing waterlevels\n");
}

void
CWaterLevel::Shutdown()
{
	DestroyWavyAtomic();

#define _DELETE_TEXTURE(t) if ( t )	\
		{ \
			RwTextureDestroy(t); \
			t = NULL; \
		}

	_DELETE_TEXTURE(gpWaterTex);
	_DELETE_TEXTURE(gpWaterEnvTex);
	_DELETE_TEXTURE(gpWaterEnvBaseTex);

#undef _DELETE_TEXTURE
}

void
CWaterLevel::CreateWavyAtomic()
{
	RpGeometry *wavyGeometry;
	RpGeometry *maskGeometry;
	RpMaterial *wavyMaterial;
	RpMaterial *maskMaterial;
	
	RpTriangle *wavytlist;
	RpTriangle *masktlist;
	
	RpMorphTarget *wavyMorphTarget;
	RpMorphTarget *maskMorphTarget;
	
	RwSphere boundingSphere;
	
	RwV3d *wavyVert;
	RwV3d *wavyNormal;
	
	RwV3d *maskVert;
	RwV3d *maskNormal;
	
	RwFrame *wavyFrame;
	RwFrame *maskFrame;
	
	{
		wavyGeometry = RpGeometryCreate(17*17, 512, rpGEOMETRYTRISTRIP
													|rpGEOMETRYTEXTURED
													|rpGEOMETRYPRELIT
													|rpGEOMETRYNORMALS
													|rpGEOMETRYMODULATEMATERIALCOLOR);
#ifdef PC_WATER
		RpGeometryAddMorphTarget(wavyGeometry);
#endif
	}

	{
		maskGeometry = RpGeometryCreate(33*33, 2048, rpGEOMETRYTRISTRIP
													|rpGEOMETRYTEXTURED
													|rpGEOMETRYPRELIT
													|rpGEOMETRYNORMALS
													|rpGEOMETRYMODULATEMATERIALCOLOR);
#ifdef PC_WATER
		RpGeometryAddMorphTarget(maskGeometry);
#endif
	}
	
	{
		wavyMaterial = RpMaterialCreate();
		RpMaterialSetTexture(wavyMaterial, gpWaterTex);
		RwRGBA watercolor = { 255, 255, 255, 192 };
		RpMaterialSetColor(wavyMaterial, &watercolor);
	}
	
	{
		maskMaterial = RpMaterialCreate();
#ifdef PC_WATER
		RpMaterialSetTexture(maskMaterial, gpWaterEnvBaseTex);
#else
		RpMaterialSetTexture(maskMaterial, gpWaterTex);
#endif
		RwRGBA watercolor = { 255, 255, 255, 192 };
		RpMaterialSetColor(maskMaterial, &watercolor);
	}
	
	{
		wavytlist = RpGeometryGetTriangles(wavyGeometry);
		
		for ( int32 i = 0; i < 16; i++ )
		{
			for ( int32 j = 0; j < 16; j++ )
			{
				const RwUInt16 base = (RwUInt16)((16 + 1)*i+j);
	
				RpGeometryTriangleSetVertexIndices(wavyGeometry, 
						wavytlist,     (RwInt16)base, (RwInt16)(base+1),    (RwInt16)(base+16+2));

				RpGeometryTriangleSetVertexIndices(wavyGeometry, 
						(wavytlist+1), (RwInt16)base, (RwInt16)(base+16+2), (RwInt16)(base+16+1));
	
				RpGeometryTriangleSetMaterial(wavyGeometry, wavytlist,     wavyMaterial);

				RpGeometryTriangleSetMaterial(wavyGeometry, (wavytlist+1), wavyMaterial);
				
				wavytlist+=2;
			}
		}
	}
	
	{
		masktlist = RpGeometryGetTriangles(maskGeometry);
		
		for ( int32 i = 0; i < 32; i++ )
		{
			for ( int32 j = 0; j < 32; j++ )
			{
				const RwUInt16 base = (RwUInt16)((32 + 1)*i+j);
	
				RpGeometryTriangleSetVertexIndices(maskGeometry, 
						masktlist,     (RwInt16)base, (RwInt16)(base+1),    (RwInt16)(base+32+2));

				RpGeometryTriangleSetVertexIndices(maskGeometry,
						(masktlist+1), (RwInt16)base, (RwInt16)(base+32+2), (RwInt16)(base+32+1));
	
				RpGeometryTriangleSetMaterial(maskGeometry, masktlist,     maskMaterial);

				RpGeometryTriangleSetMaterial(maskGeometry, (masktlist+1), maskMaterial);
				
				masktlist+=2;
			}
		}
	}

	{
		wavyMorphTarget = RpGeometryGetMorphTarget(wavyGeometry, 0);
		wavyVert = RpMorphTargetGetVertices(wavyMorphTarget);
		wavyNormal = RpMorphTargetGetVertexNormals(wavyMorphTarget);
		
		for ( int32 i = 0; i < 17; i++ )
		{
			for ( int32 j = 0; j < 17; j++ )
			{
				(*wavyVert).x = (float)i * 2.0f;
				(*wavyVert).y = (float)j * 2.0f;
				(*wavyVert).z = 0.0f;
				
				(*wavyNormal).x = 0.0f;
				(*wavyNormal).y = 0.0f;
				(*wavyNormal).z = 1.0f;
				
				wavyVert++;
				wavyNormal++;
			}
		}
		
		RpMorphTargetCalcBoundingSphere(wavyMorphTarget, &boundingSphere);
		RpMorphTargetSetBoundingSphere(wavyMorphTarget, &boundingSphere);
		RpGeometryUnlock(wavyGeometry);
	}
	
	{
		maskMorphTarget = RpGeometryGetMorphTarget(maskGeometry, 0);
		maskVert = RpMorphTargetGetVertices(maskMorphTarget);
		maskNormal = RpMorphTargetGetVertexNormals(maskMorphTarget);
		
		for ( int32 i = 0; i < 33; i++ )
		{
			for ( int32 j = 0; j < 33; j++ )
			{
				(*maskVert).x = (float)i * 2.0f;
				(*maskVert).y = (float)j * 2.0f;
				(*maskVert).z = 0.0f;
				
				(*maskNormal).x = 0.0f;
				(*maskNormal).y = 0.0f;
				(*maskNormal).z = 1.0f;
				
				maskVert++;
				maskNormal++;
			}
		}
		
		RpMorphTargetCalcBoundingSphere(maskMorphTarget, &boundingSphere);
		RpMorphTargetSetBoundingSphere(maskMorphTarget, &boundingSphere);
		RpGeometryUnlock(maskGeometry);
	}
	
	{
		wavyFrame = RwFrameCreate();
		ms_pWavyAtomic = RpAtomicCreate();
		RpAtomicSetGeometry(ms_pWavyAtomic, wavyGeometry, 0);
		RpAtomicSetFrame(ms_pWavyAtomic, wavyFrame);
		RpMaterialDestroy(wavyMaterial);
		RpGeometryDestroy(wavyGeometry);
	}
	
	{
		maskFrame = RwFrameCreate();
		ms_pMaskAtomic = RpAtomicCreate();
		RpAtomicSetGeometry(ms_pMaskAtomic, maskGeometry, 0);
		RpAtomicSetFrame(ms_pMaskAtomic, maskFrame);
		RpMaterialDestroy(maskMaterial);
		RpGeometryDestroy(maskGeometry);
	}
	
	static RwFrame *wakeEnvFrame;
	
	if ( wakeEnvFrame == NULL )
	{
		wakeEnvFrame = RwFrameCreate();
		RwMatrixSetIdentity(RwFrameGetMatrix(wakeEnvFrame));
		RwFrameUpdateObjects(wakeEnvFrame);
	}
	
	RpMatFXMaterialSetEffects(maskMaterial, rpMATFXEFFECTENVMAP);
	RpMatFXMaterialSetupEnvMap(maskMaterial, gpWaterEnvTex, wakeEnvFrame, TRUE, fEnvScale);
	RpMatFXAtomicEnableEffects(ms_pMaskAtomic);
}

void
CWaterLevel::DestroyWavyAtomic()
{
#define _DELETE_ATOMIC(a) \
		{ \
			RwFrame *frame; \
			frame = RpAtomicGetFrame(a); \
			RpAtomicDestroy(a); \
			RwFrameDestroy(frame); \
		}

	_DELETE_ATOMIC(ms_pWavyAtomic);
	_DELETE_ATOMIC(ms_pMaskAtomic);
	
#undef _DELETE_ATOMIC
}

bool
CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool bDontCheckZ)
{
	int32 x = WATER_TO_SMALL_SECTOR_X(fX + WATER_X_OFFSET);
	int32 y = WATER_TO_SMALL_SECTOR_Y(fY);
	
	ASSERT( x >= 0 && x < MAX_SMALL_SECTORS );
	ASSERT( y >= 0 && y < MAX_SMALL_SECTORS );
	
	if ( x < 0 || x >= MAX_SMALL_SECTORS ) return false;
	if ( y < 0 || y >= MAX_SMALL_SECTORS ) return false;

	uint8 nBlock = aWaterFineBlockList[x][y];

	if ( nBlock == 0x80 )
		return false;

	ASSERT( pfOutLevel != NULL );
	*pfOutLevel = ms_aWaterZs[nBlock];

	float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
	
	float fWave = Sin
	(
		( WATER_UNSIGN_Y(fY)                  - y*SMALL_SECTOR_SIZE
		+ WATER_UNSIGN_X(fX + WATER_X_OFFSET) - x*SMALL_SECTOR_SIZE )
		
		* (TWOPI / SMALL_SECTOR_SIZE ) + fAngle
	);

	float fWindFactor = CWeather::WindClipped * 0.4f + 0.2f;
	
	*pfOutLevel += fWave * fWindFactor;

	if ( bDontCheckZ == false && (*pfOutLevel - fZ) > 3.0f )
	{
		*pfOutLevel = 0.0f;
		return false;
	}

	return true;
}

bool
CWaterLevel::GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLevel)
{
	int32 x = WATER_TO_SMALL_SECTOR_X(fX + WATER_X_OFFSET);
	int32 y = WATER_TO_SMALL_SECTOR_Y(fY);
	
	ASSERT( x >= 0 && x < MAX_SMALL_SECTORS );
	ASSERT( y >= 0 && y < MAX_SMALL_SECTORS );
	
	if ( x < 0 || x >= MAX_SMALL_SECTORS ) return false;
	if ( y < 0 || y >= MAX_SMALL_SECTORS ) return false;
	
	uint8 nBlock = aWaterFineBlockList[x][y];
		
	if ( nBlock == 0x80 )
		return false;
	
	ASSERT( pfOutLevel != NULL );
	*pfOutLevel = ms_aWaterZs[nBlock];

	return true;
}

float CWaterLevel::GetWaterWavesOnly(short x, short y)
{
	float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
	
	float fWindFactor = CWeather::WindClipped * 0.7f + 0.3f;
	
	float fWave = Sin( float(float(4 * y + 4 * x) * (TWOPI / SMALL_SECTOR_SIZE )) + fAngle );
	
	return fWave * fWindFactor;
}
	   
CVector CWaterLevel::GetWaterNormal(float fX, float fY)
{
	//TODO: BUG ? ignore x offset
	
	int32 x = WATER_TO_SMALL_SECTOR_X(fX);
	int32 y = WATER_TO_SMALL_SECTOR_Y(fY);
	
	float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
	float fWindFactor = CWeather::WindClipped * 0.4f + 0.2f;
	
	//TODO: 
	float _fWave = (WATER_UNSIGN_Y(fY) - y*SMALL_SECTOR_SIZE + WATER_UNSIGN_X(fX) - x*SMALL_SECTOR_SIZE)
			* (TWOPI / SMALL_SECTOR_SIZE ) + fAngle;

