////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2009
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D is distributed in the hope that it will be useful,
//    but WITHOUT ANY WARRANTY; without even the implied warranty of
//    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//    GNU General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#include <land/VisibilityPatchGrid.h>
#include <land/LandAndTargetVisibilityPatch.h>
#include <land/WaterAndTargetVisibilityPatch.h>
#include <landscape/Landscape.h>
#include <water/Water2Patches.h>
#include <sky/Sky.h>
#include <landscapemap/LandscapeMaps.h>
#include <landscape/GraphicalLandscapeMap.h>
#include <client/ScorchedClient.h>
#include <engine/GameState.h>
#include <GLEXT/GLStateExtension.h>
#include <GLEXT/GLVertexBufferObject.h>
#include <GLEXT/GLCamera.h>
#include <GLSL/GLSLShaderSetup.h>
#include <graph/OptionsDisplay.h>

VisibilityPatchGrid *VisibilityPatchGrid::instance()
{
	static VisibilityPatchGrid instance;
	return &instance;
}

VisibilityPatchGrid::VisibilityPatchGrid() : 
	landPatches_(0), 
	waterPatches_(0), visibilityPatches_(0),
	epoc_(0)
{
}

VisibilityPatchGrid::~VisibilityPatchGrid()
{
}

void VisibilityPatchGrid::clear()
{
	delete [] landPatches_;
	landPatches_ = 0;

	delete [] waterPatches_;
	waterPatches_ = 0;

	delete [] visibilityPatches_;
	visibilityPatches_ = 0;
}

void VisibilityPatchGrid::generate()
{
	clear();
	epoc_++;

	// Figure out how large the visible area will be
	int mapWidth = ScorchedClient::instance()->getLandscapeMaps().
		getGroundMaps().getLandscapeWidth();
	int mapHeight = ScorchedClient::instance()->getLandscapeMaps().
		getGroundMaps().getLandscapeHeight();
	int actualWidth = mapWidth + 4096; // The map visible area is at least 4096*4096
	int actualHeight = mapHeight + 4096;
	actualWidth = (actualWidth / 512) * 512; // The actual width and height are multiples of 512
	actualHeight = (actualHeight / 512) * 512;

	// Generate land indices
	landIndexs_.generate(32, mapWidth);

	// Find the mid point
	midX_ = -actualWidth / 2 + mapWidth / 2;
	midY_ = -actualHeight / 2 + mapHeight / 2;
	midX_ = (midX_ / 32) * 32; // Move to the nearest 32 boundry
	midY_ = (midY_ / 32) * 32;

	{
		// Devide this visible area into a set of patches
		landWidth_ = mapWidth / 32;
		landHeight_ = mapHeight / 32;

		// Create the patches
		landPatches_ = new LandAndTargetVisibilityPatch[landWidth_ * landHeight_];

		// For each patch set it's location
		LandAndTargetVisibilityPatch *currentPatch = landPatches_;
		for (int y=0; y<landHeight_; y++)
		{
			for (int x=0; x<landWidth_; x++, currentPatch++)
			{
				{
					LandVisibilityPatch *leftPatch = (x==0?0:&(currentPatch-1)->getLandVisibilityPatch());
					LandVisibilityPatch *rightPatch = (x==landWidth_-1?0:&(currentPatch+1)->getLandVisibilityPatch());
					LandVisibilityPatch *topPatch = (y==0?0:&(currentPatch-landWidth_)->getLandVisibilityPatch());
					LandVisibilityPatch *bottomPatch = (y==landHeight_-1?0:&(currentPatch+landWidth_)->getLandVisibilityPatch());

					currentPatch->getLandVisibilityPatch().setLocation(x * 32, y * 32,
						leftPatch, rightPatch, topPatch, bottomPatch);
				}
				if (ScorchedClient::instance()->getLandscapeMaps().getRoofMaps().getRoofOn())
				{
					RoofVisibilityPatch *leftPatch = (x==0?0:&(currentPatch-1)->getRoofVisibilityPatch());
					RoofVisibilityPatch *rightPatch = (x==landWidth_-1?0:&(currentPatch+1)->getRoofVisibilityPatch());
					RoofVisibilityPatch *topPatch = (y==0?0:&(currentPatch-landWidth_)->getRoofVisibilityPatch());
					RoofVisibilityPatch *bottomPatch = (y==landHeight_-1?0:&(currentPatch+landWidth_)->getRoofVisibilityPatch());

					currentPatch->getRoofVisibilityPatch().setLocation(x * 32, y * 32,
						leftPatch, rightPatch, topPatch, bottomPatch);
				}
				{
					currentPatch->getTargetVisibilityPatch().setLocation(x * 32, y * 32, 
						32, 32);
				}
			}
		}
	}

