#include "Renderer.h"
#include "Misc.h"
#include "common/tpt-rand.h"
#include "common/tpt-compat.h"
#include "simulation/Simulation.h"
#include "simulation/ElementGraphics.h"
#include "simulation/ElementClasses.h"
#include "simulation/Air.h"
#include "simulation/gravity/Gravity.h"
#include <cmath>

std::unique_ptr<VideoBuffer> Renderer::WallIcon(int wallID, Vec2<int> size)
{
	auto wtypes = LoadWalls();
	if (wallID < 0 || wallID >= int(wtypes.size()))
		return nullptr;
	wall_type const &wtype = wtypes[wallID];

	RGB<uint8_t> primary = wtype.colour;
	RGB<uint8_t> secondary = wtype.eglow;

	auto texture = std::make_unique<VideoBuffer>(size);
	switch (wtype.drawstyle)
	{
	case 1:
		// #.#.
		// ....
		// .#.#
		// ....
		for (auto pos : size.OriginRect())
			if (~pos.Y & ~(pos.X ^ (pos.Y >> 1)) & 1)
				texture->DrawPixel(pos, primary);
		break;
	case 2:
		// #.#.
		// ....
		// #.#.
		// ....
		for (auto pos : size.OriginRect())
			if (~pos.Y & ~pos.X & 1)
				texture->DrawPixel(pos, primary);
		break;
	case 3:
		// ####
		// ####
		// ####
		// ####
		for (auto pos : size.OriginRect())
			texture->DrawPixel(pos, primary);
		break;
	case 4:
		// #+.#
		// .#+.
		// +.#+
		// #+.#
		for (auto pos : size.OriginRect())
			if (((pos.X - pos.Y) % CELL + CELL) % CELL == 0)
				texture->DrawPixel(pos, primary);
			else if (((pos.X - pos.Y) % CELL + CELL) % CELL == 1)
				texture->DrawPixel(pos, secondary);
			else
				texture->DrawPixel(pos, 0x202020_rgb);
		break;
	}

	switch (wallID)
	{
	case WL_EWALL:
		// #####  .......
		// #.#.#.  ...#.#
		// #######  .....
		// #.#.#.#.  .#.#
		for (auto pos : size.OriginRect())
			if ((pos.X < size.X / 4 + pos.Y) != (pos.X & pos.Y & 1))
				texture->DrawPixel(pos, primary);
		break;
	case WL_WALLELEC:
		// #+#+
		// ++++
		// #+#+
		// ++++
		for (auto pos : size.OriginRect())
			if (~pos.Y & ~pos.X & 1)
				texture->DrawPixel(pos, primary);
			else
				texture->DrawPixel(pos, 0x808080_rgb);
		break;
	case WL_EHOLE:
	case WL_STASIS:
		// .....  #######
		// .#.#.#  ###.#.
		// .......  #####
		// .#.#.#.#  #.#.
		for (auto pos : size.OriginRect())
			if ((pos.X < size.X / 4 + pos.Y) == (pos.X & pos.Y & 1))
				texture->DrawPixel(pos, primary);
		break;
	case WL_ERASE:
		// #.#.#.  ######
		// ......  ######
		// .#.#.#  ######
		// ......  ######
		for (auto pos : size.OriginRect())
			if ((pos.X < size.X / 2) ? ~pos.Y & ~(pos.X ^ (pos.Y >> 1)) & 1 : true)
				texture->DrawPixel(pos, primary);
		texture->BlendChar(size / 2 - Vec2(4, 2), 0xE06C, 0xFF0000_rgb .WithAlpha(0xFF));
		break;
	case WL_ERASEALL:
		{
			int r = 100, g = 150, b = 50;
			int rd = 1, gd = -1, bd = -1;
			for (int x = 0; x < size.X; x++)
			{
				r += 15 * rd;
				g += 15 * gd;
				b += 15 * bd;
				if (r > 200) rd = -1;
				if (g > 200) gd = -1;
				if (b > 200) bd = -1;
				if (r < 15) rd = 1;
				if (g < 15) gd = 1;
				if (b < 15) bd = 1;
				int rc = std::min(150, std::max(0, r));
				int gc = std::min(200, std::max(0, g));
				int bc = std::min(200, std::max(0, b));
				texture->DrawLine(Vec2(x, 0), Vec2(x, size.Y - 1), RGB<uint8_t>(rc, gc, bc));
			}
			texture->BlendChar(size / 2 - Vec2(10, 2), 0xE06C, 0xFF0000_rgb .WithAlpha(0xFF));
			texture->BlendChar(size / 2 - Vec2(-1, 2), 0xE06C, 0xFF0000_rgb .WithAlpha(0xFF));
		}
		break;
	case WL_STREAM:
		texture->DrawRect(size.OriginRect(), 0xA0A0A0_rgb);
		texture->AddChar(Vec2(4, 2), 0xE00D, 0xFFFFFF_rgb .WithAlpha(0xFF));
		texture->AddChar(Vec2(8, 2), 0xE06D, 0xFFFFFF_rgb .WithAlpha(0xFF));
		break;
	}
	return texture;
}

void Renderer::DrawSigns()
{
	int x, y, w, h;
	std::vector<sign> signs = sim->signs;
	for (auto &currentSign : signs)
	{
		if (currentSign.text.length())
		{
			String text = currentSign.getDisplayText(sim, x, y, w, h);
			DrawFilledRect(RectSized(Vec2{ x + 1, y + 1 }, Vec2{ w, h - 1 }), 0x000000_rgb);
			DrawRect(RectSized(Vec2{ x, y }, Vec2{ w+1, h }), 0xC0C0C0_rgb);
			BlendText({ x+3, y+4 }, text, 0xFFFFFF_rgb .WithAlpha(255));

			if (currentSign.ju != sign::None)
			{
				int x = currentSign.x;
				int y = currentSign.y;
				int dx = 1 - currentSign.ju;
				int dy = (currentSign.y > 18) ? -1 : 1;
				for (int j = 0; j < 4; j++)
				{
					DrawPixel({ x, y }, 0xC0C0C0_rgb);
					x += dx;
					y += dy;
				}
			}
		}
	}
}