	CVector vA(1.0f, 0.0f, fWindFactor * (TWOPI / SMALL_SECTOR_SIZE ) * Cos(_fWave));
	CVector vB(0.0f, 1.0f, fWindFactor * (TWOPI / SMALL_SECTOR_SIZE ) * Cos(_fWave));
	
	CVector norm = CrossProduct(vA, vB);
	
	norm.Normalise();
	
	return norm;
}


inline float _GetWaterDrawDist()
{
	if     ( TheCamera.GetPosition().z < 15.0f  ) return 1200.0f;
	if     ( TheCamera.GetPosition().z > 60.0f  ) return 2000.0f;
	return ( TheCamera.GetPosition().z + -15.0f ) * 800.0f / 45.0f + 1200.0f;
}

inline float
_GetWavyDrawDist()
{
	if ( FindPlayerVehicle() && FindPlayerVehicle()->IsBoat() )
		return 120.0f;
	else
		return 70.0f;
}

inline void
_GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool *bUseCamEndX)
{
	if ( TheCamera.GetForward().z > -0.8f )
	{
		if ( Abs(TheCamera.GetForward().x) > Abs(TheCamera.GetForward().y) )
		{
			if ( TheCamera.GetForward().x > 0.0f )
				*bUseCamStartX = true;
			else
				*bUseCamEndX = true;
		}
		else
		{
			if ( TheCamera.GetForward().y > 0.0f )
				*bUseCamStartY = true;
			else
				*bUseCamEndY = true;
		}
	}
}


inline bool _IsColideWithBlock(int32 x, int32 y, int32 &block)
{
	block = CWaterLevel::aWaterFineBlockList[x + 0][y + 0];
	if (!(block & 0x80))
		return true;

	block = CWaterLevel::aWaterFineBlockList[x + 0][y + 1];
	if (!(block & 0x80))
	{
		block = CWaterLevel::aWaterFineBlockList[x + 0][y + 2];
		if (!(block & 0x80))
			return true;
	}

	block = CWaterLevel::aWaterFineBlockList[x + 1][y + 0];
	if (!(block & 0x80))
		return true;

	block = CWaterLevel::aWaterFineBlockList[x + 1][y + 1];
	if (!(block & 0x80))
	{
		block = CWaterLevel::aWaterFineBlockList[x + 1][y + 2];
		if (!(block & 0x80))
			return true;
	}

	block = CWaterLevel::aWaterFineBlockList[x + 2][y + 0];
	if (!(block & 0x80))
		return true;

	block = CWaterLevel::aWaterFineBlockList[x + 2][y + 1];
	if (!(block & 0x80))
	{
		block = CWaterLevel::aWaterFineBlockList[x + 2][y + 2];
		if (!(block & 0x80))
			return true;
	}

	return false;
}

inline float
SectorRadius(float fSize)
{
	return Sqrt(Pow(fSize, 2) + Pow(fSize, 2));
}

void
CWaterLevel::RenderWater()
{
	bool bUseCamEndX   = false;
	bool bUseCamStartY = false;
	
	bool bUseCamStartX = false;
	bool bUseCamEndY   = false;
	
	if ( !CGame::CanSeeWaterFromCurrArea() )
		return;
	
	_GetCamBounds(&bUseCamStartY, &bUseCamEndY, &bUseCamStartX, &bUseCamEndX);

	float fHugeSectorMaxRenderDist    = _GetWaterDrawDist();
	float fHugeSectorMaxRenderDistSqr = SQR(fHugeSectorMaxRenderDist);
	
	float windAddUV = CWeather::WindClipped * 0.0005f + 0.0006f;
	
	float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
	
	if ( !CTimer::GetIsPaused() )
	{
		TEXTURE_ADDU       += windAddUV;
		TEXTURE_ADDV       += windAddUV;
		
		_TEXTURE_MASK_ADDU += Sin(fAngle) 		 * 0.0005f + 1.1f * windAddUV;
		_TEXTURE_MASK_ADDV -= Cos(fAngle * 1.3f) * 0.0005f + 1.2f * windAddUV;
		
		_TEXTURE_WAKE_ADDU -= Sin(fAngle) 		 * 0.0003f + windAddUV;
		_TEXTURE_WAKE_ADDV += Cos(fAngle * 0.7f) * 0.0003f + windAddUV;
	}
	
	if ( _TEXTURE_MASK_ADDU >= 1.0f )
		_TEXTURE_MASK_ADDU = 0.0f;
	if ( _TEXTURE_MASK_ADDV >= 1.0f )
		_TEXTURE_MASK_ADDV = 0.0f;
	
	if ( _TEXTURE_WAKE_ADDU >= 1.0f )
		_TEXTURE_WAKE_ADDU = 0.0f;
	if ( _TEXTURE_WAKE_ADDV >= 1.0f )
		_TEXTURE_WAKE_ADDV = 0.0f;
	
	if ( TEXTURE_ADDU >= 1.0f )
		TEXTURE_ADDU = 0.0f;
	if ( TEXTURE_ADDV >= 1.0f )
		TEXTURE_ADDV = 0.0f;
	
#ifdef PC_WATER
	_fWaterZOffset = CWeather::WindClipped * 0.5f + 0.25f;
#endif

	RwRGBA color = { 0, 0, 0, 255 };

	color.red   = CTimeCycle::GetWaterRed();
	color.green = CTimeCycle::GetWaterGreen();
	color.blue  = CTimeCycle::GetWaterBlue();

#ifndef PC_WATER
	RwRGBA colorUnderwater = { 0, 0, 0, 255 };
	colorUnderwater.red = (uint32)(0.8f * (float)colorUnderwater.red);
	colorUnderwater.green = (uint32)(0.8f * (float)colorUnderwater.green);
	colorUnderwater.blue = (uint32)(0.8f * (float)colorUnderwater.blue);
#endif

	TempBufferVerticesStored = 0;
	TempBufferIndicesStored = 0;

#ifndef PC_WATER
	WavesCalculatedThisFrame = false;
#endif
	
	RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster);
	RwRenderStateSet(rwRENDERSTATEFOGENABLE,     (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATESRCBLEND,      (void *)rwBLENDONE);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND,     (void *)rwBLENDZERO);
	
	CVector2D camPos(TheCamera.GetPosition().x, TheCamera.GetPosition().y);

	int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist + WATER_X_OFFSET);
	int32 nEndX   = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist + WATER_X_OFFSET) + 1;
	int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist);
	int32 nEndY   = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist) + 1;

	if ( bUseCamStartX )
		nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET);
	if ( bUseCamEndX )
		nEndX   = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET);
	if ( bUseCamStartY )
		nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y);
	if ( bUseCamEndY )                             
		nEndY   = WATER_TO_HUGE_SECTOR_Y(camPos.y);

	nStartX = clamp(nStartX, 0, MAX_HUGE_SECTORS - 1);
	nEndX   = clamp(nEndX,   0, MAX_HUGE_SECTORS - 1);
	nStartY = clamp(nStartY, 0, MAX_HUGE_SECTORS - 1);
	nEndY   = clamp(nEndY,   0, MAX_HUGE_SECTORS - 1);
	
	for ( int32 x = nStartX; x <= nEndX; x++ )
	{
		for ( int32 y = nStartY; y <= nEndY; y++ )
		{
			if (   !(aWaterBlockList[2*x+0][2*y+0] & 0x80)
				|| !(aWaterBlockList[2*x+1][2*y+0] & 0x80)
				|| !(aWaterBlockList[2*x+0][2*y+1] & 0x80)
				|| !(aWaterBlockList[2*x+1][2*y+1] & 0x80) )
			{
				float fX = WATER_FROM_HUGE_SECTOR_X(x) - WATER_X_OFFSET;
				float fY = WATER_FROM_HUGE_SECTOR_Y(y);

				CVector2D vecHugeSectorCentre(fX + HUGE_SECTOR_SIZE/2,fY + HUGE_SECTOR_SIZE/2);

				float fHugeSectorDistToCamSqr = (camPos - vecHugeSectorCentre).MagnitudeSqr();
				
				if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
				{
					if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
					{
#ifndef PC_WATER
						WavesCalculatedThisFrame = true;
#endif


						float fZ;

						if ( !(aWaterBlockList[2*x+0][2*y+0] & 0x80) )
							fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+0] ];

						if ( !(aWaterBlockList[2*x+1][2*y+0] & 0x80) )
							fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+0] ];

						if ( !(aWaterBlockList[2*x+0][2*y+1] & 0x80) )
							fZ = ms_aWaterZs[ aWaterBlockList[2*x+0][2*y+1] ];

						if ( !(aWaterBlockList[2*x+1][2*y+1] & 0x80) )
							fZ = ms_aWaterZs[ aWaterBlockList[2*x+1][2*y+1] ];
						
						if ( fHugeSectorDistToCamSqr >= SQR(500.0f) )
						{
							RenderOneFlatHugeWaterPoly(fX, fY, fZ, color);
						}
						else
						{
#ifndef PC_WATER
							if (m_bRenderSeaBed)
								RenderOneSlopedUnderWaterPoly(fX, fY, fZ, colorUnderwater);
#endif
							// see RenderTransparentWater()
							;
						}
					}
				}
			}
		}
	}
	
	/*
	 -----------      ----------------------       ----------------------
	|    [N]    |    |       [ EndY ]       |     |       [  top ]       |
	|           |    |                      |     |                      |
	|[W] [0] [E]|    |[StartX]  []  [ EndX ]|     |[ left ]  []  [ right]|
	|           |    |                      |     |                      |
	|    [S]    |    |       [StartY]       |     |       [bottom]       |
	 -----------      ----------------------       ----------------------
	
	
	[S] [StartY]  [bottom]
	[N] [EndY]    [top]
	[W] [StartX]  [left]
	[E] [EndX]    [right]
	
	[S]    -> [N] && [W]  -> [E]
	bottom -> top && left -> right
	*/

	for ( int32 x = 0; x < 26; x++ )
	{
		for ( int32 y = 0; y < 5; y++ )
		{
			float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f - 400.0f;
			float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f;
			
			if ( !bUseCamStartY )
			{
				CVector2D vecExtraHugeSectorCentre(fX + EXTRAHUGE_SECTOR_SIZE/2, fY + EXTRAHUGE_SECTOR_SIZE/2);
				
				float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
				
				if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
				{
					if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
					{
						RenderOneFlatExtraHugeWaterPoly(
							vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
							vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
							0.0f,
							color);
					}
				}
			}
			
			if ( !bUseCamEndY )
			{
				CVector2D vecExtraHugeSectorCentre(fX + EXTRAHUGE_SECTOR_SIZE/2, -(fY + EXTRAHUGE_SECTOR_SIZE/2));
				
				float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
				
				if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
				{
					if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
					{
						RenderOneFlatExtraHugeWaterPoly(
							vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
							vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
							0.0f,
							color);
					}
				}
			}
		}
	}
	
	for ( int32 y = 5; y < 21; y++ )
	{
		for ( int32 x = 0; x < 5; x++ )
		{
			float fX = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE)  - 1280.0f - WATER_X_OFFSET;
			float fX2 = WATER_SIGN_X(float(x) * EXTRAHUGE_SECTOR_SIZE) - 1280.0f + WATER_X_OFFSET;
			float fY = WATER_SIGN_Y(float(y) * EXTRAHUGE_SECTOR_SIZE)  - 1280.0f;
			
			if ( !bUseCamStartX )
			{
				CVector2D vecExtraHugeSectorCentre(fX + EXTRAHUGE_SECTOR_SIZE/2, fY + EXTRAHUGE_SECTOR_SIZE/2);
				
				float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
				
				if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
				{
					if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
					{
						RenderOneFlatExtraHugeWaterPoly(
							vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
							vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
							0.0f,
							color);
					}
				}
			}
			
			if ( !bUseCamEndX )
			{
				CVector2D vecExtraHugeSectorCentre(-(fX2 + EXTRAHUGE_SECTOR_SIZE/2), fY + EXTRAHUGE_SECTOR_SIZE/2);
				
				float fCamDistToSector = (vecExtraHugeSectorCentre - camPos).Magnitude();
				
				if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
				{
					if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.x, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
					{
						RenderOneFlatExtraHugeWaterPoly(
							vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
							vecExtraHugeSectorCentre.y - EXTRAHUGE_SECTOR_SIZE/2,
							0.0f,
							color);
					}
				}
			}
		}
	}
	
