aboutsummaryrefslogtreecommitdiff
path: root/src/chat.h
blob: f84ece206c4fc0cb75adc236cf380c6653ae44d9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#pragma once

#include <string>
#include <vector>
#include <list>

#include "irrlichttypes.h"
#include "util/enriched_string.h"
#include "settings.h"

// Chat console related classes

struct ChatLine
{
	// age in seconds
	f32 age = 0.0f;
	// name of sending player, or empty if sent by server
	EnrichedString name;
	// message text
	EnrichedString text;

	ChatLine(const std::wstring &a_name, const std::wstring &a_text):
		name(a_name),
		text(a_text)
	{
	}

	ChatLine(const EnrichedString &a_name, const EnrichedString &a_text):
		name(a_name),
		text(a_text)
	{
	}
};

struct ChatFormattedFragment
{
	// text string
	EnrichedString text;
	// starting column
	u32 column;
	// formatting
	//u8 bold:1;
};

struct ChatFormattedLine
{
	// Array of text fragments
	std::vector<ChatFormattedFragment> fragments;
	// true if first line of one formatted ChatLine
	bool first;
};

class ChatBuffer
{
public:
	ChatBuffer(u32 scrollback);
	~ChatBuffer() = default;

	// Append chat line
	// Removes oldest chat line if scrollback size is reached
	void addLine(const std::wstring &name, const std::wstring &text);

	// Remove all chat lines
	void clear();

	// Get number of lines currently in buffer.
	u32 getLineCount() const;
	// Get reference to i-th chat line.
	const ChatLine& getLine(u32 index) const;

	// Increase each chat line's age by dtime.
	void step(f32 dtime);
	// Delete oldest N chat lines.
	void deleteOldest(u32 count);
	// Delete lines older than maxAge.
	void deleteByAge(f32 maxAge);

	// Get number of columns, 0 if reformat has not been called yet.
	u32 getColumns() const;
	// Get number of rows, 0 if reformat has not been called yet.
	u32 getRows() const;
	// Update console size and reformat all formatted lines.
	void reformat(u32 cols, u32 rows);
	// Get formatted line for a given row (0 is top of screen).
	// Only valid after reformat has been called at least once
	const ChatFormattedLine& getFormattedLine(u32 row) const;
	// Scrolling in formatted buffer (relative)
	// positive rows == scroll up, negative rows == scroll down
	void scroll(s32 rows);
	// Scrolling in formatted buffer (absolute)
	void scrollAbsolute(s32 scroll);
	// Scroll to bottom of buffer (newest)
	void scrollBottom();
	// Scroll to top of buffer (oldest)
	void scrollTop();

	// Format a chat line for the given number of columns.
	// Appends the formatted lines to the destination array and
	// returns the number of formatted lines.
	u32 formatChatLine(const ChatLine& line, u32 cols,
			std::vector<ChatFormattedLine>& destination) const;

	void resize(u32 scrollback);
protected:
	s32 getTopScrollPos() const;
	s32 getBottomScrollPos() const;

private:
	// Scrollback size
	u32 m_scrollback;
	// Array of unformatted chat lines
	std::vector<ChatLine> m_unformatted;

	// Number of character columns in console
	u32 m_cols = 0;
	// Number of character rows in console
	u32 m_rows = 0;
	// Scroll position (console's top line index into m_formatted)
	s32 m_scroll = 0;
	// Array of formatted lines
	std::vector<ChatFormattedLine> m_formatted;
	// Empty formatted line, for error returns
	ChatFormattedLine m_empty_formatted_line;
};

class ChatPrompt
{
public:
	ChatPrompt(const std::wstring &prompt, u32 history_limit);
	~ChatPrompt() = default;

	// Input character or string
	void input(wchar_t ch);
	void input(const std::wstring &str);

	// Add a string to the history
	void addToHistory(const std::wstring &line);

	// Get current line
	std::wstring getLine() const { return m_line; }

	// Get section of line that is currently selected
	std::wstring getSelection() const { return m_line.substr(m_cursor, m_cursor_len); }

	// Clear the current line
	void clear();

	// Replace the current line with the given text
	std::wstring replace(const std::wstring &line);

	// Select previous command from history
	void historyPrev();
	// Select next command from history
	void historyNext();

	// Nick completion
	void nickCompletion(const std::list<std::string>& names, bool backwards);