void Renderer::render_parts()
{
	int deca, decr, decg, decb, cola, colr, colg, colb, firea, firer, fireg, fireb, pixel_mode, q, i, t, nx, ny, x, y;
	int orbd[4] = {0, 0, 0, 0}, orbl[4] = {0, 0, 0, 0};
	float gradv, flicker;
	Particle * parts;
	Element *elements;
	if(!sim)
		return;
	parts = sim->parts;
	elements = sim->elements.data();
	if (gridSize)//draws the grid
	{
		for (ny=0; ny<YRES; ny++)
			for (nx=0; nx<XRES; nx++)
			{
				if (ny%(4*gridSize) == 0)
					BlendPixel({ nx, ny }, 0x646464_rgb .WithAlpha(80));
				if (nx%(4*gridSize) == 0 && ny%(4*gridSize) != 0)
					BlendPixel({ nx, ny }, 0x646464_rgb .WithAlpha(80));
			}
	}
	foundElements = 0;
	for(i = 0; i<=sim->parts_lastActiveIndex; i++) {
		if (sim->parts[i].type && sim->parts[i].type >= 0 && sim->parts[i].type < PT_NUM) {
			t = sim->parts[i].type;

			nx = (int)(sim->parts[i].x+0.5f);
			ny = (int)(sim->parts[i].y+0.5f);

			if(nx >= XRES || nx < 0 || ny >= YRES || ny < 0)
				continue;
			if(TYP(sim->photons[ny][nx]) && !(sim->elements[t].Properties & TYPE_ENERGY) && t!=PT_STKM && t!=PT_STKM2 && t!=PT_FIGH)
				continue;

			//Defaults
			pixel_mode = 0 | PMODE_FLAT;
			cola = 255;
			RGB<uint8_t> colour = elements[t].Colour;
			colr = colour.Red;
			colg = colour.Green;
			colb = colour.Blue;
			firer = fireg = fireb = firea = 0;

			deca = (sim->parts[i].dcolour>>24)&0xFF;
			decr = (sim->parts[i].dcolour>>16)&0xFF;
			decg = (sim->parts[i].dcolour>>8)&0xFF;
			decb = (sim->parts[i].dcolour)&0xFF;

			if(decorations_enable && blackDecorations)
			{
				if(deca < 250 || decr > 5 || decg > 5 || decb > 5)
					deca = 0;
				else
				{
					deca = 255;
					decr = decg = decb = 0;
				}
			}

			{
				if (graphicscache[t].isready)
				{
					pixel_mode = graphicscache[t].pixel_mode;
					cola = graphicscache[t].cola;
					colr = graphicscache[t].colr;
					colg = graphicscache[t].colg;
					colb = graphicscache[t].colb;
					firea = graphicscache[t].firea;
					firer = graphicscache[t].firer;
					fireg = graphicscache[t].fireg;
					fireb = graphicscache[t].fireb;
				}
				else if(!(colour_mode & COLOUR_BASC))
				{
					if (!elements[t].Graphics || (*(elements[t].Graphics))(this, &(sim->parts[i]), nx, ny, &pixel_mode, &cola, &colr, &colg, &colb, &firea, &firer, &fireg, &fireb)) //That's a lot of args, a struct might be better
					{
						graphicscache[t].isready = 1;
						graphicscache[t].pixel_mode = pixel_mode;
						graphicscache[t].cola = cola;
						graphicscache[t].colr = colr;
						graphicscache[t].colg = colg;
						graphicscache[t].colb = colb;
						graphicscache[t].firea = firea;
						graphicscache[t].firer = firer;
						graphicscache[t].fireg = fireg;
						graphicscache[t].fireb = fireb;
					}
				}
				if((elements[t].Properties & PROP_HOT_GLOW) && sim->parts[i].temp>(elements[t].HighTemperature-800.0f))
				{
					gradv = 3.1415/(2*elements[t].HighTemperature-(elements[t].HighTemperature-800.0f));
					auto caddress = int((sim->parts[i].temp>elements[t].HighTemperature)?elements[t].HighTemperature-(elements[t].HighTemperature-800.0f):sim->parts[i].temp-(elements[t].HighTemperature-800.0f));
					colr += int(sin(gradv*caddress) * 226);
					colg += int(sin(gradv*caddress*4.55 +TPT_PI_DBL) * 34);
					colb += int(sin(gradv*caddress*2.22 +TPT_PI_DBL) * 64);
				}

				if((pixel_mode & FIRE_ADD) && !(render_mode & FIRE_ADD))
					pixel_mode |= PMODE_GLOW;
				if((pixel_mode & FIRE_BLEND) && !(render_mode & FIRE_BLEND))
					pixel_mode |= PMODE_BLUR;
				if((pixel_mode & PMODE_BLUR) && !(render_mode & PMODE_BLUR))
					pixel_mode |= PMODE_FLAT;
				if((pixel_mode & PMODE_GLOW) && !(render_mode & PMODE_GLOW))
					pixel_mode |= PMODE_BLEND;
				if (render_mode & PMODE_BLOB)
					pixel_mode |= PMODE_BLOB;

				pixel_mode &= render_mode;

				//Alter colour based on display mode
				if(colour_mode & COLOUR_HEAT)
				{
					constexpr float min_temp = MIN_TEMP;
					constexpr float max_temp = MAX_TEMP;
					firea = 255;
					RGB<uint8_t> color = heatTableAt(int((sim->parts[i].temp - min_temp) / (max_temp - min_temp) * 1024));
					firer = colr = color.Red;
					fireg = colg = color.Green;
					fireb = colb = color.Blue;
					cola = 255;
					if(pixel_mode & (FIREMODE | PMODE_GLOW))
						pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
					else if ((pixel_mode & (PMODE_BLEND | PMODE_ADD)) == (PMODE_BLEND | PMODE_ADD))
						pixel_mode = (pixel_mode & ~(PMODE_BLEND|PMODE_ADD)) | PMODE_FLAT;
					else if (!pixel_mode)
						pixel_mode |= PMODE_FLAT;
				}
				else if(colour_mode & COLOUR_LIFE)
				{
					gradv = 0.4f;
					if (!(sim->parts[i].life<5))
						q = int(sqrt((float)sim->parts[i].life));
					else
						q = sim->parts[i].life;
					colr = colg = colb = int(sin(gradv*q) * 100 + 128);
					cola = 255;
					if(pixel_mode & (FIREMODE | PMODE_GLOW))
						pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
					else if ((pixel_mode & (PMODE_BLEND | PMODE_ADD)) == (PMODE_BLEND | PMODE_ADD))
						pixel_mode = (pixel_mode & ~(PMODE_BLEND|PMODE_ADD)) | PMODE_FLAT;
					else if (!pixel_mode)
						pixel_mode |= PMODE_FLAT;
				}
				else if(colour_mode & COLOUR_BASC)
				{
					colr = colour.Red;
					colg = colour.Green;
					colb = colour.Blue;
					pixel_mode = PMODE_FLAT;
				}