	RenderAndEmptyRenderBuffer();

	RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
	
	if ( WavesCalculatedThisFrame )
	{
		RenderSeaBirds();
		RenderShipsOnHorizon();
		CParticle::HandleShipsAtHorizonStuff();
		HandleBeachToysStuff();
	}
	
	if ( _bSeaLife )
		HandleSeaLifeForms();

	DefinedState();
}


void CWaterLevel::RenderTransparentWater(void)
{
	bool bUseCamEndX  = false;
	bool bUseCamStartY = false;
	
	bool bUseCamStartX = false;
	bool bUseCamEndY   = false;
	
	_bSeaLife = false;
	
	if ( !CGame::CanSeeWaterFromCurrArea() )
		return;
	
	float fWaterDrawDist      = _GetWavyDrawDist();
	float fWaterDrawDistLarge = fWaterDrawDist + 90.0f;
	float fWavySectorMaxRenderDistSqr   = SQR(fWaterDrawDist);
	
	_GetCamBounds(&bUseCamStartY, &bUseCamEndY, &bUseCamStartX, &bUseCamEndX);

	float fHugeSectorMaxRenderDist    = _GetWaterDrawDist();
	float fHugeSectorMaxRenderDistSqr = SQR(fHugeSectorMaxRenderDist);
	
	RenderBoatWakes();
	
	RwRGBA color;
	
	color.red   = CTimeCycle::GetWaterRed();
	color.green = CTimeCycle::GetWaterGreen();
	color.blue  = CTimeCycle::GetWaterBlue();
	color.alpha = 255;
	
	RwRGBA colorTrans;
	
	colorTrans.red   = CTimeCycle::GetWaterRed();
	colorTrans.green = CTimeCycle::GetWaterGreen();
	colorTrans.blue  = CTimeCycle::GetWaterBlue();
	colorTrans.alpha = CTimeCycle::GetWaterAlpha();
	
	TempBufferVerticesStored = 0;
	TempBufferIndicesStored = 0;

#ifndef PC_WATER
	WavesCalculatedThisFrame = false;
#endif
	
	RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterRaster);
#ifndef PC_WATER
	RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
#endif
	
	CVector2D camPos(TheCamera.GetPosition().x, TheCamera.GetPosition().y);

	int32 nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x - fHugeSectorMaxRenderDist + WATER_X_OFFSET);
	int32 nEndX   = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist + WATER_X_OFFSET) + 1;
	int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist         );
	int32 nEndY   = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist         ) + 1;

	if ( bUseCamStartX )
		nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET);
	if ( bUseCamEndX )
		nEndX   = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET);
	if ( bUseCamStartY )
		nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y         );
	if ( bUseCamEndY )                                      
		nEndY   = WATER_TO_HUGE_SECTOR_Y(camPos.y         );
	
	nStartX = clamp(nStartX, 0, MAX_HUGE_SECTORS - 1);
	nEndX   = clamp(nEndX,   0, MAX_HUGE_SECTORS - 1);
	nStartY = clamp(nStartY, 0, MAX_HUGE_SECTORS - 1);
	nEndY   = clamp(nEndY,   0, MAX_HUGE_SECTORS - 1);
	
	
	for ( int32 x = nStartX; x <= nEndX; x++ )
	{
		for ( int32 y = nStartY; y <= nEndY; y++ )
		{
			if (   !(aWaterBlockList[2*x+0][2*y+0] & 0x80)
				|| !(aWaterBlockList[2*x+1][2*y+0] & 0x80)
				|| !(aWaterBlockList[2*x+0][2*y+1] & 0x80)
				|| !(aWaterBlockList[2*x+1][2*y+1] & 0x80) )
			{
				float fX = WATER_FROM_HUGE_SECTOR_X(x) - WATER_X_OFFSET;
				float fY = WATER_FROM_HUGE_SECTOR_Y(y);

				CVector2D vecHugeSectorCentre
				(
					fX + HUGE_SECTOR_SIZE/2,
					fY + HUGE_SECTOR_SIZE/2
				);

				float fHugeSectorDistToCamSqr = (camPos - vecHugeSectorCentre).MagnitudeSqr();
				
				if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
				{
					if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
					{
						if ( fHugeSectorDistToCamSqr >= SQR(500.0f) )
						{
							// see RenderWater()
							;
						}
						else
						{
							for ( int32 x2 = 2*x; x2 <= 2*x+1; x2++ )
							{
								for ( int32 y2 = 2*y; y2 <= 2*y+1; y2++ )
								{
									if ( !(aWaterBlockList[x2][y2] & 0x80) )
									{
										float fLargeX = WATER_FROM_LARGE_SECTOR_X(x2) - WATER_X_OFFSET;
										float fLargeY = WATER_FROM_LARGE_SECTOR_Y(y2);
						
										CVector2D vecLargeSectorCentre(fLargeX + LARGE_SECTOR_SIZE/2, fLargeY + LARGE_SECTOR_SIZE/2);
										
										float fLargeSectorDistToCamSqr = (camPos - vecLargeSectorCentre).MagnitudeSqr();
										
										if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
										{
											if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE), &TheCamera.GetCameraMatrix()) )
											{
												// Render four small(32x32) sectors, or one large(64x64).

												//														
												//	       [N]
												//	    ---------
												//	    |0x1|1x1|
												//	[W] --------- [E]
												//	    |0x0|1x0|
												//	    ---------
												//	       [S]
												//	
												
												float fLargeSectorDrawDistSqr = SQR((fWaterDrawDistLarge + 16.0f));
												
												if ( fLargeSectorDistToCamSqr < fLargeSectorDrawDistSqr )
												{
													_bSeaLife = true;
													
													float fZ;
													
													// WS
													if ( !(aWaterFineBlockList[2*x2+0][2*y2+0] & 0x80) )
													{
														float fSmallX = fLargeX;
														float fSmallY = fLargeY;
														
														CVector2D vecSmallSectorCentre(fSmallX + SMALL_SECTOR_SIZE/2, fSmallY + SMALL_SECTOR_SIZE/2);
														
														float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
														fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+0][2*y2+0] ];
														
														if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
															RenderOneWavySector(fSmallX, fSmallY, fZ, colorTrans);
														else
															RenderOneFlatSmallWaterPolyBlended(fSmallX, fSmallY, fZ, camPos.x, camPos.y, color, colorTrans, fWaterDrawDist);
													}
													
													// SE
													if ( !(aWaterFineBlockList[2*x2+1][2*y2+0] & 0x80) )
													{
														float fSmallX = fLargeX + (LARGE_SECTOR_SIZE/2);
														float fSmallY = fLargeY;
														
														CVector2D vecSmallSectorCentre(fSmallX + SMALL_SECTOR_SIZE/2, fSmallY + SMALL_SECTOR_SIZE/2);
														
														float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
														fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+1][2*y2+0] ];
														
														if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
															RenderOneWavySector(fSmallX, fSmallY, fZ, colorTrans);
														else
															RenderOneFlatSmallWaterPolyBlended(fSmallX, fSmallY, fZ, camPos.x, camPos.y, color, colorTrans, fWaterDrawDist);
													}
													
													// WN
													if ( !(aWaterFineBlockList[2*x2+0][2*y2+1] & 0x80) )
													{
														float fSmallX = fLargeX;
														float fSmallY = fLargeY + (LARGE_SECTOR_SIZE/2);
														
														CVector2D vecSmallSectorCentre(fSmallX + SMALL_SECTOR_SIZE/2,fSmallY + SMALL_SECTOR_SIZE/2);
														
														float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
														fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+0][2*y2+1] ];
														
														if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
															RenderOneWavySector(fSmallX, fSmallY, fZ, colorTrans);
														else
															RenderOneFlatSmallWaterPolyBlended(fSmallX, fSmallY, fZ, camPos.x, camPos.y, color, colorTrans, fWaterDrawDist);
													}
													
													//NE
													if ( !(aWaterFineBlockList[2*x2+1][2*y2+1] & 0x80) )
													{
														float fSmallX = fLargeX + (LARGE_SECTOR_SIZE/2);
														float fSmallY = fLargeY + (LARGE_SECTOR_SIZE/2);
														
														CVector2D vecSmallSectorCentre(fSmallX + SMALL_SECTOR_SIZE/2, fSmallY + SMALL_SECTOR_SIZE/2);
														
														float fSmallSectorDistToCamSqr = (camPos - vecSmallSectorCentre).MagnitudeSqr();
														fZ = ms_aWaterZs[ aWaterFineBlockList[2*x2+1][2*y2+1] ];
														
														if ( fSmallSectorDistToCamSqr < fWavySectorMaxRenderDistSqr )
															RenderOneWavySector(fSmallX, fSmallY, fZ, colorTrans);
														else
															RenderOneFlatSmallWaterPolyBlended(fSmallX, fSmallY, fZ, camPos.x, camPos.y, color, colorTrans, fWaterDrawDist);
													}
												}
												else
												{
													float fZ;
                                                
													fZ = ms_aWaterZs[ aWaterBlockList[x2][y2] ];
                                                
													RenderOneFlatLargeWaterPoly(fLargeX, fLargeY, fZ, color);
												}
											}
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
	
	RenderAndEmptyRenderBuffer();
	
#ifdef PC_WATER
	if ( MaskCalculatedThisFrame
		&& (m_nRenderWaterLayers == 0 || m_nRenderWaterLayers == 2 || m_nRenderWaterLayers == 3) )
	{
		RwV3d pos = { 0.0f, 0.0f, 0.0f };

		pos.x = PreCalculatedMaskPosn.x;
		pos.y = PreCalculatedMaskPosn.y;
		pos.z = PreCalculatedMaskPosn.z;

		RpMatFXMaterialSetEnvMapFrame(RpGeometryGetMaterial(RpAtomicGetGeometry(ms_pMaskAtomic), 0),
										RwCameraGetFrame(RwCameraGetCurrentCamera()));

		RwFrameTranslate(RpAtomicGetFrame(ms_pMaskAtomic), &pos, rwCOMBINEREPLACE);
				
		RpAtomicRender(ms_pMaskAtomic);
	}
#else
	if (!CCullZones::WaterFudge())
	{
		int32 signX = 0;
		int32 signY = 0;

		float fCamX = camPos.x - SMALL_SECTOR_SIZE;
		float fCamY = camPos.y - SMALL_SECTOR_SIZE;

		if (TheCamera.GetForward().x > 0.3f)
			signX = 1;
		else if (TheCamera.GetForward().x < -0.3f)
			signX = -1;

		fCamX += 0.3f * (float)signX * float(SMALL_SECTOR_SIZE * 2.0f); // 19.2f

		if (TheCamera.GetForward().y > 0.3f)
			signY = 1;
		else if (TheCamera.GetForward().y < -0.3f)
			signY = -1;

		fCamY += 0.3f * (float)signY * float(SMALL_SECTOR_SIZE * 2.0f); // 19.2f

		int32 nBlock;

		int32 BlockX = WATER_TO_SMALL_SECTOR_X(fCamX + 400.0f) + 1;
		int32 BlockY = WATER_TO_SMALL_SECTOR_Y(fCamY) + 1;

		if (_IsColideWithBlock(BlockX, BlockY, nBlock))
		{
			if (m_nRenderWaterLayers != 1 && m_nRenderWaterLayers != 6)
			{
				float fMaskX = floorf(fCamX / 2.0f) * 2.0f;
				float fMaskY = floorf(fCamY / 2.0f) * 2.0f;
				float fWaterZ = CWaterLevel::ms_aWaterZs[nBlock];
				float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - 400.0f;
				float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY);