	{
		// Divide this visible area into a set of patches
		waterWidth_ = actualWidth / 128;
		waterHeight_ = actualHeight / 128;

		// Create the patches
		waterPatches_ = new WaterAndTargetVisibilityPatch[waterWidth_ * waterHeight_];

		// For each patch set it's location
		WaterAndTargetVisibilityPatch *currentPatch = waterPatches_;
		for (int y=0, py=0; y<waterHeight_; y++, py++)
		{
			for (int x=0, px=0; x<waterWidth_; x++, currentPatch++, px++)
			{
				WaterVisibilityPatch *leftPatch = (x==0?0:&(currentPatch-1)->getWaterVisibilityPatch());
				WaterVisibilityPatch *rightPatch = (x==waterWidth_-1?0:&(currentPatch+1)->getWaterVisibilityPatch());
				WaterVisibilityPatch *topPatch = (y==0?0:&(currentPatch-waterWidth_)->getWaterVisibilityPatch());
				WaterVisibilityPatch *bottomPatch = (y==waterHeight_-1?0:&(currentPatch+waterWidth_)->getWaterVisibilityPatch());

				currentPatch->getWaterVisibilityPatch().setLocation(x * 128 + midX_, y * 128 + midY_,
					px % 2, py % 2,
					leftPatch, rightPatch, topPatch, bottomPatch);
				currentPatch->getTargetVisibilityPatch().setLocation(x * 128 + midX_, y * 128  + midY_, 
					128, 128);
			}
		}
	}

	{
		int roofBaseHeight = ScorchedClient::instance()->getLandscapeMaps().getRoofMaps().getRoofBaseHeight().asInt();

		// Devide this visible area into a set of visibility test patches
		visibilityWidth_ = actualWidth / 512;
		visibilityHeight_ = actualHeight / 512;

		// Create the set of visibility patches
		visibilityPatches_ = new VisibilityPatchQuad[visibilityWidth_ * visibilityHeight_];

		// Set the visibility location
		VisibilityPatchQuad *currentPatch = visibilityPatches_;
		for (int y=0; y<visibilityHeight_; y++)
		{
			for (int x=0; x<visibilityWidth_; x++, currentPatch++)
			{
				currentPatch->setLocation(this, x * 512 + midX_, y * 512 + midY_, 512,
					mapWidth, mapHeight, roofBaseHeight);
			}
		}
	}

	{
		patchInfo_.generate(
			landWidth_ * landWidth_, 
			waterWidth_ * waterHeight_, 
			landWidth_ * landWidth_ + waterWidth_ * waterHeight_);
	}

	surround_.generate();
}

void VisibilityPatchGrid::recalculateLandscapeErrors(FixedVector &position, fixed size)
{
	recalculateErrors(position, size, false);
}

void VisibilityPatchGrid::recalculateRoofErrors(FixedVector &position, fixed size)
{
	recalculateErrors(position, size, true);
}

void VisibilityPatchGrid::recalculateErrors(FixedVector &position, fixed size, bool roof)
{
	int sizei = size.asInt();
	int midX = position[0].asInt();
	int midY = position[1].asInt();

	int startX = midX - sizei;
	int startY = midY - sizei;
	int endX = midX + sizei;
	int endY = midY + sizei;

	startX /= 32;
	startY /= 32;
	endX /= 32;
	endY /= 32;

	if (endX < 0 || endY < 0) return;
	if (startX >= landWidth_ || startY >= landHeight_) return;

	startX = MAX(0, startX);
	startY = MAX(0, startY);
	endX = MIN(landWidth_ - 1, endX);
	endY = MIN(landHeight_ - 1, endY);

	for (int x=startX; x<=endX; x++)
	{
		for (int y=startY; y<=endY; y++)
		{
			LandAndTargetVisibilityPatch &patch = landPatches_[x + y * landWidth_];
			if (roof) patch.getRoofVisibilityPatch().setRecalculateErrors();
			else patch.getLandVisibilityPatch().setRecalculateErrors();
		}
	}
}