				//Apply decoration colour
				if(!(colour_mode & ~COLOUR_GRAD) && decorations_enable && deca)
				{
					deca++;
					if(!(pixel_mode & NO_DECO))
					{
						colr = (deca*decr + (256-deca)*colr) >> 8;
						colg = (deca*decg + (256-deca)*colg) >> 8;
						colb = (deca*decb + (256-deca)*colb) >> 8;
					}

					if(pixel_mode & DECO_FIRE)
					{
						firer = (deca*decr + (256-deca)*firer) >> 8;
						fireg = (deca*decg + (256-deca)*fireg) >> 8;
						fireb = (deca*decb + (256-deca)*fireb) >> 8;
					}
				}

				if (colour_mode & COLOUR_GRAD)
				{
					auto frequency = 0.05f;
					auto q = int(sim->parts[i].temp-40);
					colr = int(sin(frequency*q) * 16 + colr);
					colg = int(sin(frequency*q) * 16 + colg);
					colb = int(sin(frequency*q) * 16 + colb);
					if(pixel_mode & (FIREMODE | PMODE_GLOW)) pixel_mode = (pixel_mode & ~(FIREMODE|PMODE_GLOW)) | PMODE_BLUR;
				}

				//All colours are now set, check ranges
				if(colr>255) colr = 255;
				else if(colr<0) colr = 0;
				if(colg>255) colg = 255;
				else if(colg<0) colg = 0;
				if(colb>255) colb = 255;
				else if(colb<0) colb = 0;
				if(cola>255) cola = 255;
				else if(cola<0) cola = 0;

				if(firer>255) firer = 255;
				else if(firer<0) firer = 0;
				if(fireg>255) fireg = 255;
				else if(fireg<0) fireg = 0;
				if(fireb>255) fireb = 255;
				else if(fireb<0) fireb = 0;
				if(firea>255) firea = 255;
				else if(firea<0) firea = 0;

				if (findingElement)
				{
					if (TYP(findingElement) == parts[i].type &&
							(parts[i].type != PT_LIFE || (ID(findingElement) == parts[i].ctype)))
					{
						colr = firer = 255;
						colg = fireg = colb = fireb = 0;
						foundElements++;
					}
					else
					{
						colr /= 10;
						colg /= 10;
						colb /= 10;
						firer /= 5;
						fireg /= 5;
						fireb /= 5;
					}
				}

				//Pixel rendering
				if (pixel_mode & EFFECT_LINES)
				{
					if (t==PT_SOAP)
					{
						if ((parts[i].ctype&3) == 3 && parts[i].tmp >= 0 && parts[i].tmp < NPART)
							BlendLine({ nx, ny }, { int(parts[parts[i].tmp].x+0.5f), int(parts[parts[i].tmp].y+0.5f) }, RGBA<uint8_t>(colr, colg, colb, cola));
					}
				}
				if(pixel_mode & PSPEC_STICKMAN)
				{
					int legr, legg, legb;
					playerst *cplayer;
					if(t==PT_STKM)
						cplayer = &sim->player;
					else if(t==PT_STKM2)
						cplayer = &sim->player2;
					else if (t==PT_FIGH && sim->parts[i].tmp >= 0 && sim->parts[i].tmp < MAX_FIGHTERS)
						cplayer = &sim->fighters[(unsigned char)sim->parts[i].tmp];
					else
						continue;

					if (mousePos.X>(nx-3) && mousePos.X<(nx+3) && mousePos.Y<(ny+3) && mousePos.Y>(ny-3)) //If mouse is in the head
					{
						String hp = String::Build(Format::Width(sim->parts[i].life, 3));
						BlendText(mousePos + Vec2{ -8-2*(sim->parts[i].life<100)-2*(sim->parts[i].life<10), -12 }, hp, 0xFFFFFF_rgb .WithAlpha(255));
					}

					if (findingElement == t)
					{
						colr = 255;
						colg = colb = 0;
					}
					else if (colour_mode != COLOUR_HEAT)
					{
						if (cplayer->fan)
						{
							auto fanColor = 0x8080FF_rgb;
							colr = fanColor.Red;
							colg = fanColor.Green;
							colb = fanColor.Blue;
						}
						else if (cplayer->elem < PT_NUM && cplayer->elem > 0)
						{
							RGB<uint8_t> elemColour = elements[cplayer->elem].Colour;
							colr = elemColour.Red;
							colg = elemColour.Green;
							colb = elemColour.Blue;
						}
						else
						{
							colr = 0x80;
							colg = 0x80;
							colb = 0xFF;
						}
					}

					if (findingElement && findingElement == t)
					{
						legr = 255;
						legg = legb = 0;
					}
					else if (colour_mode==COLOUR_HEAT)
					{
						legr = colr;
						legg = colg;
						legb = colb;
					}
					else if (t==PT_STKM2)
					{
						legr = 100;
						legg = 100;
						legb = 255;
					}
					else
					{
						legr = 255;
						legg = 255;
						legb = 255;
					}

					if (findingElement && findingElement != t)
					{
						colr /= 10;
						colg /= 10;
						colb /= 10;
						legr /= 10;
						legg /= 10;
						legb /= 10;
					}