	// Update console size and reformat the visible portion of the prompt
	void reformat(u32 cols);
	// Get visible portion of the prompt.
	std::wstring getVisiblePortion() const;
	// Get cursor position (relative to visible portion). -1 if invalid
	s32 getVisibleCursorPosition() const;
	// Get length of cursor selection
	s32 getCursorLength() const { return m_cursor_len; }

	// Cursor operations
	enum CursorOp {
		CURSOROP_MOVE,
		CURSOROP_SELECT,
		CURSOROP_DELETE
	};

	// Cursor operation direction
	enum CursorOpDir {
		CURSOROP_DIR_LEFT,
		CURSOROP_DIR_RIGHT
	};

	// Cursor operation scope
	enum CursorOpScope {
		CURSOROP_SCOPE_CHARACTER,
		CURSOROP_SCOPE_WORD,
		CURSOROP_SCOPE_LINE,
		CURSOROP_SCOPE_SELECTION
	};

	// Cursor operation
	// op specifies whether it's a move or delete operation
	// dir specifies whether the operation goes left or right
	// scope specifies how far the operation will reach (char/word/line)
	// Examples:
	//   cursorOperation(CURSOROP_MOVE, CURSOROP_DIR_RIGHT, CURSOROP_SCOPE_LINE)
	//     moves the cursor to the end of the line.
	//   cursorOperation(CURSOROP_DELETE, CURSOROP_DIR_LEFT, CURSOROP_SCOPE_WORD)
	//     deletes the word to the left of the cursor.
	void cursorOperation(CursorOp op, CursorOpDir dir, CursorOpScope scope);

protected:
	// set m_view to ensure that 0 <= m_view <= m_cursor < m_view + m_cols
	// if line can be fully shown, set m_view to zero
	// else, also ensure m_view <= m_line.size() + 1 - m_cols
	void clampView();

private:
	// Prompt prefix
	std::wstring m_prompt = L"";
	// Currently edited line
	std::wstring m_line = L"";
	// History buffer
	std::vector<std::wstring> m_history;
	// History index (0 <= m_history_index <= m_history.size())
	u32 m_history_index = 0;
	// Maximum number of history entries
	u32 m_history_limit;

	// Number of columns excluding columns reserved for the prompt
	s32 m_cols = 0;
	// Start of visible portion (index into m_line)
	s32 m_view = 0;
	// Cursor (index into m_line)
	s32 m_cursor = 0;
	// Cursor length (length of selected portion of line)
	s32 m_cursor_len = 0;

	// Last nick completion start (index into m_line)
	s32 m_nick_completion_start = 0;
	// Last nick completion start (index into m_line)
	s32 m_nick_completion_end = 0;
};

class ChatBackend
{
public:
	ChatBackend();
	~ChatBackend() = default;

	// Add chat message
	void addMessage(const std::wstring &name, std::wstring text);
	// Parse and add unparsed chat message
	void addUnparsedMessage(std::wstring line);

	// Get the console buffer
	ChatBuffer& getConsoleBuffer();
	// Get the recent messages buffer
	ChatBuffer& getRecentBuffer();
	// Concatenate all recent messages
	EnrichedString getRecentChat() const;
	// Get the console prompt
	ChatPrompt& getPrompt();

	// Reformat all buffers
	void reformat(u32 cols, u32 rows);

	// Clear all recent messages
	void clearRecentChat();

	// Age recent messages
	void step(float dtime);

	// Scrolling
	void scroll(s32 rows);
	void scrollPageDown();
	void scrollPageUp();

	// Resize recent buffer based on settings
	void applySettings();

private:
	ChatBuffer m_console_buffer;
	ChatBuffer m_recent_buffer;
	ChatPrompt m_prompt;
};
03' href='#n1003'>1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "content_mapblock.h"
#include "util/numeric.h"
#include "util/directiontables.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
#include "client/tile.h"
#include "mesh.h"
#include <IMeshManipulator.h>
#include "gamedef.h"
#include "log.h"
#include "noise.h"