LandVisibilityPatch *VisibilityPatchGrid::getLandVisibilityPatch(int x, int y)
{
	DIALOG_ASSERT(epoc_);

	int realX = x / 32;
	int realY = y / 32;

	if (realX < 0 || realY < 0 ||
		realX >= landWidth_ || realY >= landHeight_) 
	{
		return 0;
	}

	return &landPatches_[realX + realY * landWidth_].getLandVisibilityPatch();
}

RoofVisibilityPatch *VisibilityPatchGrid::getRoofVisibilityPatch(int x, int y)
{
	DIALOG_ASSERT(epoc_);

	int realX = x / 32;
	int realY = y / 32;

	if (realX < 0 || realY < 0 ||
		realX >= landWidth_ || realY >= landHeight_) 
	{
		return 0;
	}

	return &landPatches_[realX + realY * landWidth_].getRoofVisibilityPatch();
}

TargetVisibilityPatch *VisibilityPatchGrid::getTargetVisibilityPatch(int x, int y)
{
	DIALOG_ASSERT(epoc_);

	int realX = x / 32;
	int realY = y / 32;

	if (realX < 0 || realY < 0 ||
		realX >= landWidth_ || realY >= landHeight_) 
	{
		int realX = (x - midX_) / 128;
		int realY = (y - midY_) / 128;

		if (realX < 0 || realY < 0 ||
			realX >= waterWidth_ || realY >= waterHeight_) 
		{
			return 0;
		}

		return &waterPatches_[realX + realY * waterWidth_].getTargetVisibilityPatch();
	}

	return &landPatches_[realX + realY * landWidth_].getTargetVisibilityPatch();
}

WaterVisibilityPatch *VisibilityPatchGrid::getWaterVisibilityPatch(int x, int y)
{
	DIALOG_ASSERT(epoc_);

	int realX = (x - midX_) / 128;
	int realY = (y - midY_) / 128;

	if (realX < 0 || realY < 0 ||
		realX >= waterWidth_ || realY >= waterHeight_) 
	{
		return 0;
	}

	return &waterPatches_[realX + realY * waterWidth_].getWaterVisibilityPatch();
}

void VisibilityPatchGrid::calculateVisibility()
{
	// Calculate C for de Boers
	const float maxError = (float) OptionsDisplay::instance()->getLandDetailError();
	const float vRes = (float) OptionsDisplay::instance()->getScreenHeight();
	const float FOV = 60.0f * PI / 180.0f;
	float T = (2.0f * maxError) / vRes;
	float A = 1.0f / (float) tan(FOV / 2.0f);
	float C = A / T;

	Vector &cameraPos = GLCamera::getCurrentCamera()->getCurrentPos();

	patchInfo_.reset();

	// Calculate visibility
	bool roofOn = ScorchedClient::instance()->getLandscapeMaps().getRoofMaps().getRoofOn();
	VisibilityPatchQuad *currentPatch = visibilityPatches_;
	for (int y=0; y<visibilityHeight_; y++)
	{
		for (int x=0; x<visibilityWidth_; x++, currentPatch++)
		{
			currentPatch->calculateGroundVisibility(patchInfo_, cameraPos, C);
			if (roofOn) currentPatch->calculateRoofVisibility(patchInfo_, cameraPos, C);
		}
	}
}