					//head
					if(t==PT_FIGH)
					{
						DrawLine({ nx, ny+2 }, { nx+2, ny }, RGB<uint8_t>(colr, colg, colb));
						DrawLine({ nx+2, ny }, { nx, ny-2 }, RGB<uint8_t>(colr, colg, colb));
						DrawLine({ nx, ny-2 }, { nx-2, ny }, RGB<uint8_t>(colr, colg, colb));
						DrawLine({ nx-2, ny }, { nx, ny+2 }, RGB<uint8_t>(colr, colg, colb));
					}
					else
					{
						DrawLine({ nx-2, ny+2 }, { nx+2, ny+2 }, RGB<uint8_t>(colr, colg, colb));
						DrawLine({ nx-2, ny-2 }, { nx+2, ny-2 }, RGB<uint8_t>(colr, colg, colb));
						DrawLine({ nx-2, ny-2 }, { nx-2, ny+2 }, RGB<uint8_t>(colr, colg, colb));
						DrawLine({ nx+2, ny-2 }, { nx+2, ny+2 }, RGB<uint8_t>(colr, colg, colb));
					}
					//legs
					DrawLine({                    nx,                  ny+3 }, { int(cplayer->legs[ 0]), int(cplayer->legs[ 1]) }, RGB<uint8_t>(legr, legg, legb));
					DrawLine({ int(cplayer->legs[0]), int(cplayer->legs[1]) }, { int(cplayer->legs[ 4]), int(cplayer->legs[ 5]) }, RGB<uint8_t>(legr, legg, legb));
					DrawLine({                    nx,                  ny+3 }, { int(cplayer->legs[ 8]), int(cplayer->legs[ 9]) }, RGB<uint8_t>(legr, legg, legb));
					DrawLine({ int(cplayer->legs[8]), int(cplayer->legs[9]) }, { int(cplayer->legs[12]), int(cplayer->legs[13]) }, RGB<uint8_t>(legr, legg, legb));
					if (cplayer->rocketBoots)
					{
						for (int leg=0; leg<2; leg++)
						{
							int nx = int(cplayer->legs[leg*8+4]), ny = int(cplayer->legs[leg*8+5]);
							int colr = 255, colg = 0, colb = 255;
							if (((int)(cplayer->comm)&0x04) == 0x04 || (((int)(cplayer->comm)&0x01) == 0x01 && leg==0) || (((int)(cplayer->comm)&0x02) == 0x02 && leg==1))
								DrawPixel({ nx, ny }, 0x00FF00_rgb);
							else
								DrawPixel({ nx, ny }, 0xFF0000_rgb);
							BlendPixel({ nx+1, ny }, RGBA<uint8_t>(colr, colg, colb, 223));
							BlendPixel({ nx-1, ny }, RGBA<uint8_t>(colr, colg, colb, 223));
							BlendPixel({ nx, ny+1 }, RGBA<uint8_t>(colr, colg, colb, 223));
							BlendPixel({ nx, ny-1 }, RGBA<uint8_t>(colr, colg, colb, 223));

							BlendPixel({ nx+1, ny-1 }, RGBA<uint8_t>(colr, colg, colb, 112));
							BlendPixel({ nx-1, ny-1 }, RGBA<uint8_t>(colr, colg, colb, 112));
							BlendPixel({ nx+1, ny+1 }, RGBA<uint8_t>(colr, colg, colb, 112));
							BlendPixel({ nx-1, ny+1 }, RGBA<uint8_t>(colr, colg, colb, 112));
						}
					}
				}
				if(pixel_mode & PMODE_FLAT)
				{
					video[{ nx, ny }] = RGB<uint8_t>(colr, colg, colb).Pack();
				}
				if(pixel_mode & PMODE_BLEND)
				{
					BlendPixel({ nx, ny }, RGBA<uint8_t>(colr, colg, colb, cola));
				}
				if(pixel_mode & PMODE_ADD)
				{
					AddPixel({ nx, ny }, RGBA<uint8_t>(colr, colg, colb, cola));
				}
				if(pixel_mode & PMODE_BLOB)
				{
					video[{ nx, ny }] = RGB<uint8_t>(colr, colg, colb).Pack();

					BlendPixel({ nx+1, ny }, RGBA<uint8_t>(colr, colg, colb, 223));
					BlendPixel({ nx-1, ny }, RGBA<uint8_t>(colr, colg, colb, 223));
					BlendPixel({ nx, ny+1 }, RGBA<uint8_t>(colr, colg, colb, 223));
					BlendPixel({ nx, ny-1 }, RGBA<uint8_t>(colr, colg, colb, 223));

					BlendPixel({ nx+1, ny-1 }, RGBA<uint8_t>(colr, colg, colb, 112));
					BlendPixel({ nx-1, ny-1 }, RGBA<uint8_t>(colr, colg, colb, 112));
					BlendPixel({ nx+1, ny+1 }, RGBA<uint8_t>(colr, colg, colb, 112));
					BlendPixel({ nx-1, ny+1 }, RGBA<uint8_t>(colr, colg, colb, 112));
				}
				if(pixel_mode & PMODE_GLOW)
				{
					int cola1 = (5*cola)/255;
					AddPixel({ nx, ny }, RGBA<uint8_t>(colr, colg, colb, (192*cola)/255));
					AddPixel({ nx+1, ny }, RGBA<uint8_t>(colr, colg, colb, (96*cola)/255));
					AddPixel({ nx-1, ny }, RGBA<uint8_t>(colr, colg, colb, (96*cola)/255));
					AddPixel({ nx, ny+1 }, RGBA<uint8_t>(colr, colg, colb, (96*cola)/255));
					AddPixel({ nx, ny-1 }, RGBA<uint8_t>(colr, colg, colb, (96*cola)/255));