// Create a cuboid.
//  collector - the MeshCollector for the resulting polygons
//  box       - the position and size of the box
//  tiles     - the tiles (materials) to use (for all 6 faces)
//  tilecount - number of entries in tiles, 1<=tilecount<=6
//  c         - vertex colour - used for all
//  txc       - texture coordinates - this is a list of texture coordinates
//              for the opposite corners of each face - therefore, there
//              should be (2+2)*6=24 values in the list. Alternatively, pass
//              NULL to use the entire texture for each face. The order of
//              the faces in the list is up-down-right-left-back-front
//              (compatible with ContentFeatures). If you specified 0,0,1,1
//              for each face, that would be the same as passing NULL.
void makeCuboid(MeshCollector *collector, const aabb3f &box,
	TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
{
	assert(tilecount >= 1 && tilecount <= 6); // pre-condition

	v3f min = box.MinEdge;
	v3f max = box.MaxEdge;



	if(txc == NULL) {
		static const f32 txc_default[24] = {
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1,
			0,0,1,1
		};
		txc = txc_default;
	}

	video::S3DVertex vertices[24] =
	{
		// up
		video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
		video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
		video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
		video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
		// down
		video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
		video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
		video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
		video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
		// right
		video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
		video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
		video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
		video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
		// left
		video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
		video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
		video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
		video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
		// back
		video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
		video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
		video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
		video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
		// front
		video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
		video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
		video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
		video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
	};

	for(int i = 0; i < 6; i++)
				{
				switch (tiles[MYMIN(i, tilecount-1)].rotation)
				{
				case 0:
					break;
				case 1: //R90
					for (int x = 0; x < 4; x++)
						vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
					break;
				case 2: //R180
					for (int x = 0; x < 4; x++)
						vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
					break;
				case 3: //R270
					for (int x = 0; x < 4; x++)
						vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
					break;
				case 4: //FXR90
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
						vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
					}
					break;
				case 5: //FXR270
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
						vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
					}
					break;
				case 6: //FYR90
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
						vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
					}
					break;
				case 7: //FYR270
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
						vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
					}
					break;
				case 8: //FX
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
					}
					break;
				case 9: //FY
					for (int x = 0; x < 4; x++){
						vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
					}
					break;
				default:
					break;
				}
			}
	u16 indices[] = {0,1,2,2,3,0};
	// Add to mesh collector
	for (s32 j = 0; j < 24; j += 4) {
		int tileindex = MYMIN(j / 4, tilecount - 1);
		collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
	}
}

static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
		MeshMakeData *data, MapNode n, int v, int *neighbors)
{
	MapNode n2 = data->m_vmanip.getNodeNoEx(p);
	if (nodedef->nodeboxConnects(n, n2, v))
		*neighbors |= v;
}

/*
	TODO: Fix alpha blending for special nodes
	Currently only the last element rendered is blended correct
*/
void mapblock_mesh_generate_special(MeshMakeData *data,
		MeshCollector &collector)
{
	INodeDefManager *nodedef = data->m_gamedef->ndef();
	scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
	scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();

	// 0ms
	//TimeTaker timer("mapblock_mesh_generate_special()");

	/*
		Some settings
	*/
	bool enable_mesh_cache	= g_settings->getBool("enable_mesh_cache");

	v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;

	for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
	for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
	for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
	{
		v3s16 p(x,y,z);

		MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
		const ContentFeatures &f = nodedef->get(n);

		// Only solidness=0 stuff is drawn here
		if(f.solidness != 0)
			continue;

		switch(f.drawtype){
		default:
			infostream << "Got " << f.drawtype << std::endl;
			FATAL_ERROR("Unknown drawtype");
			break;
		case NDT_AIRLIKE:
			break;
		case NDT_LIQUID:
		{
			/*
				Add water sources to mesh if using new style
			*/
			TileSpec tile_liquid = f.special_tiles[0];
			TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);

			bool top_is_same_liquid = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
			content_t c_source = nodedef->getId(f.liquid_alternative_source);
			if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
				top_is_same_liquid = true;

			u16 l = getInteriorLight(n, 0, nodedef);
			video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);

			/*
				Generate sides
			 */
			v3s16 side_dirs[4] = {
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 dir = side_dirs[i];

				MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
				content_t neighbor_content = neighbor.getContent();
				const ContentFeatures &n_feat = nodedef->get(neighbor_content);
				MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
				content_t n_top_c = n_top.getContent();

				if(neighbor_content == CONTENT_IGNORE)
					continue;

				/*
					If our topside is liquid and neighbor's topside
					is liquid, don't draw side face
				*/
				if(top_is_same_liquid && (n_top_c == c_flowing ||
						n_top_c == c_source || n_top_c == CONTENT_IGNORE))
					continue;