				RenderWavyMask(fMaskX, fMaskY, fWaterZ,
					fSectorX, fSectorY,
					signX, signY, colorTrans);
			}
		}
	}

	DefinedState();
#endif
}

void CWaterLevel::RenderOneFlatSmallWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
{
	if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
		RenderAndEmptyRenderBuffer();
	
	int32 vidx = TempBufferVerticesStored;
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 0], color);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 1], fX, fY + SMALL_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 1.0f);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 1], color);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 2], fX + SMALL_SECTOR_SIZE, fY + SMALL_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 1.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 1.0f);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 2], color);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 3], fX + SMALL_SECTOR_SIZE, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 1.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 3], color);
	
	
	int32 iidx = TempBufferIndicesStored;

	TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
	TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
	TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
	
	TempBufferVerticesStored += 4;
	TempBufferIndicesStored += 6;
}

void CWaterLevel::RenderOneFlatLargeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
{
	if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
		RenderAndEmptyRenderBuffer();
	
	int32 vidx = TempBufferVerticesStored;
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 0], color);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 1], fX, fY + LARGE_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 2.0f);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 1], color);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 2], fX + LARGE_SECTOR_SIZE, fY + LARGE_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 2.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 2.0f);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 2], color);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 3], fX + LARGE_SECTOR_SIZE, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 2.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 3], color);


	int32 iidx = TempBufferIndicesStored;

	TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
	TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
	TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
	
	TempBufferVerticesStored += 4;
	TempBufferIndicesStored += 6;
}

void CWaterLevel::RenderOneFlatHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
{
	if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
		RenderAndEmptyRenderBuffer();
	
	int32 vidx = TempBufferVerticesStored;
	
	RwRGBA c;
	
	c.red = color.red;
	c.green = color.green;
	c.blue = color.blue;
	c.alpha = 255;
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 0], c);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 1], fX, fY + HUGE_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 4.0f);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 1], c);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 2], fX + HUGE_SECTOR_SIZE, fY + HUGE_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 4.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 4.0f);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 2], c);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 3], fX + HUGE_SECTOR_SIZE, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 4.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 3], c);


	int32 iidx = TempBufferIndicesStored;

	TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
	TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
	TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
	
	TempBufferVerticesStored += 4;
	TempBufferIndicesStored += 6;
}

void CWaterLevel::RenderOneFlatExtraHugeWaterPoly(float fX, float fY, float fZ, RwRGBA const &color)
{
	if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
		RenderAndEmptyRenderBuffer();
	
	int32 vidx = TempBufferVerticesStored;
	
	RwRGBA c;
	
	c.red = color.red;
	c.green = color.green;
	c.blue = color.blue;
	c.alpha = 255;
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 0], c);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 1], fX, fY + EXTRAHUGE_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 8.0f);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 1], c);

	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 2], fX + EXTRAHUGE_SECTOR_SIZE, fY + EXTRAHUGE_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 8.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 8.0f);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 2], c);
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 3], fX + EXTRAHUGE_SECTOR_SIZE, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 8.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
	RwIm3DVertexSet_RGBA(&TempBufferRenderVertices[vidx + 3], c);


	int32 iidx = TempBufferIndicesStored;

	TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
	TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
	TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
	
	TempBufferVerticesStored += 4;
	TempBufferIndicesStored += 6;
}

void CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &color, bool bDontRender)
{
	CVector vecSectorPos(fX + (SMALL_SECTOR_SIZE/2), fY + (SMALL_SECTOR_SIZE/2), fZ + 2.0f);

	if ( COcclusion::IsAABoxOccluded(vecSectorPos, SMALL_SECTOR_SIZE, SMALL_SECTOR_SIZE, 4.0f) )
		return;

#ifdef PC_WATER
	RequireWavySector = true;
#else
	if (!WavesCalculatedThisFrame)
	{
		WavesCalculatedThisFrame = true;

		float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);

		RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
		RwTexCoords *wavyTexCoords = RpGeometryGetVertexTexCoords(wavyGeometry, rwTEXTURECOORDINATEINDEX0);
		RpMorphTarget *wavyMorph = RpGeometryGetMorphTarget(wavyGeometry, 0);
		RwRGBA *wavyPreLight = RpGeometryGetPreLightColors(wavyGeometry);
		RwV3d *wavyMorphVerts = RpMorphTargetGetVertices(wavyMorph);
		RwV3d *wavyMorphNormals = RpMorphTargetGetVertexNormals(wavyMorph);

		RpGeometryLock(wavyGeometry, rpGEOMETRYLOCKVERTICES | rpGEOMETRYLOCKNORMALS | rpGEOMETRYLOCKPRELIGHT | rpGEOMETRYLOCKTEXCOORDS);

		RwMatrix *camMat = RwFrameGetLTM(RwCameraGetFrame(RwCameraGetCurrentCamera())); //or curWorld

		float randomDampInv2 = (1.0f - fRandomDamp) * 2.0f;

		float move = 1.0f / 16.0f;
		float randomMove = 1.0f / (16.0f * fRandomMoveDiv);

		float vertMul = 0.5f;

		float wind = CWeather::WindClipped * 0.4f + 0.2f;
		float waveWind = CWeather::WindClipped * fWave2Ampl + 0.05f;

		float waveA = (TWOPI / 16.0f)
			* ((fNormalDirectionScalar1 * fabs(camMat->at.x + camMat->at.y) + fNormMult) * (CWeather::WindClipped * 0.4f + 0.2f));

		float waveB = TWOPI / (16.0f * fWave2NormScale)
			* ((fNormalDirectionScalar2 * fabs(camMat->at.y - camMat->at.x) + fNormMultB) * (CWeather::WindClipped * 0.2f + 0.1f));

		CVector vA(1.0f, 0.0f, 0.0f);
		CVector vB(0.0f, 1.0f, 0.0f);

		for ( int32 i = 0; i < 17; i++ )
		{
			for ( int32 j = 0; j < 17; j++ )
			{
				wavyTexCoords->u = float(i) * move + TEXTURE_ADDV;
				wavyTexCoords->v = float(j) * move + TEXTURE_ADDU;

				RwRGBAAssign(wavyPreLight, &color);

				if (i > 0 && i < 16 && j > 0 && j < 16)
				{
					wavyMorphVerts->x += CGeneral::GetRandomNumberInRange(-1.0f, 1.0f) * randomMove;
					wavyMorphVerts->x *= fRandomDamp;
					wavyMorphVerts->x += float(i) * randomDampInv2;

					wavyMorphVerts->y += CGeneral::GetRandomNumberInRange(-1.0f, 1.0f) * randomMove;
					wavyMorphVerts->y *= fRandomDamp;
					wavyMorphVerts->y += float(j) * randomDampInv2;
				}

				float morphVertXHalf = (i == 16) ? 0.0f : vertMul * wavyMorphVerts->x;
				float morphVertYHalf = (j == 16) ? 0.0f : vertMul * wavyMorphVerts->y;

				float waveMulA = (morphVertYHalf + morphVertXHalf) * (TWOPI / 16.0f) + fAngle;
				float waveMulB = (morphVertYHalf - morphVertXHalf) * (TWOPI / (16.0f * fWave2InvLength)) + fAngle;

				wavyMorphVerts->z = wind * Sin(waveMulA) + waveWind * Sin(waveMulB);

				vA.z = (waveA * Cos(waveMulA)) - (waveB * cos(waveMulB));
				vB.z = (waveA * Cos(waveMulA)) + (waveB * cos(waveMulB));

				CVector norm = CrossProduct(vA, vB);
				norm.Normalise();

				wavyMorphNormals->x = norm.x;
				wavyMorphNormals->y = norm.y;
				wavyMorphNormals->z = norm.z;

				++wavyPreLight;
				++wavyTexCoords;

				++wavyMorphVerts;
				++wavyMorphNormals;
			}
		}

		RpGeometryUnlock(wavyGeometry);
	}

	float fCentreX = fX + (SMALL_SECTOR_SIZE / 2);
	float fCentreY = fY + (SMALL_SECTOR_SIZE / 2);
#endif
	
#ifdef PC_WATER
	if ( WavesCalculatedThisFrame )
#endif
	{
		if (bDontRender == false
			&& m_nRenderWaterLayers != 2
			&& m_nRenderWaterLayers != 4
			&& m_nRenderWaterLayers != 6 )
		{
			RwV3d pos = { 0.0f, 0.0f, 0.0f };

			pos.x = fX;
			pos.y = fY;
			pos.z = fZ;
	
			RwFrameTranslate(RpAtomicGetFrame(ms_pWavyAtomic), &pos, rwCOMBINEREPLACE);
		
			RpAtomicRender(ms_pWavyAtomic);
		}
	}
}
		
int16 _RoundValue(int32 v)
{
	int16 result = v;
	
	while ( result < 0 )  result += 16;
	while ( result > 16 ) result -= 16;
	
	return result;
}

void CWaterLevel::RenderWavyMask(float fX, float fY, float fZ,
		float fSectorX, float fSectorY,
#ifdef PC_WATER
		float fCamPosX, float fCamPosY,
		float fCamDirX, float fCamDirY, RwRGBA const&color)
#else
		int32 nCamDirX, int32 nCamDirY, RwRGBA const&color)
#endif
{
#ifndef PC_WATER
	bool bRender = true;
	if (m_nRenderWaterLayers != 0 && m_nRenderWaterLayers != 2 && m_nRenderWaterLayers != 3)
		bRender = false;
#endif
	CVector vecSectorPos(fX + (LARGE_SECTOR_SIZE/2), fY + (LARGE_SECTOR_SIZE/2), fZ + 2.0f);

	if ( COcclusion::IsAABoxOccluded(vecSectorPos, LARGE_SECTOR_SIZE, LARGE_SECTOR_SIZE, 4.0f) )
		return;

#ifndef PC_WATER
	float fUOffset = fX - (MAX_LARGE_SECTORS * (int32)floorf(fX / MAX_LARGE_SECTORS));
	float fVOffset = fY - (MAX_LARGE_SECTORS * (int32)floorf(fY / MAX_LARGE_SECTORS));

	int32 nSecsX = (int32)((fX - fSectorX) / 2.0f);
	int32 nSecsY = (int32)((fY - fSectorY) / 2.0f);
#endif
	
	RpGeometry    *wavyGeometry  = RpAtomicGetGeometry(ms_pWavyAtomic);
	RpMorphTarget *wavyMorph     = RpGeometryGetMorphTarget(wavyGeometry, 0);
	RwV3d *wavyMorphVerts        = RpMorphTargetGetVertices(wavyMorph);
	RwV3d *wavyMorphNormals      = RpMorphTargetGetVertexNormals(wavyMorph);

	RpGeometry    *maskGeometry  = RpAtomicGetGeometry(ms_pMaskAtomic);
	RwTexCoords   *maskTexCoords = RpGeometryGetVertexTexCoords(maskGeometry, rwTEXTURECOORDINATEINDEX0);
	RwRGBA        *maskPreLight  = RpGeometryGetPreLightColors(maskGeometry);
	RpMorphTarget *maskMorph     = RpGeometryGetMorphTarget(maskGeometry, 0);
	RwV3d *maskMorphVerts        = RpMorphTargetGetVertices(maskMorph);
	RwV3d *maskMorphNormals      = RpMorphTargetGetVertexNormals(maskMorph);

	RpGeometryLock(maskGeometry, rpGEOMETRYLOCKVERTICES|rpGEOMETRYLOCKNORMALS|rpGEOMETRYLOCKPRELIGHT|rpGEOMETRYLOCKTEXCOORDS);
	
#ifndef PC_WATER
	RpMaterial *maskMat = RpGeometryGetMaterial(maskGeometry, 0);
	RpMatFXMaterialSetEnvMapFrame(maskMat, RwCameraGetFrame(RwCameraGetCurrentCamera()));
	RpMatFXMaterialSetEnvMapCoefficient(maskMat, fEnvScale);
	RpMatFXMaterialSetEnvMapFrameBufferAlpha(maskMat, TRUE);
#endif
	