					for (x = 1; x < 6; x++) {
						AddPixel({ nx, ny-x }, RGBA<uint8_t>(colr, colg, colb, cola1));
						AddPixel({ nx, ny+x }, RGBA<uint8_t>(colr, colg, colb, cola1));
						AddPixel({ nx-x, ny }, RGBA<uint8_t>(colr, colg, colb, cola1));
						AddPixel({ nx+x, ny }, RGBA<uint8_t>(colr, colg, colb, cola1));
						for (y = 1; y < 6; y++) {
							if(x + y > 7)
								continue;
							AddPixel({ nx+x, ny-y }, RGBA<uint8_t>(colr, colg, colb, cola1));
							AddPixel({ nx-x, ny+y }, RGBA<uint8_t>(colr, colg, colb, cola1));
							AddPixel({ nx+x, ny+y }, RGBA<uint8_t>(colr, colg, colb, cola1));
							AddPixel({ nx-x, ny-y }, RGBA<uint8_t>(colr, colg, colb, cola1));
						}
					}
				}
				if(pixel_mode & PMODE_BLUR)
				{
					for (x=-3; x<4; x++)
					{
						for (y=-3; y<4; y++)
						{
							if (abs(x)+abs(y) <2 && !(abs(x)==2||abs(y)==2))
								BlendPixel({ x+nx, y+ny }, RGBA<uint8_t>(colr, colg, colb, 30));
							if (abs(x)+abs(y) <=3 && abs(x)+abs(y))
								BlendPixel({ x+nx, y+ny }, RGBA<uint8_t>(colr, colg, colb, 20));
							if (abs(x)+abs(y) == 2)
								BlendPixel({ x+nx, y+ny }, RGBA<uint8_t>(colr, colg, colb, 10));
						}
					}
				}
				if(pixel_mode & PMODE_SPARK)
				{
					flicker = float(rng()%20);
					gradv = 4*sim->parts[i].life + flicker;
					for (x = 0; gradv>0.5; x++) {
						AddPixel({ nx+x, ny }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						AddPixel({ nx-x, ny }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						AddPixel({ nx, ny+x }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						AddPixel({ nx, ny-x }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						gradv = gradv/1.5f;
					}
				}
				if(pixel_mode & PMODE_FLARE)
				{
					flicker = float(rng()%20);
					gradv = flicker + fabs(parts[i].vx)*17 + fabs(sim->parts[i].vy)*17;
					BlendPixel({ nx, ny }, RGBA<uint8_t>(colr, colg, colb, int((gradv*4)>255?255:(gradv*4)) ));
					BlendPixel({ nx+1, ny }, RGBA<uint8_t>(colr, colg, colb,int( (gradv*2)>255?255:(gradv*2)) ));
					BlendPixel({ nx-1, ny }, RGBA<uint8_t>(colr, colg, colb, int((gradv*2)>255?255:(gradv*2)) ));
					BlendPixel({ nx, ny+1 }, RGBA<uint8_t>(colr, colg, colb, int((gradv*2)>255?255:(gradv*2)) ));
					BlendPixel({ nx, ny-1 }, RGBA<uint8_t>(colr, colg, colb, int((gradv*2)>255?255:(gradv*2)) ));
					if (gradv>255) gradv=255;
					BlendPixel({ nx+1, ny-1 }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
					BlendPixel({ nx-1, ny-1 }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
					BlendPixel({ nx+1, ny+1 }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
					BlendPixel({ nx-1, ny+1 }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
					for (x = 1; gradv>0.5; x++) {
						AddPixel({ nx+x, ny }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						AddPixel({ nx-x, ny }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						AddPixel({ nx, ny+x }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						AddPixel({ nx, ny-x }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						gradv = gradv/1.2f;
					}
				}
				if(pixel_mode & PMODE_LFLARE)
				{
					flicker = float(rng()%20);
					gradv = flicker + fabs(parts[i].vx)*17 + fabs(parts[i].vy)*17;
					BlendPixel({ nx, ny }, RGBA<uint8_t>(colr, colg, colb, int((gradv*4)>255?255:(gradv*4)) ));
					BlendPixel({ nx+1, ny }, RGBA<uint8_t>(colr, colg, colb, int((gradv*2)>255?255:(gradv*2)) ));
					BlendPixel({ nx-1, ny }, RGBA<uint8_t>(colr, colg, colb, int((gradv*2)>255?255:(gradv*2)) ));
					BlendPixel({ nx, ny+1 }, RGBA<uint8_t>(colr, colg, colb, int((gradv*2)>255?255:(gradv*2)) ));
					BlendPixel({ nx, ny-1 }, RGBA<uint8_t>(colr, colg, colb, int((gradv*2)>255?255:(gradv*2)) ));
					if (gradv>255) gradv=255;
					BlendPixel({ nx+1, ny-1 }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
					BlendPixel({ nx-1, ny-1 }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
					BlendPixel({ nx+1, ny+1 }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
					BlendPixel({ nx-1, ny+1 }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
					for (x = 1; gradv>0.5; x++) {
						AddPixel({ nx+x, ny }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						AddPixel({ nx-x, ny }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						AddPixel({ nx, ny+x }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						AddPixel({ nx, ny-x }, RGBA<uint8_t>(colr, colg, colb, int(gradv)));
						gradv = gradv/1.01f;
					}
				}
				if (pixel_mode & EFFECT_GRAVIN)
				{
					int nxo = 0;
					int nyo = 0;
					int r;
					float drad = 0.0f;
					float ddist = 0.0f;
					sim->orbitalparts_get(parts[i].life, parts[i].ctype, orbd, orbl);
					for (r = 0; r < 4; r++) {
						ddist = ((float)orbd[r])/16.0f;
						drad = (TPT_PI_FLT * ((float)orbl[r]) / 180.0f)*1.41f;
						nxo = (int)(ddist*cos(drad));
						nyo = (int)(ddist*sin(drad));
						if (ny+nyo>0 && ny+nyo<YRES && nx+nxo>0 && nx+nxo<XRES && TYP(sim->pmap[ny+nyo][nx+nxo]) != PT_PRTI)
							AddPixel({ nx+nxo, ny+nyo }, RGBA<uint8_t>(colr, colg, colb, 255-orbd[r]));
					}
				}
				if (pixel_mode & EFFECT_GRAVOUT)
				{
					int nxo = 0;
					int nyo = 0;
					int r;
					float drad = 0.0f;
					float ddist = 0.0f;
					sim->orbitalparts_get(parts[i].life, parts[i].ctype, orbd, orbl);
					for (r = 0; r < 4; r++) {
						ddist = ((float)orbd[r])/16.0f;
						drad = (TPT_PI_FLT * ((float)orbl[r]) / 180.0f)*1.41f;
						nxo = (int)(ddist*cos(drad));
						nyo = (int)(ddist*sin(drad));
						if (ny+nyo>0 && ny+nyo<YRES && nx+nxo>0 && nx+nxo<XRES && TYP(sim->pmap[ny+nyo][nx+nxo]) != PT_PRTO)
							AddPixel({ nx+nxo, ny+nyo }, RGBA<uint8_t>(colr, colg, colb, 255-orbd[r]));
					}
				}
				if (pixel_mode & EFFECT_DBGLINES && !(display_mode&DISPLAY_PERS))
				{
					// draw lines connecting wifi/portal channels
					if (mousePos.X == nx && mousePos.Y == ny && i == ID(sim->pmap[ny][nx]) && debugLines)
					{
						int type = parts[i].type, tmp = (int)((parts[i].temp-73.15f)/100+1), othertmp;
						if (type == PT_PRTI)
							type = PT_PRTO;
						else if (type == PT_PRTO)
							type = PT_PRTI;
						for (int z = 0; z <= sim->parts_lastActiveIndex; z++)
						{
							if (parts[z].type == type)
							{
								othertmp = (int)((parts[z].temp-73.15f)/100+1);
								if (tmp == othertmp)
									XorLine({ nx, ny }, Vec2{ int(parts[z].x+0.5f), int(parts[z].y+0.5f) });
							}
						}
					}
				}
				//Fire effects
				if(firea && (pixel_mode & FIRE_BLEND))
				{
					firea /= 2;
					fire_r[ny/CELL][nx/CELL] = (firea*firer + (255-firea)*fire_r[ny/CELL][nx/CELL]) >> 8;
					fire_g[ny/CELL][nx/CELL] = (firea*fireg + (255-firea)*fire_g[ny/CELL][nx/CELL]) >> 8;
					fire_b[ny/CELL][nx/CELL] = (firea*fireb + (255-firea)*fire_b[ny/CELL][nx/CELL]) >> 8;
				}
				if(firea && (pixel_mode & FIRE_ADD))
				{
					firea /= 8;
					firer = ((firea*firer) >> 8) + fire_r[ny/CELL][nx/CELL];
					fireg = ((firea*fireg) >> 8) + fire_g[ny/CELL][nx/CELL];
					fireb = ((firea*fireb) >> 8) + fire_b[ny/CELL][nx/CELL];