				// Don't draw face if neighbor is blocking the view
				if(n_feat.solidness == 2)
					continue;

				bool neighbor_is_same_liquid = (neighbor_content == c_source
						|| neighbor_content == c_flowing);

				// Don't draw any faces if neighbor same is liquid and top is
				// same liquid
				if(neighbor_is_same_liquid && !top_is_same_liquid)
					continue;

				// Use backface culled material if neighbor doesn't have a
				// solidness of 0
				const TileSpec *current_tile = &tile_liquid;
				if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
					current_tile = &tile_liquid_bfculled;

				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
					video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
				};

				/*
					If our topside is liquid, set upper border of face
					at upper border of node
				*/
				if (top_is_same_liquid) {
					vertices[2].Pos.Y = 0.5 * BS;
					vertices[3].Pos.Y = 0.5 * BS;
				} else {
				/*
					Otherwise upper position of face is liquid level
				*/
					vertices[2].Pos.Y = 0.5 * BS;
					vertices[3].Pos.Y = 0.5 * BS;
				}
				/*
					If neighbor is liquid, lower border of face is liquid level
				*/
				if (neighbor_is_same_liquid) {
					vertices[0].Pos.Y = 0.5 * BS;
					vertices[1].Pos.Y = 0.5 * BS;
				} else {
				/*
					If neighbor is not liquid, lower border of face is
					lower border of node
				*/
					vertices[0].Pos.Y = -0.5 * BS;
					vertices[1].Pos.Y = -0.5 * BS;
				}

				for(s32 j=0; j<4; j++)
				{
					if(dir == v3s16(0,0,1))
						vertices[j].Pos.rotateXZBy(0);
					if(dir == v3s16(0,0,-1))
						vertices[j].Pos.rotateXZBy(180);
					if(dir == v3s16(-1,0,0))
						vertices[j].Pos.rotateXZBy(90);
					if(dir == v3s16(1,0,-0))
						vertices[j].Pos.rotateXZBy(-90);

					// Do this to not cause glitches when two liquids are
					// side-by-side
					/*if(neighbor_is_same_liquid == false){
						vertices[j].Pos.X *= 0.98;
						vertices[j].Pos.Z *= 0.98;
					}*/

					vertices[j].Pos += intToFloat(p, BS);
				}

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(*current_tile, vertices, 4, indices, 6);
			}

			/*
				Generate top
			 */
			if(top_is_same_liquid)
				continue;

			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
				video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
				video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
				video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
			};

			v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
			for(s32 i=0; i<4; i++)
			{
				vertices[i].Pos += offset;
			}

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(tile_liquid, vertices, 4, indices, 6);
		break;}
		case NDT_FLOWINGLIQUID:
		{
			/*
				Add flowing liquid to mesh
			*/
			TileSpec tile_liquid = f.special_tiles[0];
			TileSpec tile_liquid_bfculled = f.special_tiles[1];

			bool top_is_same_liquid = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
			content_t c_source = nodedef->getId(f.liquid_alternative_source);
			if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
				top_is_same_liquid = true;

			u16 l = 0;
			// If this liquid emits light and doesn't contain light, draw
			// it at what it emits, for an increased effect
			u8 light_source = nodedef->get(n).light_source;
			if(light_source != 0){
				l = decode_light(light_source);
				l = l | (l<<8);
			}
			// Use the light of the node on top if possible
			else if(nodedef->get(ntop).param_type == CPT_LIGHT)
				l = getInteriorLight(ntop, 0, nodedef);
			// Otherwise use the light of this node (the liquid)
			else
				l = getInteriorLight(n, 0, nodedef);
			video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);

			u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);

			// Neighbor liquid levels (key = relative position)
			// Includes current node
			std::map<v3s16, f32> neighbor_levels;
			std::map<v3s16, content_t> neighbor_contents;
			std::map<v3s16, u8> neighbor_flags;
			const u8 neighborflag_top_is_same_liquid = 0x01;
			v3s16 neighbor_dirs[9] = {
				v3s16(0,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(1,0,1),
				v3s16(-1,0,-1),
				v3s16(1,0,-1),
				v3s16(-1,0,1),
			};
			for(u32 i=0; i<9; i++)
			{
				content_t content = CONTENT_AIR;
				float level = -0.5 * BS;
				u8 flags = 0;
				// Check neighbor
				v3s16 p2 = p + neighbor_dirs[i];
				MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
				if(n2.getContent() != CONTENT_IGNORE)
				{
					content = n2.getContent();

					if(n2.getContent() == c_source)
						level = 0.5 * BS;
					else if(n2.getContent() == c_flowing){
						u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
						if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
							liquid_level = 0;
						else
							liquid_level -= (LIQUID_LEVEL_MAX+1-range);
						level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS;
					}