#define PATCH_INDEX_NORMAL(p) (p?p->getVisibilityIndex():-1)
#define PATCH_INDEX_SHADOW(p,l) (p?(p->getVisibilityIndex()==-1?l:p->getVisibilityIndex()):-1)

void VisibilityPatchGrid::drawLand(int addIndex, bool verticesOnly, bool allPatches)
{
	GraphicalLandscapeMap *landscapeMap = (GraphicalLandscapeMap *)
		ScorchedClient::instance()->getLandscapeMaps().
			getGroundMaps().getHeightMap().getGraphicalMap();
	drawHeightMap(landscapeMap, addIndex, verticesOnly, allPatches, false);
}

void VisibilityPatchGrid::drawRoof(int addIndex, bool verticesOnly, bool allPatches)
{
	glFrontFace(GL_CW);
	GraphicalLandscapeMap *landscapeMap = (GraphicalLandscapeMap *)
		ScorchedClient::instance()->getLandscapeMaps().
			getRoofMaps().getRoofMap().getGraphicalMap();
	drawHeightMap(landscapeMap, addIndex, verticesOnly, allPatches, true);
	glFrontFace(GL_CCW);
}

void VisibilityPatchGrid::drawHeightMap(GraphicalLandscapeMap *landscapeMap, int addIndex, bool verticesOnly, bool allPatches, bool roof) 
{
	if (!OptionsDisplay::instance()->getNoGLDrawElements() &&
		GLStateExtension::hasDrawRangeElements())
	{
		// Map indices to draw
		if (landIndexs_.getBufferObject())
		{
			landIndexs_.getBufferObject()->bind();
		}

		// Map the vertex VBO
		if (landscapeMap->getBufferObject())
		{
			landscapeMap->getBufferObject()->bind();
		}

		glEnableClientState(GL_VERTEX_ARRAY);
		if (!verticesOnly)
		{
			glEnableClientState(GL_NORMAL_ARRAY);
			if (GLStateExtension::hasMultiTex())
			{
				glClientActiveTextureARB(GL_TEXTURE1_ARB);
				glEnableClientState(GL_TEXTURE_COORD_ARRAY);
				if (GLStateExtension::getTextureUnits() > 2)
				{
					glClientActiveTextureARB(GL_TEXTURE2_ARB);
					glEnableClientState(GL_TEXTURE_COORD_ARRAY);
				}
			}
			glClientActiveTextureARB(GL_TEXTURE0_ARB);
			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		}
	}

	if (allPatches)
	{
		int shadowLOD = OptionsDisplay::instance()->getLandShadowsLOD();
		LandAndTargetVisibilityPatch *landAndTargetCurrentPatch = landPatches_;
		for (int y=0; y<landHeight_; y++)
		{
			for (int x=0; x<landWidth_; x++, landAndTargetCurrentPatch++)
			{
				HeightMapVisibilityPatch *currentPatch = 0;
				if (roof) currentPatch = &landAndTargetCurrentPatch->getRoofVisibilityPatch();
				else currentPatch = &landAndTargetCurrentPatch->getLandVisibilityPatch();

				unsigned int index = currentPatch->getVisibilityIndex();
				if (index == -1) index = shadowLOD;

				unsigned int borders = 0;
				int leftIndex = PATCH_INDEX_SHADOW(currentPatch->getLeftPatch(), shadowLOD);
				int rightIndex = PATCH_INDEX_SHADOW(currentPatch->getRightPatch(), shadowLOD);
				int topIndex = PATCH_INDEX_SHADOW(currentPatch->getTopPatch(), shadowLOD);
				int bottomIndex = PATCH_INDEX_SHADOW(currentPatch->getBottomPatch(), shadowLOD);

				MipMapPatchIndex *landIndex = 
					landIndexs_.getIndex(index, leftIndex, rightIndex, topIndex, bottomIndex, addIndex);
				if (landIndex) currentPatch->draw(*landIndex, true);
			}
		}
	}
	else
	{
		void *currentPatchPtr = 0;
		TargetListIterator patchItor;
		if (roof) patchItor.init(patchInfo_.getRoofVisibility());
		else patchItor.init(patchInfo_.getLandVisibility());
		while (currentPatchPtr = patchItor.getNext())
		{
			HeightMapVisibilityPatch *currentPatch = (HeightMapVisibilityPatch *) currentPatchPtr;
			unsigned int index = currentPatch->getVisibilityIndex();
			if (index == -1) continue;

			unsigned int borders = 0;
			int leftIndex = PATCH_INDEX_NORMAL(currentPatch->getLeftPatch());
			int rightIndex = PATCH_INDEX_NORMAL(currentPatch->getRightPatch());
			int topIndex = PATCH_INDEX_NORMAL(currentPatch->getTopPatch());
			int bottomIndex = PATCH_INDEX_NORMAL(currentPatch->getBottomPatch());