					if(firer>255)
						firer = 255;
					if(fireg>255)
						fireg = 255;
					if(fireb>255)
						fireb = 255;

					fire_r[ny/CELL][nx/CELL] = firer;
					fire_g[ny/CELL][nx/CELL] = fireg;
					fire_b[ny/CELL][nx/CELL] = fireb;
				}
				if(firea && (pixel_mode & FIRE_SPARK))
				{
					firea /= 4;
					fire_r[ny/CELL][nx/CELL] = (firea*firer + (255-firea)*fire_r[ny/CELL][nx/CELL]) >> 8;
					fire_g[ny/CELL][nx/CELL] = (firea*fireg + (255-firea)*fire_g[ny/CELL][nx/CELL]) >> 8;
					fire_b[ny/CELL][nx/CELL] = (firea*fireb + (255-firea)*fire_b[ny/CELL][nx/CELL]) >> 8;
				}
			}
		}
	}
}

void Renderer::draw_other() // EMP effect
{
	int i, j;
	int emp_decor = sim->emp_decor;
	if (emp_decor>40) emp_decor = 40;
	if (emp_decor<0) emp_decor = 0;
	if (!(render_mode & EFFECT)) // not in nothing mode
		return;
	if (emp_decor>0)
	{
		int r=int(emp_decor*2.5), g=int(100+emp_decor*1.5), b=255;
		int a=int((1.0*emp_decor/110)*255);
		if (r>255) r=255;
		if (g>255) g=255;
		if (b>255) g=255;
		if (a>255) a=255;
		for (j=0; j<YRES; j++)
			for (i=0; i<XRES; i++)
			{
				BlendPixel({ i, j }, RGBA<uint8_t>(r, g, b, a));
			}
	}
}

void Renderer::draw_grav_zones()
{
	if(!gravityZonesEnabled)
		return;

	int x, y, i, j;
	for (y=0; y<YCELLS; y++)
	{
		for (x=0; x<XCELLS; x++)
		{
			if(sim->grav->gravmask[y*XCELLS+x])
			{
				for (j=0; j<CELL; j++)//draws the colors
					for (i=0; i<CELL; i++)
						if(i == j)
							BlendPixel({ x*CELL+i, y*CELL+j }, 0xFFC800_rgb .WithAlpha(120));
						else
							BlendPixel({ x*CELL+i, y*CELL+j }, 0x202020_rgb .WithAlpha(120));
			}
		}
	}
}

void Renderer::draw_grav()
{
	int x, y, i, ca;
	float nx, ny, dist;

	if(!gravityFieldEnabled)
		return;

	for (y=0; y<YCELLS; y++)
	{
		for (x=0; x<XCELLS; x++)
		{
			ca = y*XCELLS+x;
			if(fabsf(sim->gravx[ca]) <= 0.001f && fabsf(sim->gravy[ca]) <= 0.001f)
				continue;
			nx = float(x*CELL);
			ny = float(y*CELL);
			dist = fabsf(sim->gravy[ca])+fabsf(sim->gravx[ca]);
			for(i = 0; i < 4; i++)
			{
				nx -= sim->gravx[ca]*0.5f;
				ny -= sim->gravy[ca]*0.5f;
				AddPixel({ int(nx+0.5f), int(ny+0.5f) }, 0xFFFFFF_rgb .WithAlpha(int(dist*20.0f)));
			}
		}
	}
}

void Renderer::draw_air()
{
	if(!sim->aheat_enable && (display_mode & DISPLAY_AIRH))
		return;
	if(!(display_mode & DISPLAY_AIR))
		return;
	int x, y, i, j;
	float (*pv)[XCELLS] = sim->air->pv;
	float (*hv)[XCELLS] = sim->air->hv;
	float (*vx)[XCELLS] = sim->air->vx;
	float (*vy)[XCELLS] = sim->air->vy;
	auto c = 0x000000_rgb;
	for (y=0; y<YCELLS; y++)
		for (x=0; x<XCELLS; x++)
		{
			if (display_mode & DISPLAY_AIRP)
			{
				if (pv[y][x] > 0.0f)
					c = RGB<uint8_t>(clamp_flt(pv[y][x], 0.0f, 8.0f), 0, 0);//positive pressure is red!
				else
					c = RGB<uint8_t>(0, 0, clamp_flt(-pv[y][x], 0.0f, 8.0f));//negative pressure is blue!
			}
			else if (display_mode & DISPLAY_AIRV)
			{
				c = RGB<uint8_t>(clamp_flt(fabsf(vx[y][x]), 0.0f, 8.0f),//vx adds red
					clamp_flt(pv[y][x], 0.0f, 8.0f),//pressure adds green
					clamp_flt(fabsf(vy[y][x]), 0.0f, 8.0f));//vy adds blue
			}
			else if (display_mode & DISPLAY_AIRH)
			{
				c = RGB<uint8_t>::Unpack(HeatToColour(hv[y][x]));
				//c = RGB<uint8_t>(clamp_flt(fabsf(vx[y][x]), 0.0f, 8.0f),//vx adds red
				//	clamp_flt(hv[y][x], 0.0f, 1600.0f),//heat adds green
				//	clamp_flt(fabsf(vy[y][x]), 0.0f, 8.0f)).Pack();//vy adds blue
			}
			else if (display_mode & DISPLAY_AIRC)
			{
				int r;
				int g;
				int b;
				// velocity adds grey
				r = clamp_flt(fabsf(vx[y][x]), 0.0f, 24.0f) + clamp_flt(fabsf(vy[y][x]), 0.0f, 20.0f);
				g = clamp_flt(fabsf(vx[y][x]), 0.0f, 20.0f) + clamp_flt(fabsf(vy[y][x]), 0.0f, 24.0f);
				b = clamp_flt(fabsf(vx[y][x]), 0.0f, 24.0f) + clamp_flt(fabsf(vy[y][x]), 0.0f, 20.0f);
				if (pv[y][x] > 0.0f)
				{
					r += clamp_flt(pv[y][x], 0.0f, 16.0f);//pressure adds red!
					if (r>255)
						r=255;
					if (g>255)
						g=255;
					if (b>255)
						b=255;
					c = RGB<uint8_t>(r, g, b);
				}
				else
				{
					b += clamp_flt(-pv[y][x], 0.0f, 16.0f);//pressure adds blue!
					if (r>255)
						r=255;
					if (g>255)
						g=255;
					if (b>255)
						b=255;
					c = RGB<uint8_t>(r, g, b);
				}
			}
			if (findingElement)
			{
				c.Red   /= 10;
				c.Green /= 10;
				c.Blue  /= 10;
			}
			for (j=0; j<CELL; j++)//draws the colors
				for (i=0; i<CELL; i++)
					video[{ x * CELL + i, y * CELL + j }] = c.Pack();
		}
}