					// Check node above neighbor.
					// NOTE: This doesn't get executed if neighbor
					//       doesn't exist
					p2.Y += 1;
					n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
					if(n2.getContent() == c_source ||
							n2.getContent() == c_flowing)
						flags |= neighborflag_top_is_same_liquid;
				}

				neighbor_levels[neighbor_dirs[i]] = level;
				neighbor_contents[neighbor_dirs[i]] = content;
				neighbor_flags[neighbor_dirs[i]] = flags;
			}

			// Corner heights (average between four liquids)
			f32 corner_levels[4];

			v3s16 halfdirs[4] = {
				v3s16(0,0,0),
				v3s16(1,0,0),
				v3s16(1,0,1),
				v3s16(0,0,1),
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 cornerdir = halfdirs[i];
				float cornerlevel = 0;
				u32 valid_count = 0;
				u32 air_count = 0;
				for(u32 j=0; j<4; j++)
				{
					v3s16 neighbordir = cornerdir - halfdirs[j];
					content_t content = neighbor_contents[neighbordir];
					// If top is liquid, draw starting from top of node
					if(neighbor_flags[neighbordir] &
							neighborflag_top_is_same_liquid)
					{
						cornerlevel = 0.5*BS;
						valid_count = 1;
						break;
					}
					// Source is always the same height
					else if(content == c_source)
					{
						cornerlevel = 0.5 * BS;
						valid_count = 1;
						break;
					}
					// Flowing liquid has level information
					else if(content == c_flowing)
					{
						cornerlevel += neighbor_levels[neighbordir];
						valid_count++;
					}
					else if(content == CONTENT_AIR)
					{
						air_count++;
					}
				}
				if(air_count >= 2)
					cornerlevel = -0.5*BS+0.2;
				else if(valid_count > 0)
					cornerlevel /= valid_count;
				corner_levels[i] = cornerlevel;
			}

			/*
				Generate sides
			*/

			v3s16 side_dirs[4] = {
				v3s16(1,0,0),
				v3s16(-1,0,0),
				v3s16(0,0,1),
				v3s16(0,0,-1),
			};
			s16 side_corners[4][2] = {
				{1, 2},
				{3, 0},
				{2, 3},
				{0, 1},
			};
			for(u32 i=0; i<4; i++)
			{
				v3s16 dir = side_dirs[i];

				/*
					If our topside is liquid and neighbor's topside
					is liquid, don't draw side face
				*/
				if(top_is_same_liquid &&
						neighbor_flags[dir] & neighborflag_top_is_same_liquid)
					continue;

				content_t neighbor_content = neighbor_contents[dir];
				const ContentFeatures &n_feat = nodedef->get(neighbor_content);

				// Don't draw face if neighbor is blocking the view
				if(n_feat.solidness == 2)
					continue;

				bool neighbor_is_same_liquid = (neighbor_content == c_source
						|| neighbor_content == c_flowing);

				// Don't draw any faces if neighbor same is liquid and top is
				// same liquid
				if(neighbor_is_same_liquid == true
						&& top_is_same_liquid == false)
					continue;

				// Use backface culled material if neighbor doesn't have a
				// solidness of 0
				const TileSpec *current_tile = &tile_liquid;
				if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
					current_tile = &tile_liquid_bfculled;

				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
				};

				/*
					If our topside is liquid, set upper border of face
					at upper border of node
				*/
				if(top_is_same_liquid)
				{
					vertices[2].Pos.Y = 0.5*BS;
					vertices[3].Pos.Y = 0.5*BS;
				}
				/*
					Otherwise upper position of face is corner levels
				*/
				else
				{
					vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
					vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
				}