#ifndef PC_WATER
	float fMinSparkZ = (CWeather::WindClipped * fWave2Ampl + 0.05f +
		CWeather::WindClipped * 0.4f + 0.2) * (1.0f - 0.04f * CWeather::SunGlare);

	int32 randval = CGeneral::GetRandomNumber();

	float fUVStep = 0.125f;
	float f27 = 2.0f;

	float fMinU = (fUOffset / 16.0f) + _TEXTURE_MASK_ADDU;
	float fMinV = (fVOffset / 16.0f) + _TEXTURE_MASK_ADDV;

	float fAlphaMul = ((float)color.alpha * 0.4f) / 16.0f;

	float fXOffset = 16.0f;
	if (nCamDirX > 0)
		fXOffset = 6.4f;
	else if (nCamDirX < 0)
		fXOffset = 25.6f;

	float fYOffset = 16.0f;
	if (nCamDirY > 0)
		fYOffset = 6.4f;
	else if (nCamDirY < 0)
		fYOffset = 25.6f;

	int16 nX = _RoundValue(nSecsX - 1);
	int16 nY = _RoundValue(nSecsY - 1);
#else
	float fMinSparkZ = (fWave2Ampl * CWeather::WindClipped + 0.05f + 
			0.4f * CWeather::WindClipped + 0.2) * (1.0f - 0.02f * CWeather::SunGlare);

	int32 randval = CGeneral::GetRandomNumber() & 255;

	int16 nX = _RoundValue((int32)((fX - fSectorX) * 0.5f) - 1);
	int16 nY = _RoundValue((int32)((fY - fSectorY) * 0.5f) - 1);
#endif
	int16 idxX = nX;
	
	for ( int32 i = 0; i < 17; i++ )
	{
		int16 idxY = nY;

		if ( ++idxX > 16 )
				idxX -= 16;
			
		for ( int32 j = 0; j < 17; j++ )
		{
			if ( ++idxY > 16 )
				idxY -= 16;
			
			const int32 a = (0*16);
			const int32 b = (1*16);
			const int32 c = (33*16);
			const int32 d = (34*16);
			
			int32 base = (i*33+j);
			
#ifndef  PC_WATER
			maskTexCoords[base + a].u = fMinU + ((float)i * fUVStep);
			maskTexCoords[base + a].v = fMinV + ((float)j * fUVStep);

			maskTexCoords[base + b].u = maskTexCoords[base + a].u;
			maskTexCoords[base + b].v = maskTexCoords[base + a].v + (16.0f * fUVStep);

			maskTexCoords[base + c].u = maskTexCoords[base + a].u + (16.0f * fUVStep);
			maskTexCoords[base + c].v = maskTexCoords[base + a].v;

			maskTexCoords[base + d].u = maskTexCoords[base + a].u + (16.0f * fUVStep);
			maskTexCoords[base + d].v = maskTexCoords[base + a].v + (16.0f * fUVStep);
#else
			maskTexCoords[base+a].v = float(j) / SMALL_SECTOR_SIZE + ((fCamPosY - fY) / 64);
			maskTexCoords[base+c].v = maskTexCoords[base+a].v;
			maskTexCoords[base+d].v = maskTexCoords[base+a].v + 0.5f;
			maskTexCoords[base+b].v = maskTexCoords[base+d].v;
			
			maskTexCoords[base+a].u = float(i) / SMALL_SECTOR_SIZE + ((fCamPosX - fX) / 64);
			maskTexCoords[base+b].u = maskTexCoords[base+a].u;
			maskTexCoords[base+d].u = maskTexCoords[base+a].u + 0.5f;
			maskTexCoords[base+c].u = maskTexCoords[base+d].u;
#endif
			
			maskMorphVerts[base+a].x = (wavyMorphVerts[idxY + (17 * idxX)].x - (float)idxX * 2.0f) + (float(i) * 2.0f);
			maskMorphVerts[base+b].x = maskMorphVerts[base+a].x;
			maskMorphVerts[base+c].x = maskMorphVerts[base+a].x + SMALL_SECTOR_SIZE;
			maskMorphVerts[base+d].x = maskMorphVerts[base+c].x;
			
			maskMorphVerts[base+a].y = (wavyMorphVerts[idxY + (17 * idxX)].y - (float)idxY * 2.0f) + (float(j) * 2.0f);
			maskMorphVerts[base+c].y = maskMorphVerts[base+a].y;
			maskMorphVerts[base+b].y = maskMorphVerts[base+a].y + SMALL_SECTOR_SIZE;
			maskMorphVerts[base+d].y = maskMorphVerts[base+b].y;
			
			maskMorphVerts[base+a].z = wavyMorphVerts[idxY + (17 * idxX)].z;
			maskMorphVerts[base+d].z = maskMorphVerts[base+a].z;
			maskMorphVerts[base+c].z = maskMorphVerts[base+d].z;
			maskMorphVerts[base+b].z = maskMorphVerts[base+c].z;
			
#ifndef PC_WATER
			if (maskMorphVerts[base].z >= fMinSparkZ)
#else
			if ( maskMorphVerts[base].z > fMinSparkZ )
#endif
			{
				switch ( (i + j + randval) & 3 )
				{
					case 0:
						{
							CVector vecPos
							(
								fX + maskMorphVerts[base+a].x,
								fY + maskMorphVerts[base+a].y,
								fZ + maskMorphVerts[base+a].z + 0.12f
							);

							vecPos -= 0.05f * TheCamera.GetForward();
							
							CParticle::AddParticle(PARTICLE_WATER_SPARK,
								vecPos,
								CVector(0.0f, 0.0f, 0.0f),
								NULL,
								0.0f,
								15,
								CGeneral::GetRandomNumberInRange(-90, 90),
								0,
								0);
						}
						break;

					case 1:
						{
							CVector vecPos
							(
								fX + maskMorphVerts[base+c].x,
								fY + maskMorphVerts[base+c].y,
								fZ + maskMorphVerts[base+c].z + 0.12f
							);

							vecPos -= 0.05f * TheCamera.GetForward();
							
							CParticle::AddParticle(PARTICLE_WATER_SPARK,
								vecPos,
								CVector(0.0f, 0.0f, 0.0f),
								NULL,
								0.0f,
								15,
								CGeneral::GetRandomNumberInRange(-90, 90),
								0,
								0);
						}
						break;

					case 2:
						{
							CVector vecPos
							(
								fX + maskMorphVerts[base+b].x,
								fY + maskMorphVerts[base+b].y,
								fZ + maskMorphVerts[base+b].z + 0.12f
							);

							vecPos -= 0.05f * TheCamera.GetForward();
							
							CParticle::AddParticle(PARTICLE_WATER_SPARK,
								vecPos,
								CVector(0.0f, 0.0f, 0.0f),
								NULL,
								0.0f,
								15,
								CGeneral::GetRandomNumberInRange(-90, 90),
								0,
								0);
						}
						break;

					case 3:
						{
							CVector vecPos
							(
								fX + maskMorphVerts[base+d].x,
								fY + maskMorphVerts[base+d].y,
								fZ + maskMorphVerts[base+d].z + 0.12f
							);

							vecPos -= 0.05f * TheCamera.GetForward();
							
							CParticle::AddParticle(PARTICLE_WATER_SPARK,
								vecPos,
								CVector(0.0f, 0.0f, 0.0f),
								NULL,
								0.0f,
								15,
								CGeneral::GetRandomNumberInRange(-90, 90),
								0,
								0);
						}
						break;
				}
			}

			maskMorphNormals[base+a].x = wavyMorphNormals[idxY + (17 * idxX)].x;
			maskMorphNormals[base+a].y = wavyMorphNormals[idxY + (17 * idxX)].y;
			maskMorphNormals[base+a].z = wavyMorphNormals[idxY + (17 * idxX)].z;
			
			maskMorphNormals[base+d].x = maskMorphNormals[base+a].x;
			maskMorphNormals[base+d].y = maskMorphNormals[base+a].y;
			maskMorphNormals[base+d].z = maskMorphNormals[base+a].z;
			
			maskMorphNormals[base+c].x = maskMorphNormals[base+d].x;
			maskMorphNormals[base+c].y = maskMorphNormals[base+d].y;
			maskMorphNormals[base+c].z = maskMorphNormals[base+d].z;
			
			maskMorphNormals[base+b].x = maskMorphNormals[base+c].x;
			maskMorphNormals[base+b].y = maskMorphNormals[base+c].y;
			maskMorphNormals[base+b].z = maskMorphNormals[base+c].z;
	  
			maskPreLight[base+a].red   = color.red;
			maskPreLight[base+a].green = color.green;
			maskPreLight[base+a].blue  = color.blue;
			maskPreLight[base+a].alpha = color.alpha;
			
			maskPreLight[base+d].red   = maskPreLight[base+a].red;
			maskPreLight[base+d].green = maskPreLight[base+a].green;
			maskPreLight[base+d].blue  = maskPreLight[base+a].blue;
			maskPreLight[base+d].alpha = maskPreLight[base+a].alpha;
			
			maskPreLight[base+c].red   = maskPreLight[base+d].red;
			maskPreLight[base+c].green = maskPreLight[base+d].green;
			maskPreLight[base+c].blue  = maskPreLight[base+d].blue;
			maskPreLight[base+c].alpha = maskPreLight[base+d].alpha;
			
			maskPreLight[base+b].red   = maskPreLight[base+c].red;
			maskPreLight[base+b].green = maskPreLight[base+c].green;
			maskPreLight[base+b].blue  = maskPreLight[base+c].blue;
			maskPreLight[base+b].alpha = maskPreLight[base+c].alpha;

#ifndef PC_WATER
			maskPreLight[base + a].alpha = Max(0, (int32)((float)color.alpha - (fAlphaMul * (Abs((float)i - fXOffset) + Abs((float)j - fYOffset)))));
			maskPreLight[base + b].alpha = Max(0, (int32)((float)color.alpha - (fAlphaMul * (Abs((float)i - fXOffset) + Abs(16.0f + (float)j - fYOffset)))));
			maskPreLight[base + c].alpha = Max(0, (int32)((float)color.alpha - (fAlphaMul * (Abs(16.0f + (float)i - fXOffset) + Abs((float)j - fYOffset)))));
			maskPreLight[base + d].alpha = Max(0, (int32)((float)color.alpha - (fAlphaMul * (Abs(16.0f + (float)i - fXOffset) + Abs(16.0f + (float)j - fYOffset)))));
#endif
		}
	}
	
	RpGeometryUnlock(maskGeometry);

#ifndef PC_WATER
	{
		RwV3d pos = { 0.0f, 0.0f, 0.0f };

		pos.x = fX;
		pos.y = fY;
		pos.z = fZ + 0.05f;

		RwFrameTranslate(RpAtomicGetFrame(ms_pMaskAtomic), &pos, rwCOMBINEREPLACE);

		if (bRender)
		{
#ifdef PS2
			RpSkyTexCacheFlush();
#endif
			RpAtomicRender(ms_pMaskAtomic);
		}
	}
#endif
}

#ifdef PC_WATER
void CWaterLevel::PreCalcWaterGeometry(void)
{
	if ( !RequireWavySector )
	{
		WavesCalculatedThisFrame = false;
		MaskCalculatedThisFrame = false;
		return;
	}
	
	RequireWavySector = false;
	WavesCalculatedThisFrame = true;
	
	RwRGBA color;
	
	color.red   = CTimeCycle::GetWaterRed();
	color.green = CTimeCycle::GetWaterGreen();
	color.blue  = CTimeCycle::GetWaterBlue();
	color.alpha = CTimeCycle::GetWaterAlpha();
	
	PreCalcWavySector(color);
	
	if ( CCullZones::WaterFudge() )
	{
		MaskCalculatedThisFrame = false;
		return;
	}
	