void Renderer::DrawWalls()
{
	for (int y = 0; y < YCELLS; y++)
		for (int x =0; x < XCELLS; x++)
			if (sim->bmap[y][x])
			{
				unsigned char wt = sim->bmap[y][x];
				if (wt >= UI_WALLCOUNT)
					continue;
				unsigned char powered = sim->emap[y][x];
				RGB<uint8_t> prgb = sim->wtypes[wt].colour;
				RGB<uint8_t> grgb = sim->wtypes[wt].eglow;

				if (findingElement)
				{
					prgb.Red   /= 10;
					prgb.Green /= 10;
					prgb.Blue  /= 10;
					grgb.Red   /= 10;
					grgb.Green /= 10;
					grgb.Blue  /= 10;
				}

				pixel pc = prgb.Pack();
				pixel gc = grgb.Pack();

				switch (sim->wtypes[wt].drawstyle)
				{
				case 0:
					if (wt == WL_EWALL || wt == WL_STASIS)
					{
						bool reverse = wt == WL_STASIS;
						if ((powered > 0) ^ reverse)
						{
							for (int j = 0; j < CELL; j++)
								for (int i =0; i < CELL; i++)
									if (i&j&1)
										video[{ x * CELL + i, y * CELL + j }] = pc;
						}
						else
						{
							for (int j = 0; j < CELL; j++)
								for (int i = 0; i < CELL; i++)
									if (!(i&j&1))
										video[{ x * CELL + i, y * CELL + j }] = pc;
						}
					}
					else if (wt == WL_WALLELEC)
					{
						for (int j = 0; j < CELL; j++)
							for (int i = 0; i < CELL; i++)
							{
								if (!((y*CELL+j)%2) && !((x*CELL+i)%2))
									video[{ x * CELL + i, y * CELL + j }] = pc;
								else
									video[{ x * CELL + i, y * CELL + j }] = 0x808080_rgb .Pack();
							}
					}
					else if (wt == WL_EHOLE)
					{
						if (powered)
						{
							for (int j = 0; j < CELL; j++)
								for (int i = 0; i < CELL; i++)
									video[{ x * CELL + i, y * CELL + j }] = 0x242424_rgb .Pack();
							for (int j = 0; j < CELL; j += 2)
								for (int i = 0; i < CELL; i += 2)
									video[{ x * CELL + i, y * CELL + j }] = 0x000000_rgb .Pack();
						}
						else
						{
							for (int j = 0; j < CELL; j += 2)
								for (int i =0; i < CELL; i += 2)
									video[{ x * CELL + i, y * CELL + j }] = 0x242424_rgb .Pack();
						}
					}
					else if (wt == WL_STREAM)
					{
						float xf = x*CELL + CELL*0.5f;
						float yf = y*CELL + CELL*0.5f;
						int oldX = (int)(xf+0.5f), oldY = (int)(yf+0.5f);
						int newX, newY;
						float xVel = sim->vx[y][x]*0.125f, yVel = sim->vy[y][x]*0.125f;
						// there is no velocity here, draw a streamline and continue
						if (!xVel && !yVel)
						{
							BlendText({ x*CELL, y*CELL-2 }, 0xE00D, 0xFFFFFF_rgb .WithAlpha(128));
							AddPixel({ oldX, oldY }, 0xFFFFFF_rgb .WithAlpha(255));
							continue;
						}
						bool changed = false;
						for (int t = 0; t < 1024; t++)
						{
							newX = (int)(xf+0.5f);
							newY = (int)(yf+0.5f);
							if (newX != oldX || newY != oldY)
							{
								changed = true;
								oldX = newX;
								oldY = newY;
							}
							if (changed && (newX<0 || newX>=XRES || newY<0 || newY>=YRES))
								break;
							AddPixel({ newX, newY }, 0xFFFFFF_rgb .WithAlpha(64));
							// cache velocity and other checks so we aren't running them constantly
							if (changed)
							{
								int wallX = newX/CELL;
								int wallY = newY/CELL;
								xVel = sim->vx[wallY][wallX]*0.125f;
								yVel = sim->vy[wallY][wallX]*0.125f;
								if (wallX != x && wallY != y && sim->bmap[wallY][wallX] == WL_STREAM)
									break;
							}
							xf += xVel;
							yf += yVel;
						}
						BlendText({ x*CELL, y*CELL-2 }, 0xE00D, 0xFFFFFF_rgb .WithAlpha(128));
					}
					break;
				case 1:
					for (int j = 0; j < CELL; j += 2)
						for (int i = (j>>1)&1; i < CELL; i += 2)
							video[{ x * CELL + i, y * CELL + j }] = pc;
					break;
				case 2:
					for (int j = 0; j < CELL; j += 2)
						for (int i = 0; i < CELL; i += 2)
							video[{ x * CELL + i, y * CELL + j }] = pc;
					break;
				case 3:
					for (int j = 0; j < CELL; j++)
						for (int i = 0; i < CELL; i++)
							video[{ x * CELL + i, y * CELL + j }] = pc;
					break;
				case 4:
					for (int j = 0; j < CELL; j++)
						for (int i = 0; i < CELL; i++)
							if (i == j)
								video[{ x * CELL + i, y * CELL + j }] = pc;
							else if (i == j+1 || (i == 0 && j == CELL-1))
								video[{ x * CELL + i, y * CELL + j }] = gc;
							else
								video[{ x * CELL + i, y * CELL + j }] = 0x202020_rgb .Pack();
					break;
				}