				/*
					If neighbor is liquid, lower border of face is corner
					liquid levels
				*/
				if(neighbor_is_same_liquid)
				{
					vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
					vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
				}
				/*
					If neighbor is not liquid, lower border of face is
					lower border of node
				*/
				else
				{
					vertices[0].Pos.Y = -0.5*BS;
					vertices[1].Pos.Y = -0.5*BS;
				}

				for(s32 j=0; j<4; j++)
				{
					if(dir == v3s16(0,0,1))
						vertices[j].Pos.rotateXZBy(0);
					if(dir == v3s16(0,0,-1))
						vertices[j].Pos.rotateXZBy(180);
					if(dir == v3s16(-1,0,0))
						vertices[j].Pos.rotateXZBy(90);
					if(dir == v3s16(1,0,-0))
						vertices[j].Pos.rotateXZBy(-90);

					// Do this to not cause glitches when two liquids are
					// side-by-side
					/*if(neighbor_is_same_liquid == false){
						vertices[j].Pos.X *= 0.98;
						vertices[j].Pos.Z *= 0.98;
					}*/

					vertices[j].Pos += intToFloat(p, BS);
				}

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(*current_tile, vertices, 4, indices, 6);
			}

			/*
				Generate top side, if appropriate
			*/

			if(top_is_same_liquid == false)
			{
				video::S3DVertex vertices[4] =
				{
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
					video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
					video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
				};

				// To get backface culling right, the vertices need to go
				// clockwise around the front of the face. And we happened to
				// calculate corner levels in exact reverse order.
				s32 corner_resolve[4] = {3,2,1,0};

				for(s32 i=0; i<4; i++)
				{
					//vertices[i].Pos.Y += liquid_level;
					//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
					s32 j = corner_resolve[i];
					vertices[i].Pos.Y += corner_levels[j];
					vertices[i].Pos += intToFloat(p, BS);
				}

				// Default downwards-flowing texture animation goes from
				// -Z towards +Z, thus the direction is +Z.
				// Rotate texture to make animation go in flow direction
				// Positive if liquid moves towards +Z
				f32 dz = (corner_levels[side_corners[3][0]] +
						corner_levels[side_corners[3][1]]) -
						(corner_levels[side_corners[2][0]] +
						corner_levels[side_corners[2][1]]);
				// Positive if liquid moves towards +X
				f32 dx = (corner_levels[side_corners[1][0]] +
						corner_levels[side_corners[1][1]]) -
						(corner_levels[side_corners[0][0]] +
						corner_levels[side_corners[0][1]]);
				f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
				v2f tcoord_center(0.5, 0.5);
				v2f tcoord_translate(
						blockpos_nodes.Z + z,
						blockpos_nodes.X + x);
				tcoord_translate.rotateBy(tcoord_angle);
				tcoord_translate.X -= floor(tcoord_translate.X);
				tcoord_translate.Y -= floor(tcoord_translate.Y);

				for(s32 i=0; i<4; i++)
				{
					vertices[i].TCoords.rotateBy(
							tcoord_angle,
							tcoord_center);
					vertices[i].TCoords += tcoord_translate;
				}

				v2f t = vertices[0].TCoords;
				vertices[0].TCoords = vertices[2].TCoords;
				vertices[2].TCoords = t;

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(tile_liquid, vertices, 4, indices, 6);
			}
		break;}
		case NDT_GLASSLIKE:
		{
			TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);

			u16 l = getInteriorLight(n, 1, nodedef);
			video::SColor c = MapBlock_LightColor(255, l, f.light_source);

			for(u32 j=0; j<6; j++)
			{
				// Check this neighbor
				v3s16 dir = g_6dirs[j];
				v3s16 n2p = blockpos_nodes + p + dir;
				MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
				// Don't make face if neighbor is of same type
				if(n2.getContent() == n.getContent())
					continue;

				// The face at Z+
				video::S3DVertex vertices[4] = {
					video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1),
					video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
					video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
					video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
				};