	CVector CamFwdDir = TheCamera.GetForward();
	CamFwdDir.z = 0.0f;
	CamFwdDir.Normalise();
	
	float fCamX = TheCamera.GetPosition().x - SMALL_SECTOR_SIZE;
	float fCamY = TheCamera.GetPosition().y - SMALL_SECTOR_SIZE;
	
	//1.4144272f; 1.4144f;
	float signX = CamFwdDir.x * 1.4144272f;
	float signY = CamFwdDir.y * 1.4144272f;
	
	signX = clamp(signX, -1.0f, 1.0f);
	fCamX += 0.4f * signX * float(SMALL_SECTOR_SIZE * 2.0f);

	signY = clamp(signY, -1.0f, 1.0f);
	fCamY += 0.4f * signY * float(SMALL_SECTOR_SIZE * 2.0f);
	
	int32 nBlock;
	
	int32 BlockX = WATER_TO_SMALL_SECTOR_X(fCamX + WATER_X_OFFSET) + 1;
	int32 BlockY = WATER_TO_SMALL_SECTOR_Y(fCamY                 ) + 1;
	
	if ( _IsColideWithBlock(BlockX, BlockY, nBlock) )
	{
		float fMaskX = floorf(fCamX / 2.0f) * 2.0f;
		float fMaskY = floorf(fCamY / 2.0f) * 2.0f;

		float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - WATER_X_OFFSET;
		float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY);
		
		if ( PreCalcWavyMask( fMaskX, fMaskY, ms_aWaterZs[nBlock],
				fSectorX, fSectorY, fCamX, fCamY, CamFwdDir.x, CamFwdDir.y, color ) )
        {
			PreCalculatedMaskPosn.x = fMaskX;
			PreCalculatedMaskPosn.y = fMaskY;
			PreCalculatedMaskPosn.z = ms_aWaterZs[nBlock] + 0.05f;
			
			MaskCalculatedThisFrame = true;
		}
		else
			MaskCalculatedThisFrame = false;
	}
	else
		MaskCalculatedThisFrame = false;
}

bool CWaterLevel::PreCalcWavySector(RwRGBA const &color)
{	
	float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
	
	RpGeometry *wavyGeometry   = RpAtomicGetGeometry(ms_pWavyAtomic);

	RwTexCoords *wavyTexCoords = RpGeometryGetVertexTexCoords(wavyGeometry, rwTEXTURECOORDINATEINDEX0);
	RpMorphTarget *wavyMorph   = RpGeometryGetMorphTarget(wavyGeometry, 0);
	
	RwRGBA *wavyPreLight       = RpGeometryGetPreLightColors(wavyGeometry);
	RwV3d *wavyMorphVerts      = RpMorphTargetGetVertices(wavyMorph);
	RwV3d *wavyMorphNormals    = RpMorphTargetGetVertexNormals(wavyMorph);
	
	if ( !m_bRenderSeaBed )
		RpGeometryLock(wavyGeometry, rpGEOMETRYLOCKVERTICES
									|rpGEOMETRYLOCKNORMALS
									|rpGEOMETRYLOCKPRELIGHT
									|rpGEOMETRYLOCKTEXCOORDS);
	
	CVector camPosUp = TheCamera.GetForward();
		
	float randomDampInv2 = (1.0f - fRandomDamp) * 2.0f;
	
	float randomMove = 1.0f / (16.0f * fRandomMoveDiv);
	
	float wind     = CWeather::WindClipped * 0.4f + 0.2f;
	float waveWind = CWeather::WindClipped * fWave2Ampl + 0.05f;

	float waveA = (TWOPI / 16.0f)
		* ((CWeather::WindClipped * 0.4f + 0.2f) * (fNormalDirectionScalar1 * Abs(camPosUp.x + camPosUp.y) + fNormMult));
		
	float waveB = TWOPI / (16.0f * fWave2NormScale)
		* ((CWeather::WindClipped * 0.2f + 0.1f) * (fNormalDirectionScalar2 * Abs(camPosUp.y - camPosUp.x) + fNormMultB));

	
	CVector vA(1.0f, 0.0f, 0.0f);
	CVector vB(0.0f, 1.0f, 0.0f);
			
	for ( int32 i = 0; i < 17; i++ )
	{
		for ( int32 j = 0; j < 17; j++ )
		{
			wavyTexCoords->u = (float(i) / 16.0f) + TEXTURE_ADDV;
			wavyTexCoords->v = (float(j) / 16.0f) + TEXTURE_ADDU;

			RwRGBAAssign(wavyPreLight, &color);
			
			if ( i > 0 && i < 16 && j > 0 && j < 16 )
			{
				wavyMorphVerts->x += CGeneral::GetRandomNumberInRange(-1.0f, 1.0f) * randomMove;
				wavyMorphVerts->x *= fRandomDamp;
				wavyMorphVerts->x += float(i) * randomDampInv2;
				
				wavyMorphVerts->y += CGeneral::GetRandomNumberInRange(-1.0f, 1.0f) * randomMove;
				wavyMorphVerts->y *= fRandomDamp;
				wavyMorphVerts->y += float(j) * randomDampInv2;
			}
			
			float morphVertXHalf = ( i == 16 ) ? 0.0f : 0.5f * wavyMorphVerts->x;
			float morphVertYHalf = ( j == 16 ) ? 0.0f : 0.5f * wavyMorphVerts->y;
			
			float waveMulA = (morphVertYHalf + morphVertXHalf) * (TWOPI / 16.0f) + fAngle;	  
			float waveMulB = (morphVertYHalf - morphVertXHalf) * (TWOPI / (16.0f * fWave2InvLength)) + fAngle;		
	
			wavyMorphVerts->z = wind * sinf(waveMulA) + waveWind * sin(waveMulB);
			
			vA.z = (waveA * cos(waveMulA)) - (waveB * cos(waveMulB));
			vB.z = (waveA * cos(waveMulA)) + (waveB * cos(waveMulB));

			CVector norm = CrossProduct(vA, vB);
			norm.Normalise();

			wavyMorphNormals->x = norm.x;
			wavyMorphNormals->y = norm.y;
			wavyMorphNormals->z = norm.z;

			++wavyPreLight;
			++wavyTexCoords;

			++wavyMorphVerts;
			++wavyMorphNormals;
		}
	}

	RpGeometryUnlock(wavyGeometry);
	
	return true;
}

bool CWaterLevel::PreCalcWavyMask(float fX, float fY, float fZ,
		float fSectorX, float fSectorY,
		float fCamPosX, float fCamPosY,
		float fCamDirX, float fCamDirY,
		RwRGBA const&color)
{
	CVector vecSectorPos(fX + (MAX_LARGE_SECTORS/2), fY + (MAX_LARGE_SECTORS/2), fZ + 2.0f);
	
	if ( COcclusion::IsAABoxOccluded(vecSectorPos, MAX_LARGE_SECTORS, MAX_LARGE_SECTORS, 4.0f) )
		return false;
	
	floorf(fX / MAX_LARGE_SECTORS);
	floorf(fY / MAX_LARGE_SECTORS);
	
	RpGeometry    *wavyGeometry  = RpAtomicGetGeometry(ms_pWavyAtomic);
	RpMorphTarget *wavyMorph     = RpGeometryGetMorphTarget(wavyGeometry, 0);
	RwV3d *wavyMorphVerts        = RpMorphTargetGetVertices(wavyMorph);
	RwV3d *wavyMorphNormals      = RpMorphTargetGetVertexNormals(wavyMorph);
	
	RpGeometry    *maskGeometry  = RpAtomicGetGeometry(ms_pMaskAtomic);
	RwTexCoords   *maskTexCoords = RpGeometryGetVertexTexCoords(maskGeometry, rwTEXTURECOORDINATEINDEX0);
	RwRGBA        *maskPreLight  = RpGeometryGetPreLightColors(maskGeometry);
	RpMorphTarget *maskMorph     = RpGeometryGetMorphTarget(maskGeometry, 0);
	RwV3d *maskMorphVerts        = RpMorphTargetGetVertices(maskMorph);
	RwV3d *maskMorphNormals      = RpMorphTargetGetVertexNormals(maskMorph);

	if ( !m_bRenderSeaBed )
		RpGeometryLock(maskGeometry, rpGEOMETRYLOCKVERTICES | rpGEOMETRYLOCKNORMALS | rpGEOMETRYLOCKPRELIGHT | rpGEOMETRYLOCKTEXCOORDS);
	
	
	float fMinSparkZ = (fWave2Ampl * CWeather::WindClipped + 0.05f + 
			0.4f * CWeather::WindClipped + 0.2) * (1.0f - 0.02f * CWeather::SunGlare);
	
	int32 randval = CGeneral::GetRandomNumber() & 255;

	int16 nX = _RoundValue((int32)((fX - fSectorX) * 0.5f) - 1);
	int16 nY = _RoundValue((int32)((fY - fSectorY) * 0.5f) - 1);
	
	int16 idxX = nX;

	for ( int32 i = 0; i < 17; i++ )
	{		
		int16 idxY = nY;

		if ( ++idxX > 16 )
				idxX -= 16;
			
		for ( int32 j = 0; j < 17; j++ )
		{
			if ( ++idxY > 16 )
				idxY -= 16;
			
			const int32 a = (0*16);
			const int32 b = (1*16);
			const int32 c = (33*16);
			const int32 d = (34*16);
			
			int32 base = (i*33+j);
			
			maskTexCoords[base+a].v = float(j) / 32 + ((fCamPosY - fY) / 64);
			maskTexCoords[base+c].v = maskTexCoords[base+a].v;
			maskTexCoords[base+d].v = maskTexCoords[base+a].v + 0.5f;
			maskTexCoords[base+b].v = maskTexCoords[base+d].v;
			
			maskTexCoords[base+a].u = float(i) / 32 + ((fCamPosX - fX) / 64);
			maskTexCoords[base+b].u = maskTexCoords[base+a].u;
			maskTexCoords[base+d].u = maskTexCoords[base+a].u + 0.5f;
			maskTexCoords[base+c].u = maskTexCoords[base+d].u;
			
			maskMorphVerts[base+a].x = (wavyMorphVerts[idxY + (17 * idxX)].x - (float)idxX * 2.0f) + (float(i) * 2.0f);
			maskMorphVerts[base+b].x = maskMorphVerts[base+a].x;
			maskMorphVerts[base+c].x = maskMorphVerts[base+a].x + SMALL_SECTOR_SIZE;
			maskMorphVerts[base+d].x = maskMorphVerts[base+c].x;
			
			maskMorphVerts[base+a].y = (wavyMorphVerts[idxY + (17 * idxX)].y - (float)idxY * 2.0f) + (float(j) * 2.0f);
			maskMorphVerts[base+c].y = maskMorphVerts[base+a].y;
			maskMorphVerts[base+b].y = maskMorphVerts[base+a].y + SMALL_SECTOR_SIZE;
			maskMorphVerts[base+d].y = maskMorphVerts[base+b].y;
			
			maskMorphVerts[base+a].z = wavyMorphVerts[idxY + (17 * idxX)].z;
			maskMorphVerts[base+d].z = maskMorphVerts[base+a].z;
			maskMorphVerts[base+c].z = maskMorphVerts[base+d].z;
			maskMorphVerts[base+b].z = maskMorphVerts[base+c].z;
			
			if ( maskMorphVerts[base].z > fMinSparkZ )
			{
				switch ( (i + j + randval) & 3 )
				{
					case 0:
						{
							CVector vecPos
							(
								fX + maskMorphVerts[base+a].x,
								fY + maskMorphVerts[base+a].y,
								fZ + maskMorphVerts[base+a].z + 0.12f
							);

							vecPos -= 0.05f * TheCamera.GetForward();
							