				// when in blob view, draw some blobs...
				if (render_mode & PMODE_BLOB)
				{
					switch (sim->wtypes[wt].drawstyle)
					{
					case 0:
						if (wt == WL_EWALL || wt == WL_STASIS)
						{
							bool reverse = wt == WL_STASIS;
							if ((powered>0) ^ reverse)
							{
								for (int j = 0; j < CELL; j++)
									for (int i =0; i < CELL; i++)
										if (i&j&1)
											DrawBlob({ x*CELL+i, y*CELL+j }, prgb);
							}
							else
							{
								for (int j = 0; j < CELL; j++)
									for (int i = 0; i < CELL; i++)
										if (!(i&j&1))
											DrawBlob({ x*CELL+i, y*CELL+j }, prgb);
							}
						}
						else if (wt == WL_WALLELEC)
						{
							for (int j = 0; j < CELL; j++)
								for (int i =0; i < CELL; i++)
								{
									if (!((y*CELL+j)%2) && !((x*CELL+i)%2))
										DrawBlob({ x*CELL+i, y*CELL+j }, prgb);
									else
										DrawBlob({ x*CELL+i, y*CELL+j }, 0x808080_rgb);
								}
						}
						else if (wt == WL_EHOLE)
						{
							if (powered)
							{
								for (int j = 0; j < CELL; j++)
									for (int i = 0; i < CELL; i++)
										DrawBlob({ x*CELL+i, y*CELL+j }, 0x242424_rgb);
								for (int j = 0; j < CELL; j += 2)
									for (int i = 0; i < CELL; i += 2)
										// looks bad if drawing black blobs
										video[{ x * CELL + i, y * CELL + j }] = 0x000000_rgb .Pack();
							}
							else
							{
								for (int j = 0; j < CELL; j += 2)
									for (int i = 0; i < CELL; i += 2)
										DrawBlob({ x*CELL+i, y*CELL+j }, 0x242424_rgb);
							}
						}
						break;
					case 1:
						for (int j = 0; j < CELL; j += 2)
							for (int i = (j>>1)&1; i < CELL; i += 2)
								DrawBlob({ x*CELL+i, y*CELL+j }, prgb);
						break;
					case 2:
						for (int j = 0; j < CELL; j += 2)
							for (int i = 0; i < CELL; i+=2)
								DrawBlob({ x*CELL+i, y*CELL+j }, prgb);
						break;
					case 3:
						for (int j = 0; j < CELL; j++)
							for (int i = 0; i < CELL; i++)
								DrawBlob({ x*CELL+i, y*CELL+j }, prgb);
						break;
					case 4:
						for (int j = 0; j < CELL; j++)
							for (int i = 0; i < CELL; i++)
								if (i == j)
									DrawBlob({ x*CELL+i, y*CELL+j }, prgb);
								else if (i == j+1 || (i == 0 && j == CELL-1))
									video[{ x * CELL + i, y * CELL + j }] = gc;
								else
									// looks bad if drawing black blobs
									video[{ x * CELL + i, y * CELL + j }] = 0x202020_rgb .Pack();
						break;
					}
				}

				if (sim->wtypes[wt].eglow.Pack() && powered)
				{
					// glow if electrified
					RGB<uint8_t> glow = sim->wtypes[wt].eglow;
					int alpha = 255;
					int cr = (alpha*glow.Red   + (255-alpha)*fire_r[y/CELL][x/CELL]) >> 8;
					int cg = (alpha*glow.Green + (255-alpha)*fire_g[y/CELL][x/CELL]) >> 8;
					int cb = (alpha*glow.Blue  + (255-alpha)*fire_b[y/CELL][x/CELL]) >> 8;

					if (cr > 255)
						cr = 255;
					if (cg > 255)
						cg = 255;
					if (cb > 255)
						cb = 255;
					fire_r[y][x] = cr;
					fire_g[y][x] = cg;
					fire_b[y][x] = cb;
				}
			}
}

void Renderer::render_fire()
{
	if(!(render_mode & FIREMODE))
		return;
	int i,j,x,y,r,g,b,a;
	for (j=0; j<YCELLS; j++)
		for (i=0; i<XCELLS; i++)
		{
			r = fire_r[j][i];
			g = fire_g[j][i];
			b = fire_b[j][i];
			if (r || g || b)
				for (y=-CELL; y<2*CELL; y++)
					for (x=-CELL; x<2*CELL; x++)
					{
						a = fire_alpha[y+CELL][x+CELL];
						if (findingElement)
							a /= 2;
						AddPixel({ i*CELL+x, j*CELL+y }, RGBA<uint8_t>(r, g, b, a));
					}
			r *= 8;
			g *= 8;
			b *= 8;
			for (y=-1; y<2; y++)
				for (x=-1; x<2; x++)
					if ((x || y) && i+x>=0 && j+y>=0 && i+x<XCELLS && j+y<YCELLS)
					{
						r += fire_r[j+y][i+x];
						g += fire_g[j+y][i+x];
						b += fire_b[j+y][i+x];
					}
			r /= 16;
			g /= 16;
			b /= 16;
			fire_r[j][i] = r>4 ? r-4 : 0;
			fire_g[j][i] = g>4 ? g-4 : 0;
			fire_b[j][i] = b>4 ? b-4 : 0;
		}
}

int HeatToColour(float temp)
{
	constexpr float min_temp = MIN_TEMP;
	constexpr float max_temp = MAX_TEMP;
	RGB<uint8_t> color = Renderer::heatTableAt(int((temp - min_temp) / (max_temp - min_temp) * 1024));
	color.Red   = uint8_t(color.Red   * 0.7f);
	color.Green = uint8_t(color.Green * 0.7f);
	color.Blue  = uint8_t(color.Blue  * 0.7f);
	return color.Pack();
}
