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/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

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.
*/

#ifndef MG_SCHEMATIC_HEADER
#define MG_SCHEMATIC_HEADER

#include <map>
#include "mg_decoration.h"
#include "util/string.h"

class Map;
class Mapgen;
class MMVManip;
class PseudoRandom;
class NodeResolver;
class IGameDef;

/*
	Minetest Schematic File Format

	All values are stored in big-endian byte order.
	[u32] signature: 'MTSM'
	[u16] version: 4
	[u16] size X
	[u16] size Y
	[u16] size Z
	For each Y:
		[u8] slice probability value
	[Name-ID table] Name ID Mapping Table
		[u16] name-id count
		For each name-id mapping:
			[u16] name length
			[u8[]] name
	ZLib deflated {
	For each node in schematic:  (for z, y, x)
		[u16] content
	For each node in schematic:
		[u8] param1
		  bit 0-6: probability
		  bit 7:   specific node force placement
	For each node in schematic:
		[u8] param2
	}

	Version changes:
	1 - Initial version
	2 - Fixed messy never/always place; 0 probability is now never, 0xFF is always
	3 - Added y-slice probabilities; this allows for variable height structures
	4 - Compressed range of node occurence prob., added per-node force placement bit
*/

//// Schematic constants
#define MTSCHEM_FILE_SIGNATURE 0x4d54534d // 'MTSM'
#define MTSCHEM_FILE_VER_HIGHEST_READ  4
#define MTSCHEM_FILE_VER_HIGHEST_WRITE 4

#define MTSCHEM_PROB_MASK       0x7F

#define MTSCHEM_PROB_NEVER      0x00
#define MTSCHEM_PROB_ALWAYS     0x7F
#define MTSCHEM_PROB_ALWAYS_OLD 0xFF

#define MTSCHEM_FORCE_PLACE     0x80

enum SchematicType
{
	SCHEMATIC_NORMAL,
};

enum SchematicFormatType {
	SCHEM_FMT_HANDLE,
	SCHEM_FMT_MTS,
	SCHEM_FMT_LUA,
};

class Schematic : public ObjDef, public NodeResolver {
public:
	Schematic();
	virtual ~Schematic();

	virtual void resolveNodeNames();

	bool loadSchematicFromFile(const std::string &filename, INodeDefManager *ndef,
		StringMap *replace_names=NULL);
	bool saveSchematicToFile(const std::string &filename, INodeDefManager *ndef);
	bool getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2);

	bool deserializeFromMts(std::istream *is, std::vector<std::string> *names);
	bool serializeToMts(std::ostream *os, const std::vector<std::string> &names);
	bool serializeToLua(std::ostream *os, const std::vector<std::string> &names,
		bool use_comments, u32 indent_spaces);

	void blitToVManip(MMVManip *vm, v3s16 p, Rotation rot, bool force_place);
	bool placeOnVManip(MMVManip *vm, v3s16 p, u32 flags, Rotation rot, bool force_place);
	void placeOnMap(Map *map, v3s16 p, u32 flags, Rotation rot, bool force_place);

	void applyProbabilities(v3s16 p0,
		std::vector<std::pair<v3s16, u8> > *plist,
		std::vector<std::pair<s16, u8> > *splist);

	std::vector<content_t> c_nodes;
	u32 flags;
	v3s16 size;
	MapNode *schemdata;
	u8 *slice_probs;
};

class SchematicManager : public ObjDefManager {
public:
	SchematicManager(IGameDef *gamedef);
	virtual ~SchematicManager() {}

	virtual void clear();

	const char *getObjectTitle() const
	{
		return "schematic";
	}

	static Schematic *create(SchematicType type)
	{
		return new Schematic;
	}

private:
	IGameDef *m_gamedef;
};

void generate_nodelist_and_update_ids(MapNode *nodes, size_t nodecount,
	std::vector<std::string> *usednodes, INodeDefManager *ndef);

#endif
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/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.

You should have received a copy of the GNU 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 "content_mapnode.h"
#include "main.h" // For g_settings and g_texturesource
#include "mineral.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor()
#include "settings.h"