			MipMapPatchIndex *landIndex = 
				landIndexs_.getIndex(index, leftIndex, rightIndex, topIndex, bottomIndex, addIndex);
			if (landIndex) currentPatch->draw(*landIndex, false);
		}
	}

	if (!OptionsDisplay::instance()->getNoGLDrawElements() &&
		GLStateExtension::hasDrawRangeElements())
	{
		glDisableClientState(GL_VERTEX_ARRAY);
		if (!verticesOnly)
		{
			glDisableClientState(GL_NORMAL_ARRAY);
			if (GLStateExtension::hasMultiTex())
			{
				glClientActiveTextureARB(GL_TEXTURE1_ARB);
				glDisableClientState(GL_TEXTURE_COORD_ARRAY);
				if (GLStateExtension::getTextureUnits() > 2)
				{
					glClientActiveTextureARB(GL_TEXTURE2_ARB);
					glDisableClientState(GL_TEXTURE_COORD_ARRAY);
				}
			}
			glClientActiveTextureARB(GL_TEXTURE0_ARB);
			glDisableClientState(GL_TEXTURE_COORD_ARRAY);
		}

		// Unmap indices to draw
		if (landIndexs_.getBufferObject())
		{
			landIndexs_.getBufferObject()->unbind();
		}

		// Unmap the vertex VBO
		if (landscapeMap->getBufferObject())
		{
			landscapeMap->getBufferObject()->unbind();
		}
	}
}

void VisibilityPatchGrid::drawLandLODLevels()
{
	{
		void *currentPatchPtr = 0;
		TargetListIterator patchItor(patchInfo_.getLandVisibility());
		while (currentPatchPtr = patchItor.getNext())
		{
			LandVisibilityPatch *currentPatch = (LandVisibilityPatch *) currentPatchPtr;
			unsigned int index = currentPatch->getVisibilityIndex();
			if (index == -1) continue;

			unsigned int borders = 0;
			int leftIndex = currentPatch->getLeftPatch()?
				currentPatch->getLeftPatch()->getVisibilityIndex():-1;
			int rightIndex = currentPatch->getRightPatch()?
				currentPatch->getRightPatch()->getVisibilityIndex():-1;
			int topIndex = currentPatch->getTopPatch()?
				currentPatch->getTopPatch()->getVisibilityIndex():-1;
			int bottomIndex = currentPatch->getBottomPatch()?
				currentPatch->getBottomPatch()->getVisibilityIndex():-1;

			MipMapPatchIndex *landIndex = 
				landIndexs_.getIndex(index, leftIndex, rightIndex, topIndex, bottomIndex, 0);
			if (landIndex) currentPatch->drawLODLevel(*landIndex);
		}
	}
}

void VisibilityPatchGrid::drawSurround()
{
	surround_.draw(ScorchedClient::instance()->getLandscapeMaps().
		getGroundMaps().getHeightMap(), true, true);
}

void VisibilityPatchGrid::drawWater(Water2Patches &patches, 
		MipMapPatchIndexs &indexes, Vector &cameraPosition, 
		Vector landscapeSize,
		GLSLShaderSetup *waterShader)
{
	GAMESTATE_PERF_COUNTER_START(ScorchedClient::instance()->getGameState(), "WATER_DRAW");

	if (!OptionsDisplay::instance()->getNoGLDrawElements() &&
		GLStateExtension::hasDrawRangeElements())
	{
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_NORMAL_ARRAY);

		// Map the vertex VBO
		if (patches.getBufferObject())
		{
			patches.getBufferObject()->bind();
		}

		// Map indices to draw
		if (indexes.getBufferObject())
		{
			indexes.getBufferObject()->bind();
		}
	}

	for (int w=0; w<4; w++)
	{
		Water2Patch *patch = patches.getPatch(w);

		if (!OptionsDisplay::instance()->getNoGLDrawElements() &&
			GLStateExtension::hasDrawRangeElements())
		{
			// Map data to draw
			float *data = 0;
			if (patch->getBufferOffSet() != -1)
			{
				data = (float*) NULL + (patch->getBufferOffSet() / sizeof(unsigned int));
			}
			else
			{
				data = &patch->getInternalData()->x;
			}