				// Rotations in the g_6dirs format
				if(j == 0) // Z+
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(0);
				else if(j == 1) // Y+
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateYZBy(-90);
				else if(j == 2) // X+
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(-90);
				else if(j == 3) // Z-
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(180);
				else if(j == 4) // Y-
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateYZBy(90);
				else if(j == 5) // X-
					for(u16 i=0; i<4; i++)
						vertices[i].Pos.rotateXZBy(90);

				for(u16 i=0; i<4; i++){
					vertices[i].Pos += intToFloat(p, BS);
				}

				u16 indices[] = {0,1,2,2,3,0};
				// Add to mesh collector
				collector.append(tile, vertices, 4, indices, 6);
			}
		break;}
		case NDT_GLASSLIKE_FRAMED_OPTIONAL:
			// This is always pre-converted to something else
			FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected");
			break;
		case NDT_GLASSLIKE_FRAMED:
		{
			static const v3s16 dirs[6] = {
				v3s16( 0, 1, 0),
				v3s16( 0,-1, 0),
				v3s16( 1, 0, 0),
				v3s16(-1, 0, 0),
				v3s16( 0, 0, 1),
				v3s16( 0, 0,-1)
			};

			u8 i;
			TileSpec tiles[6];
			for (i = 0; i < 6; i++)
				tiles[i] = getNodeTile(n, p, dirs[i], data);

			TileSpec glass_tiles[6];
			if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
				glass_tiles[0] = tiles[2];
				glass_tiles[1] = tiles[3];
				glass_tiles[2] = tiles[1];
				glass_tiles[3] = tiles[1];
				glass_tiles[4] = tiles[1];
				glass_tiles[5] = tiles[1];
			} else {
				for (i = 0; i < 6; i++)
					glass_tiles[i] = tiles[1];
			}

			u8 param2 = n.getParam2();
			bool H_merge = ! bool(param2 & 128);
			bool V_merge = ! bool(param2 & 64);
			param2  = param2 & 63;

			u16 l = getInteriorLight(n, 1, nodedef);
			video::SColor c = MapBlock_LightColor(255, l, f.light_source);
			v3f pos = intToFloat(p, BS);
			static const float a = BS / 2;
			static const float g = a - 0.003;
			static const float b = .876 * ( BS / 2 );

			static const aabb3f frame_edges[12] = {
				aabb3f( b, b,-a, a, a, a), // y+
				aabb3f(-a, b,-a,-b, a, a), // y+
				aabb3f( b,-a,-a, a,-b, a), // y-
				aabb3f(-a,-a,-a,-b,-b, a), // y-
				aabb3f( b,-a, b, a, a, a), // x+
				aabb3f( b,-a,-a, a, a,-b), // x+
				aabb3f(-a,-a, b,-b, a, a), // x-
				aabb3f(-a,-a,-a,-b, a,-b), // x-
				aabb3f(-a, b, b, a, a, a), // z+
				aabb3f(-a,-a, b, a,-b, a), // z+
				aabb3f(-a,-a,-a, a,-b,-b), // z-
				aabb3f(-a, b,-a, a, a,-b)  // z-
			};
			static const aabb3f glass_faces[6] = {
				aabb3f(-g, g,-g, g, g, g), // y+
				aabb3f(-g,-g,-g, g,-g, g), // y-
				aabb3f( g,-g,-g, g, g, g), // x+
				aabb3f(-g,-g,-g,-g, g, g), // x-
				aabb3f(-g,-g, g, g, g, g), // z+
				aabb3f(-g,-g,-g, g, g,-g)  // z-
			};

			// table of node visible faces, 0 = invisible
			int visible_faces[6] = {0,0,0,0,0,0};

			// table of neighbours, 1 = same type, checked with g_26dirs
			int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

			// g_26dirs to check when only horizontal merge is allowed
			int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};

			content_t current = n.getContent();
			content_t n2c;
			MapNode n2;
			v3s16 n2p;

			// neighbours checks for frames visibility

			if (!H_merge && V_merge) {
				n2p = blockpos_nodes + p + g_26dirs[1];
				n2 = data->m_vmanip.getNodeNoEx(n2p);
				n2c = n2.getContent();
				if (n2c == current || n2c == CONTENT_IGNORE)
					nb[1] = 1;
				n2p = blockpos_nodes + p + g_26dirs[4];
				n2 = data->m_vmanip.getNodeNoEx(n2p);
				n2c = n2.getContent();
				if (n2c == current || n2c == CONTENT_IGNORE)
					nb[4] = 1;
			} else if (H_merge && !V_merge) {
				for(i = 0; i < 8; i++) {
					n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
					n2 = data->m_vmanip.getNodeNoEx(n2p);
					n2c = n2.getContent();
					if (n2c == current || n2c == CONTENT_IGNORE)
						nb[nb_H_dirs[i]] = 1;
				}
			} else if (H_merge && V_merge) {
				for(i = 0; i < 18; i++)	{
					n2p = blockpos_nodes + p + g_26dirs[i];
					n2 = data->m_vmanip.getNodeNoEx(n2p);
					n2c = n2.getContent();
					if (n2c == current || n2c == CONTENT_IGNORE)
						nb[i] = 1;
				}
			}