#ifndef SERVER
// Create a cuboid.
//  material  - the material to use (for all 6 faces)
//  collector - the MeshCollector for the resulting polygons
//  pa        - texture atlas pointer for the material
//  c         - vertex colour - used for all
//  pos       - the position of the centre of the cuboid
//  rz,ry,rz  - the radius of the cuboid in each dimension
//  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 top-backi-right-front-left-bottom
//              If you specified 0,0,1,1 for each face, that would be the
//              same as passing NULL.
void makeCuboid(video::SMaterial &material, MeshCollector *collector,
	AtlasPointer* pa, video::SColor &c,
	v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
{
	f32 tu0=pa->x0();
	f32 tu1=pa->x1();
	f32 tv0=pa->y0();
	f32 tv1=pa->y1();
	f32 txus=tu1-tu0;
	f32 txvs=tv1-tv0;

	video::S3DVertex v[4] =
	{
		video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
		video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
		video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
		video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
	};

	for(int i=0;i<6;i++)
	{
		switch(i)
		{
			case 0:	// top
				v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
				v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
				v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
				v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
				break;
			case 1: // back
				v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
				v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
				v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
				v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
				break;
			case 2: //right
				v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
				v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
				v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
				v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
				break;
			case 3: // front
				v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
				v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
				v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
				v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
				break;
			case 4: // left
				v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
				v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
				v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
				v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
				break;
			case 5: // bottom
				v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
				v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
				v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
				v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
				break;
		}

		if(txc!=NULL)
		{
			v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
			v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
			v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
			v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
			txc+=4;
		}

		for(u16 i=0; i<4; i++)
			v[i].Pos += pos;
		u16 indices[] = {0,1,2,2,3,0};
		collector->append(material, v, 4, indices, 6);

	}

}
#endif

#ifndef SERVER
void mapblock_mesh_generate_special(MeshMakeData *data,
		MeshCollector &collector)
{
	// 0ms
	//TimeTaker timer("mapblock_mesh_generate_special()");

	/*
		Some settings
	*/
	bool new_style_water = g_settings->getBool("new_style_water");
	bool new_style_leaves = g_settings->getBool("new_style_leaves");
	//bool smooth_lighting = g_settings->getBool("smooth_lighting");
	bool invisible_stone = g_settings->getBool("invisible_stone");
	
	float node_liquid_level = 1.0;
	if(new_style_water)
		node_liquid_level = 0.85;
	
	v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;

	// New-style leaves material
	video::SMaterial material_leaves1;
	material_leaves1.setFlag(video::EMF_LIGHTING, false);
	//material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
	material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
	material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
	AtlasPointer pa_leaves1 = g_texturesource->getTexture(
			g_texturesource->getTextureId("leaves.png"));
	material_leaves1.setTexture(0, pa_leaves1.atlas);

	// Glass material
	video::SMaterial material_glass;
	material_glass.setFlag(video::EMF_LIGHTING, false);
	material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_glass.setFlag(video::EMF_FOG_ENABLE, true);
	material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
	AtlasPointer pa_glass = g_texturesource->getTexture(
			g_texturesource->getTextureId("glass.png"));
	material_glass.setTexture(0, pa_glass.atlas);

	// Wood material
	video::SMaterial material_wood;
	material_wood.setFlag(video::EMF_LIGHTING, false);
	material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_wood.setFlag(video::EMF_FOG_ENABLE, true);
	material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
	AtlasPointer pa_wood = g_texturesource->getTexture(
			g_texturesource->getTextureId("wood.png"));
	material_wood.setTexture(0, pa_wood.atlas);

	// General ground material for special output
	// Texture is modified just before usage
	video::SMaterial material_general;
	material_general.setFlag(video::EMF_LIGHTING, false);
	material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_general.setFlag(video::EMF_FOG_ENABLE, true);
	material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;


	// Papyrus material
	video::SMaterial material_papyrus;
	material_papyrus.setFlag(video::EMF_LIGHTING, false);
	material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
	material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
	AtlasPointer pa_papyrus = g_texturesource->getTexture(
			g_texturesource->getTextureId("papyrus.png"));
	material_papyrus.setTexture(0, pa_papyrus.atlas);
	
	// Apple material
	video::SMaterial material_apple;
	material_apple.setFlag(video::EMF_LIGHTING, false);
	material_apple.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_apple.setFlag(video::EMF_FOG_ENABLE, true);
	material_apple.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
	AtlasPointer pa_apple = g_texturesource->getTexture(
			g_texturesource->getTextureId("apple.png"));
	material_apple.setTexture(0, pa_apple.atlas);


	// Sapling material
	video::SMaterial material_sapling;
	material_sapling.setFlag(video::EMF_LIGHTING, false);
	material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_sapling.setFlag(video::EMF_FOG_ENABLE, true);
	material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
	AtlasPointer pa_sapling = g_texturesource->getTexture(
			g_texturesource->getTextureId("sapling.png"));
	material_sapling.setTexture(0, pa_sapling.atlas);


	// junglegrass material
	video::SMaterial material_junglegrass;
	material_junglegrass.setFlag(video::EMF_LIGHTING, false);
	material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
	material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
	material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
	AtlasPointer pa_junglegrass = g_texturesource->getTexture(
			g_texturesource->getTextureId("junglegrass.png"));
	material_junglegrass.setTexture(0, pa_junglegrass.atlas);

	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);
		