			// Vertices On
			glVertexPointer(3, GL_FLOAT, sizeof(Water2Patch::Data), data);

			// Normals On
			glNormalPointer(GL_FLOAT, sizeof(Water2Patch::Data), data + 3);
		}

		static float startproj[16], startmodel[16];
		glGetFloatv(GL_PROJECTION_MATRIX, startproj);
		glGetFloatv(GL_MODELVIEW_MATRIX, startmodel);

		// Draw all patches
		void *currentPatchPtr = 0;
		TargetListIterator patchItor(patchInfo_.getWaterVisibility(w));
		while (currentPatchPtr = patchItor.getNext())
		{
			WaterVisibilityPatch *currentPatch = (WaterVisibilityPatch *) currentPatchPtr;
			unsigned int index = currentPatch->getVisibilityIndex();
			if (index == -1) continue;

			unsigned int borders = 0;
			int leftIndex = currentPatch->getLeftPatch()?
				currentPatch->getLeftPatch()->getVisibilityIndex():-1;
			int rightIndex = currentPatch->getRightPatch()?
				currentPatch->getRightPatch()->getVisibilityIndex():-1;
			int topIndex = currentPatch->getTopPatch()?
				currentPatch->getTopPatch()->getVisibilityIndex():-1;
			int bottomIndex = currentPatch->getBottomPatch()?
				currentPatch->getBottomPatch()->getVisibilityIndex():-1;

			glPushMatrix();
			glTranslatef(
				currentPatch->getOffset()[0],
				currentPatch->getOffset()[1], 
				currentPatch->getOffset()[2]);

			// Setup the texture matrix for texture 0
			if (waterShader)
			{
				if (!OptionsDisplay::instance()->getSimpleWaterShaders())
				{
					Vector landfoam;
					landfoam[0] = currentPatch->getOffset()[0];
					landfoam[1] = currentPatch->getOffset()[1];
					landfoam[2] = ((currentPatch->getPosition()[0] >= 0.0f && 
						currentPatch->getPosition()[1] >= 0.0f &&
						currentPatch->getPosition()[0] <= landscapeSize[0] && 
						currentPatch->getPosition()[1] <= landscapeSize[1])?1.0f:0.0f);
					waterShader->set_uniform("landfoam", landfoam);
				}

				// Set lighting position
				// done after the translation
				Landscape::instance()->getSky().getSun().setLightPosition(true);

				// Setup the texture matrix for texture 1
				glActiveTextureARB(GL_TEXTURE1);
				glMatrixMode(GL_TEXTURE);
				glLoadIdentity();
				glTranslatef(0.5f,0.5f,0.0f);
				glScalef(0.5f,0.5f,1.0f);
				glMultMatrixf(startproj);
				glMultMatrixf(startmodel);
				glTranslatef(
					currentPatch->getOffset()[0],
					currentPatch->getOffset()[1], 
					currentPatch->getOffset()[2]);
				glMatrixMode(GL_MODELVIEW);

				// Reset to texture 0
				glActiveTextureARB(GL_TEXTURE0);
			}

			MipMapPatchIndex *patchIndex = 
				indexes.getIndex(index, leftIndex, rightIndex, topIndex, bottomIndex, 0);
			if (patchIndex) patch->draw(*patchIndex);

			glPopMatrix();
		}
	}

	if (!OptionsDisplay::instance()->getNoGLDrawElements() &&
		GLStateExtension::hasDrawRangeElements())
	{
		// Unmap data to draw
		if (patches.getBufferObject())
		{
			patches.getBufferObject()->unbind();
		}

		// Unmap indices to draw
		if (indexes.getBufferObject())
		{
			indexes.getBufferObject()->unbind();
		}

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_NORMAL_ARRAY);
	}

	GAMESTATE_PERF_COUNTER_END(ScorchedClient::instance()->getGameState(), "WATER_DRAW");
}