			// faces visibility checks

			if (!V_merge) {
				visible_faces[0] = 1;
				visible_faces[1] = 1;
			} else {
				for(i = 0; i < 2; i++) {
					n2p = blockpos_nodes + p + dirs[i];
					n2 = data->m_vmanip.getNodeNoEx(n2p);
					n2c = n2.getContent();
					if (n2c != current)
						visible_faces[i] = 1;
				}
			}

			if (!H_merge) {
				visible_faces[2] = 1;
				visible_faces[3] = 1;
				visible_faces[4] = 1;
				visible_faces[5] = 1;
			} else {
				for(i = 2; i < 6; i++) {
					n2p = blockpos_nodes + p + dirs[i];
					n2 = data->m_vmanip.getNodeNoEx(n2p);
					n2c = n2.getContent();
					if (n2c != current)
						visible_faces[i] = 1;
				}
			}

			static const u8 nb_triplet[12*3] = {
				1,2, 7,  1,5, 6,  4,2,15,  4,5,14,
				2,0,11,  2,3,13,  5,0,10,  5,3,12,
				0,1, 8,  0,4,16,  3,4,17,  3,1, 9
			};

			f32 tx1, ty1, tz1, tx2, ty2, tz2;
			aabb3f box;

			for(i = 0; i < 12; i++)
			{
				int edge_invisible;
				if (nb[nb_triplet[i*3+2]])
					edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
				else
					edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
				if (edge_invisible)
					continue;
				box = frame_edges[i];
				box.MinEdge += pos;
				box.MaxEdge += pos;
				tx1 = (box.MinEdge.X / BS) + 0.5;
				ty1 = (box.MinEdge.Y / BS) + 0.5;
				tz1 = (box.MinEdge.Z / BS) + 0.5;
				tx2 = (box.MaxEdge.X / BS) + 0.5;
				ty2 = (box.MaxEdge.Y / BS) + 0.5;
				tz2 = (box.MaxEdge.Z / BS) + 0.5;
				f32 txc1[24] = {
					tx1,   1-tz2,   tx2, 1-tz1,
					tx1,     tz1,   tx2,   tz2,
					tz1,   1-ty2,   tz2, 1-ty1,
					1-tz2, 1-ty2, 1-tz1, 1-ty1,
					1-tx2, 1-ty2, 1-tx1, 1-ty1,
					tx1,   1-ty2,   tx2, 1-ty1,
				};
				makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
			}

			for(i = 0; i < 6; i++)
			{
				if (!visible_faces[i])
					continue;
				box = glass_faces[i];
				box.MinEdge += pos;
				box.MaxEdge += pos;
				tx1 = (box.MinEdge.X / BS) + 0.5;
				ty1 = (box.MinEdge.Y / BS) + 0.5;
				tz1 = (box.MinEdge.Z / BS) + 0.5;
				tx2 = (box.MaxEdge.X / BS) + 0.5;
				ty2 = (box.MaxEdge.Y / BS) + 0.5;
				tz2 = (box.MaxEdge.Z / BS) + 0.5;
				f32 txc2[24] = {
					tx1,   1-tz2,   tx2, 1-tz1,
					tx1,     tz1,   tx2,   tz2,
					tz1,   1-ty2,   tz2, 1-ty1,
					1-tz2, 1-ty2, 1-tz1, 1-ty1,
					1-tx2, 1-ty2, 1-tx1, 1-ty1,
					tx1,   1-ty2,   tx2, 1-ty1,
				};
				makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
			}

			if (param2 > 0 && f.special_tiles[0].texture) {
				// Interior volume level is in range 0 .. 63,
				// convert it to -0.5 .. 0.5
				float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
				TileSpec interior_tiles[6];
				for (i = 0; i < 6; i++)
					interior_tiles[i] = f.special_tiles[0];
				float offset = 0.003;
				box = aabb3f(visible_faces[3] ? -b : -a + offset,