		/*
			Add torches to mesh
		*/
		if(n.getContent() == CONTENT_TORCH)
		{
			video::SColor c(255,255,255,255);

			// Wall at X+ of node
			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
				video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
				video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
				video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
			};

			v3s16 dir = unpackDir(n.param2);

			for(s32 i=0; i<4; i++)
			{
				if(dir == v3s16(1,0,0))
					vertices[i].Pos.rotateXZBy(0);
				if(dir == v3s16(-1,0,0))
					vertices[i].Pos.rotateXZBy(180);
				if(dir == v3s16(0,0,1))
					vertices[i].Pos.rotateXZBy(90);
				if(dir == v3s16(0,0,-1))
					vertices[i].Pos.rotateXZBy(-90);
				if(dir == v3s16(0,-1,0))
					vertices[i].Pos.rotateXZBy(45);
				if(dir == v3s16(0,1,0))
					vertices[i].Pos.rotateXZBy(-45);

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

			// Set material
			video::SMaterial material;
			material.setFlag(video::EMF_LIGHTING, false);
			material.setFlag(video::EMF_BACK_FACE_CULLING, false);
			material.setFlag(video::EMF_BILINEAR_FILTER, false);
			//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
			material.MaterialType
					= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;

			if(dir == v3s16(0,-1,0))
				material.setTexture(0,
						g_texturesource->getTextureRaw("torch_on_floor.png"));
			else if(dir == v3s16(0,1,0))
				material.setTexture(0,
						g_texturesource->getTextureRaw("torch_on_ceiling.png"));
			// For backwards compatibility
			else if(dir == v3s16(0,0,0))
				material.setTexture(0,
						g_texturesource->getTextureRaw("torch_on_floor.png"));
			else
				material.setTexture(0, 
						g_texturesource->getTextureRaw("torch.png"));

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(material, vertices, 4, indices, 6);
		}
		/*
			Signs on walls
		*/
		else if(n.getContent() == CONTENT_SIGN_WALL)
		{
			u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
			video::SColor c = MapBlock_LightColor(255, l);
				
			float d = (float)BS/16;
			// Wall at X+ of node
			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
				video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
				video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
				video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
			};

			v3s16 dir = unpackDir(n.param2);

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

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

			// Set material
			video::SMaterial material;
			material.setFlag(video::EMF_LIGHTING, false);
			material.setFlag(video::EMF_BACK_FACE_CULLING, false);
			material.setFlag(video::EMF_BILINEAR_FILTER, false);
			material.setFlag(video::EMF_FOG_ENABLE, true);
			//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
			material.MaterialType
					= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;

			material.setTexture(0, 
					g_texturesource->getTextureRaw("sign_wall.png"));

			u16 indices[] = {0,1,2,2,3,0};
			// Add to mesh collector
			collector.append(material, vertices, 4, indices, 6);
		}
		/*
			Add flowing liquid to mesh
		*/
		else if(content_features(n).liquid_type == LIQUID_FLOWING)
		{
			assert(content_features(n).special_material);
			video::SMaterial &liquid_material =
					*content_features(n).special_material;
			assert(content_features(n).special_atlas);
			AtlasPointer &pa_liquid1 =
					*content_features(n).special_atlas;

			bool top_is_same_liquid = false;
			MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			content_t c_flowing = content_features(n).liquid_alternative_flowing;
			content_t c_source = content_features(n).liquid_alternative_source;
			if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
				top_is_same_liquid = true;
			
			u8 l = 0;
			// Use the light of the node on top if possible
			if(content_features(ntop).param_type == CPT_LIGHT)
				l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
			// Otherwise use the light of this node (the liquid)
			else
				l = decode_light(n.getLightBlend(data->m_daynight_ratio));
			video::SColor c = MapBlock_LightColor(
					content_features(n).vertex_alpha, l);
			
			// Neighbor liquid levels (key = relative position)
			// Includes current node
			core::map<v3s16, f32> neighbor_levels;
			core::map<v3s16, content_t> neighbor_contents;
			core::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+node_liquid_level) * BS;
					else if(n2.getContent() == c_flowing)
						level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
								+ 0.5) / 8.0 * node_liquid_level) * 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.insert(neighbor_dirs[i], level);
				neighbor_contents.insert(neighbor_dirs[i], content);
				neighbor_flags.insert(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+node_liquid_level)*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;
				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];
				
				// Don't draw face if neighbor is not air or liquid
				if(neighbor_content != CONTENT_AIR
						&& content_liquid(neighbor_content) == false)
					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;
				
				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),*/
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
							pa_liquid1.x0(), pa_liquid1.y1()),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
							pa_liquid1.x1(), pa_liquid1.y1()),
					video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
							pa_liquid1.x1(), pa_liquid1.y0()),
					video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,