							CParticle::AddParticle(PARTICLE_WATER_SPARK,
								vecPos,
								CVector(0.0f, 0.0f, 0.0f),
								NULL,
								0.0f,
								15,
								CGeneral::GetRandomNumberInRange(-90, 90),
								0,
								0);
						}
						break;

					case 1:
						{
							CVector vecPos
							(
								fX + maskMorphVerts[base+c].x,
								fY + maskMorphVerts[base+c].y,
								fZ + maskMorphVerts[base+c].z + 0.12f
							);

							vecPos -= 0.05f * TheCamera.GetForward();
							
							CParticle::AddParticle(PARTICLE_WATER_SPARK,
								vecPos,
								CVector(0.0f, 0.0f, 0.0f),
								NULL,
								0.0f,
								15,
								CGeneral::GetRandomNumberInRange(-90, 90),
								0,
								0);
						}
						break;

					case 2:
						{
							CVector vecPos
							(
								fX + maskMorphVerts[base+b].x,
								fY + maskMorphVerts[base+b].y,
								fZ + maskMorphVerts[base+b].z + 0.12f
							);

							vecPos -= 0.05f * TheCamera.GetForward();
							
							CParticle::AddParticle(PARTICLE_WATER_SPARK,
								vecPos,
								CVector(0.0f, 0.0f, 0.0f),
								NULL,
								0.0f,
								15,
								CGeneral::GetRandomNumberInRange(-90, 90),
								0,
								0);
						}
						break;

					case 3:
						{
							CVector vecPos
							(
								fX + maskMorphVerts[base+d].x,
								fY + maskMorphVerts[base+d].y,
								fZ + maskMorphVerts[base+d].z + 0.12f
							);

							vecPos -= 0.05f * TheCamera.GetForward();
							
							CParticle::AddParticle(PARTICLE_WATER_SPARK,
								vecPos,
								CVector(0.0f, 0.0f, 0.0f),
								NULL,
								0.0f,
								15,
								CGeneral::GetRandomNumberInRange(-90, 90),
								0,
								0);
						}
						break;
				}
			}

			maskMorphNormals[base+a].x = wavyMorphNormals[idxY + (17 * idxX)].x;
			maskMorphNormals[base+a].y = wavyMorphNormals[idxY + (17 * idxX)].y;
			maskMorphNormals[base+a].z = wavyMorphNormals[idxY + (17 * idxX)].z;
			
			maskMorphNormals[base+d].x = maskMorphNormals[base+a].x;
			maskMorphNormals[base+d].y = maskMorphNormals[base+a].y;
			maskMorphNormals[base+d].z = maskMorphNormals[base+a].z;
			
			maskMorphNormals[base+c].x = maskMorphNormals[base+d].x;
			maskMorphNormals[base+c].y = maskMorphNormals[base+d].y;
			maskMorphNormals[base+c].z = maskMorphNormals[base+d].z;
			
			maskMorphNormals[base+b].x = maskMorphNormals[base+c].x;
			maskMorphNormals[base+b].y = maskMorphNormals[base+c].y;
			maskMorphNormals[base+b].z = maskMorphNormals[base+c].z;
	  
			maskPreLight[base+a].red   = color.red;
			maskPreLight[base+a].green = color.green;
			maskPreLight[base+a].blue  = color.blue;
			maskPreLight[base+a].alpha = color.alpha;
			
			maskPreLight[base+d].red   = maskPreLight[base+a].red;
			maskPreLight[base+d].green = maskPreLight[base+a].green;
			maskPreLight[base+d].blue  = maskPreLight[base+a].blue;
			maskPreLight[base+d].alpha = maskPreLight[base+a].alpha;
			
			maskPreLight[base+c].red   = maskPreLight[base+d].red;
			maskPreLight[base+c].green = maskPreLight[base+d].green;
			maskPreLight[base+c].blue  = maskPreLight[base+d].blue;
			maskPreLight[base+c].alpha = maskPreLight[base+d].alpha;
			
			maskPreLight[base+b].red   = maskPreLight[base+c].red;
			maskPreLight[base+b].green = maskPreLight[base+c].green;
			maskPreLight[base+b].blue  = maskPreLight[base+c].blue;
			maskPreLight[base+b].alpha = maskPreLight[base+c].alpha;
		}
	}
	
	RpGeometryUnlock(maskGeometry);
	return true;
}
#endif

void CWaterLevel::RenderBoatWakes(void)
{
	RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)gpWaterWakeRaster);
#ifndef PC_WATER
	RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
	RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
	RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
#endif

#ifdef _XBOX
	// TODO save and restore rwRENDERSTATESRCBLEND rwRENDERSTATEDESTBLEND
#endif

	CBoat::FillBoatList();
	
	float fWakeZ = 5.97f;
	float fWakeLifeTimeMult = 0.01f / CBoat::WAKE_LIFETIME;
	
	for ( int32 idx = 0; idx < ARRAY_SIZE(CBoat::apFrameWakeGeneratingBoats); idx++ )
	{
		CBoat *pBoat = CBoat::apFrameWakeGeneratingBoats[idx];

		if ( pBoat == NULL )
			break;

		CVector2D vecDistA(pBoat->GetForward().x, pBoat->GetForward().y);


		float fSize = pBoat->GetColModel()->boundingBox.max.z
				* 0.65f;
		
		if ( pBoat->GetModelIndex() == MI_SKIMMER)
			fSize *= 0.4f;
		
		float fAplhaA = 255.0f;
		float fSizeA = fSize;
		float fAplhaB;
		float fSizeB;
		
		for ( int32 wake = 1; wake < pBoat->m_nNumWakePoints; wake++ )
		{
			bool bRender = true;
			
			float fTimeleft = CBoat::WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[wake];

			float fWakeSizeB = ((float)wake * 0.19f) + fSize - fWakeLifeTimeMult * Max(fTimeleft, 0.0f);
			
			fSizeB = fWakeSizeB / CBoat::MIN_WAKE_INTERVAL;
			if ( fSizeB < 0.0f )
				fSizeB = 1.0f;
			
			if ( wake == pBoat->m_nNumWakePoints - 1 )
			{
				// set alpha to 0 if it's last point
				fAplhaB = 0.0f;
			}
			else
			{
				// clip (-100, 500), less lifetime - less val
				float val = 500.0f - (CBoat::WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[wake])
						* 600.0f / CBoat::WAKE_LIFETIME;
						
				fAplhaB = clamp(val, 0.0f, 255.0f);
			}

			CVector2D vecDistB = pBoat->m_avec2dWakePoints[wake - 1] - pBoat->m_avec2dWakePoints[wake];

			float fScal = vecDistB.MagnitudeSqr();
			
			// normalize if distance between points is greater than 3

			if ( fScal > SQR(3.0f) )
			{				
				float fNorm = 1.0f / sqrt(fScal);
				
				vecDistB.x *= fNorm;
				vecDistB.y *= fNorm;
				
				// disable render if distance between points too big
				
				if ( sqrt(fScal) > 13.0f )
					bRender = false;
			}
			
			CVector2D vecAA
			(
				pBoat->m_avec2dWakePoints[wake - 1].x - (fSizeA * vecDistA.y),
				pBoat->m_avec2dWakePoints[wake - 1].y + (fSizeA * vecDistA.x)
			);
			CVector2D vecAB
			(
				pBoat->m_avec2dWakePoints[wake - 1].x + (fSizeA * vecDistA.y),
				pBoat->m_avec2dWakePoints[wake - 1].y - (fSizeA * vecDistA.x)
			);
			CVector2D vecBA
			(
				pBoat->m_avec2dWakePoints[wake].x     + (fSizeB * vecDistB.y),
				pBoat->m_avec2dWakePoints[wake].y     - (fSizeB * vecDistB.x)
			);                                                                            
			CVector2D vecBB                         
			(                                       
				pBoat->m_avec2dWakePoints[wake].x     - (fSizeB * vecDistB.y),
				pBoat->m_avec2dWakePoints[wake].y     + (fSizeB * vecDistB.x)
			);
			
			if ( bRender )
				RenderWakeSegment(vecAA, vecAB, vecBA, vecBB, fSizeA, fSizeB, fAplhaA, fAplhaB, fWakeZ);
			
			vecDistA = vecDistB;
			fSizeA = fSizeB;
			
			fAplhaB = fAplhaA;
		}
	}
	
	RenderAndEmptyRenderBuffer();
}

inline float _GetWindedWave(float fX, float fY)
{
	float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);	
	float x = WATER_HUGE_X(fX + WATER_X_OFFSET);
	float y = WATER_HUGE_Y(fY);
	
	float fWindFactor (CWeather::WindClipped * 0.4f + 0.2f);
	float fWave = sin(( (x - floorf(x)) + (y - floorf(y)) ) * TWOPI + fAngle);

	return fWindFactor * fWave;
}

void CWaterLevel::RenderWakeSegment(CVector2D &vecA, CVector2D &vecB, CVector2D &vecC, CVector2D &vecD,
		float &fSizeA, float &fSizeB, 
		float &fAlphaA, float &fAlphaB, 
		float &fWakeZ)
{
	for ( int32 i = 0; i < 4; i++ )
	{
		if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
			RenderAndEmptyRenderBuffer();
		
		float fCurStep = (float)i       / 4;
		float fNxtStep = (float)(i + 1) / 4;
		
		float fLeftCurStep = 1.0f - fCurStep;
		float fLeftNxtStep = 1.0f - fNxtStep;

		uint8 AlphaA = (uint32)(fAlphaA * aAlphaFade[i]    );
		uint8 AlphaB = (uint32)(fAlphaA * aAlphaFade[i + 1]);
		uint8 AlphaC = (uint32)(fAlphaB * aAlphaFade[i + 1]);
		uint8 AlphaD = (uint32)(fAlphaB * aAlphaFade[i]    );

		CVector2D PosA = vecB*fCurStep + vecA*fLeftCurStep;
		CVector2D PosB = vecB*fNxtStep + vecA*fLeftNxtStep;
		CVector2D PosC = vecC*fNxtStep + vecD*fLeftNxtStep;
		CVector2D PosD = vecC*fCurStep + vecD*fLeftCurStep;

		float fUA = (PosA.x / 4) + _TEXTURE_WAKE_ADDU;
		float fVA = (PosA.y / 4) + _TEXTURE_WAKE_ADDV;

		float fUB = (PosB.x / 4) + _TEXTURE_WAKE_ADDU;
		float fVB = (PosB.y / 4) + _TEXTURE_WAKE_ADDV;

		float fUC = (PosC.x / 4) + _TEXTURE_WAKE_ADDU;
		float fVC = (PosC.y / 4) + _TEXTURE_WAKE_ADDV;

		float fUD = (PosD.x / 4) + _TEXTURE_WAKE_ADDU;
		float fVD = (PosD.y / 4) + _TEXTURE_WAKE_ADDV;
		
#define MIN4(a, b, c, d) (Min((a), Min((b), Min((c), (d)))))
		float fMinU = floorf(MIN4(fUA, fUB, fUC, fUD));
		float fMinV = floorf(MIN4(fVA, fVB, fVC, fVD));
#undef MIN4

		float fZA = _GetWindedWave(PosA.x, PosA.y) + fWakeZ;
		float fZB = _GetWindedWave(PosB.x, PosB.y) + fWakeZ;
		float fZC = _GetWindedWave(PosC.x, PosC.y) + fWakeZ;
		float fZD = _GetWindedWave(PosD.x, PosD.y) + fWakeZ;
	
		int32 vidx = TempBufferVerticesStored;
	
		RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 0], PosA.x, PosA.y, fZA);
		RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 0], fUA - fMinU);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 0], fVA - fMinV);
		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 0], 255, 255, 255, AlphaA);

		RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 1], PosB.x, PosB.y, fZB);
		RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 1], fUB - fMinU);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 1], fVB - fMinV);
		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 1], 255, 255, 255, AlphaB);

		RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 2], PosC.x, PosC.y, fZC);
		RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 2], fUC - fMinU);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 2], fVC - fMinV);
		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 2], 255, 255, 255, AlphaC);

		RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 3], PosD.x, PosD.y, fZD);
		RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 3], fUD - fMinU);
		RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 3], fVD - fMinV);
		RwIm3DVertexSetRGBA (&TempBufferRenderVertices[vidx + 3], 255, 255, 255, AlphaD);
		
		int32 iidx = TempBufferIndicesStored;
	
		TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
		TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
		TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
		TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
		TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
		TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
		
		TempBufferVerticesStored += 4;
	
		TempBufferIndicesStored += 6;
	}
}

void CWaterLevel::RenderOneSlopedUnderWaterPoly(float fX, float fY, float fZ, RwRGBA const&color)
{
	CVector2D camPos(TheCamera.GetPosition().x, TheCamera.GetPosition().y);
	
	float fDistA = (CVector2D(fX, fY) - camPos).Magnitude()                                       + -140.0f;
	float fDistB = (CVector2D(fX, fY + HUGE_SECTOR_SIZE) - camPos).Magnitude()                    + -140.0f;
	float fDistC = (CVector2D(fX + HUGE_SECTOR_SIZE, fY + HUGE_SECTOR_SIZE) - camPos).Magnitude() + -140.0f;
	float fDistD = (CVector2D(fX + HUGE_SECTOR_SIZE, fY) - camPos).Magnitude()                    + -140.0f;
	
#ifndef PC_WATER
#define CALCSEABED(v, d) \
		{ \
			if ( d < 0.0f ) \
				v = 0.1f + fSeaBedZ; \
			else if ( d > 240.0f ) \
				v = 0.1f; \
			else \
				v = 0.1f + ((fSeaBedZ * (240.0f - d)) / 240.0f); \
		}
#else
	#define CALCSEABED(v, d)	\
		{	\
		v = 0.1f;	\
		if ( d < 0.0f )	\
			v += fSeaBedZ;	\
		else if ( d <= 240.0f )	\
			v += (fSeaBedZ / 240.0f) * (240.0f - d);	\
		}
#endif
	float fSeaBedA, fSeaBedB, fSeaBedC, fSeaBedD;
	
	CALCSEABED(fSeaBedA, fDistA);
	CALCSEABED(fSeaBedB, fDistB);
	CALCSEABED(fSeaBedC, fDistC);
	CALCSEABED(fSeaBedD, fDistD);
	
	#undef CALCSEABED
	
	if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
		RenderAndEmptyRenderBuffer();
	
	int32 vidx = TempBufferVerticesStored;
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset - fSeaBedA);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 0], 0.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 0], 0.0f);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue, 255);
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 1], fX, fY + HUGE_SECTOR_SIZE, fZ - _fWaterZOffset - fSeaBedB);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 1], 0.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 1], 4.0f);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue, 255);
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 2], fX + HUGE_SECTOR_SIZE, fY + HUGE_SECTOR_SIZE, fZ - _fWaterZOffset - fSeaBedC);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 2], 4.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 2], 4.0f);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue, 255);
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 3], fX + HUGE_SECTOR_SIZE, fY, fZ - _fWaterZOffset - fSeaBedD);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 3], 4.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 3], 0.0f);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue, 255);
	
	int32 iidx = TempBufferIndicesStored;

	TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
	TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
	TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
	
	TempBufferVerticesStored += 4;

	TempBufferIndicesStored += 6;
}

void CWaterLevel::RenderOneFlatSmallWaterPolyBlended(float fX, float fY, float fZ, float fCamX, float fCamY,
		RwRGBA const &color, RwRGBA const &colorTrans,
		float fDrawDist)
{
	if ( TempBufferIndicesStored >= TEMPBUFFERINDEXSIZE-6 || TempBufferVerticesStored >= TEMPBUFFERVERTSIZE-4 )
		RenderAndEmptyRenderBuffer();
	
	int32 vidx = TempBufferVerticesStored;
	
	float fBlendDrawDist = fDrawDist + fStartBlendDistanceAdd;
	
	float fDistStartX = SQR(fX                       - fCamX);
	float fDistStartY = SQR(fY                       - fCamY);
	float fDistEndX   = SQR((fX + SMALL_SECTOR_SIZE) - fCamX);
	float fDistEndY   = SQR((fY + SMALL_SECTOR_SIZE) - fCamY);
	
	
	float fAlphaBlendMulA 
			= Min(fFlatWaterBlendRange * Max(sqrt(fDistStartX + fDistStartY) - fBlendDrawDist, fMinWaterAlphaMult), 1.0f);
	float fAlphaBlendMulB
			= Min(fFlatWaterBlendRange * Max(sqrt(fDistStartX + fDistEndY  ) - fBlendDrawDist, fMinWaterAlphaMult), 1.0f);
	float fAlphaBlendMulC
			= Min(fFlatWaterBlendRange * Max(sqrt(fDistEndX   + fDistEndY  ) - fBlendDrawDist, fMinWaterAlphaMult), 1.0f);
	float fAlphaBlendMulD
			= Min(fFlatWaterBlendRange * Max(sqrt(fDistEndX   + fDistStartY) - fBlendDrawDist, fMinWaterAlphaMult), 1.0f);


	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 0], fX, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 0], TEXTURE_ADDV);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 0], color.red, color.green, color.blue,
		(colorTrans.alpha + (color.alpha - colorTrans.alpha) * (uint8)(int32)fAlphaBlendMulA));
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 1], fX, fY + SMALL_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDU);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 1], TEXTURE_ADDV + 1.0f);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 1], color.red, color.green, color.blue,
		(colorTrans.alpha + (color.alpha - colorTrans.alpha) * (uint8)(int32)fAlphaBlendMulB));
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 2], fX + SMALL_SECTOR_SIZE, fY + SMALL_SECTOR_SIZE, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDU + 1.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 2], TEXTURE_ADDV + 1.0f);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 2], color.red, color.green, color.blue,
		(colorTrans.alpha + (color.alpha - colorTrans.alpha) * (uint8)(int32)fAlphaBlendMulC));
	
	RwIm3DVertexSetPos  (&TempBufferRenderVertices[vidx + 3], fX + SMALL_SECTOR_SIZE, fY, fZ - _fWaterZOffset);
	RwIm3DVertexSetU    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDU + 1.0f);
	RwIm3DVertexSetV    (&TempBufferRenderVertices[vidx + 3], TEXTURE_ADDV);
	RwIm3DVertexSetRGBA(&TempBufferRenderVertices[vidx + 3], color.red, color.green, color.blue,
		(colorTrans.alpha + (color.alpha - colorTrans.alpha) * (uint8)(int32)fAlphaBlendMulD));


	int32 iidx = TempBufferIndicesStored;

	TempBufferRenderIndexList[iidx + 0] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 1] = TempBufferVerticesStored + 2;
	TempBufferRenderIndexList[iidx + 2] = TempBufferVerticesStored + 1;
	TempBufferRenderIndexList[iidx + 3] = TempBufferVerticesStored + 0;
	TempBufferRenderIndexList[iidx + 4] = TempBufferVerticesStored + 3;
	TempBufferRenderIndexList[iidx + 5] = TempBufferVerticesStored + 2;
	
	TempBufferVerticesStored += 4;

	TempBufferIndicesStored += 6;
}

float
CWaterLevel::CalcDistanceToWater(float fX, float fY)
{
	const float fSectorMaxRenderDist = 250.0f;
	
	int32 nStartX = WATER_TO_SMALL_SECTOR_X(fX - fSectorMaxRenderDist + WATER_X_OFFSET) - 1;
	int32 nEndX   = WATER_TO_SMALL_SECTOR_X(fX + fSectorMaxRenderDist + WATER_X_OFFSET) + 1;
	int32 nStartY = WATER_TO_SMALL_SECTOR_Y(fY - fSectorMaxRenderDist) - 1;
	int32 nEndY   = WATER_TO_SMALL_SECTOR_Y(fY + fSectorMaxRenderDist) + 1;
	
	nStartX = clamp(nStartX, 0, MAX_SMALL_SECTORS - 1);
	nEndX   = clamp(nEndX,   0, MAX_SMALL_SECTORS - 1);
	nStartY = clamp(nStartY, 0, MAX_SMALL_SECTORS - 1);
	nEndY   = clamp(nEndY,   0, MAX_SMALL_SECTORS - 1);
	
	float fDistSqr = 1.0e10f;
	
	for ( int32 x = nStartX; x <= nEndX; x++ )
	{
		for ( int32 y = nStartY; y <= nEndY; y++ )
		{
			if ( !(aWaterFineBlockList[x][y] & 0x80) )
			{				
				float fSectorX = WATER_FROM_SMALL_SECTOR_X(x) - WATER_X_OFFSET;
				float fSectorY = WATER_FROM_SMALL_SECTOR_Y(y);
				
				CVector2D vecDist
				(
					fSectorX + SMALL_SECTOR_SIZE - fX,
					fSectorY + SMALL_SECTOR_SIZE - fY
				);
				
				fDistSqr = Min(vecDist.MagnitudeSqr(), fDistSqr);
			}
		}
	}

	return clamp(Sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist);
}

void
CWaterLevel::RenderAndEmptyRenderBuffer()
{
	if ( TempBufferVerticesStored )
	{
		LittleTest();

		if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, NULL, rwIM3D_VERTEXUV) )
		{
			RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
			RwIm3DEnd();
		}
	}
	
	TempBufferIndicesStored = 0;
	TempBufferVerticesStored = 0;
}

bool CWaterLevel::GetGroundLevel(CVector const &vecPosn, float *pfOutLevel, ColData *pData, float fDistance)
{
	CColPoint point;
	CEntity *entity;
	
	if ( !CWorld::ProcessVerticalLine(vecPosn + CVector(0.0f, 0.0f, fDistance),
			-fDistance, point, entity, true, false, false, false, true, false, NULL) )
		return false;
		
	*pfOutLevel = point.point.z;
	
	if ( pData != NULL )
	{
		pData->SurfaceType = point.surfaceB;
		pData->PieceType   = point.pieceB;
	}
	
	return true;
}

bool CWaterLevel::IsLocationOutOfWorldBounds_WS(CVector const &vecPosn, int nOffset)
{
	int32 x = int32((vecPosn.x / 50.0f) + 48.0f);
	int32 y = int32((vecPosn.y / 50.0f) + 40.0f);
	
	return x < nOffset || x >= 80 - nOffset || y < nOffset || y >= 80 - nOffset;
}

bool CWaterLevel::GetGroundLevel_WS(CVector const &vecPosn, float *pfOutLevel, ColData *pData, float fDistance)
{
	if ( IsLocationOutOfWorldBounds_WS(vecPosn, 0) )
		return false;
	else
		return GetGroundLevel(vecPosn, pfOutLevel, pData, fDistance);
}

bool CWaterLevel::GetWaterDepth(CVector const &vecPosn, float *pfDepth, float *pfLevelNoWaves, float *pfGroundLevel)
{
	float fLevelNoWaves;
	float fGroundLevel;
	
	if ( !GetWaterLevelNoWaves(vecPosn.x, vecPosn.y, vecPosn.z, &fLevelNoWaves) )
		return false;
	
	if ( !GetGroundLevel(vecPosn, &fGroundLevel, NULL, 30.0f) )
		fGroundLevel = -100.0;
	
	if ( pfDepth != NULL )
		*pfDepth = fLevelNoWaves - fGroundLevel;

	if ( pfLevelNoWaves != NULL )
		*pfLevelNoWaves = fLevelNoWaves;

	if ( pfGroundLevel != NULL )
		*pfGroundLevel = fGroundLevel;
	
	return true;
}

void CWaterLevel::RenderSeaBirds()
{
}

void CWaterLevel::RenderShipsOnHorizon()
{
}

void CWaterLevel::HandleSeaLifeForms()
{
}

void CWaterLevel::HandleBeachToysStuff(void)
{
}

CEntity *CWaterLevel::CreateBeachToy(CVector const &vec, eBeachToy beachtoy)
{
	return NULL;
}