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/*
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.
*/

/*
	Used for tuning constants when developing.

	Eg. if you have this constant somewhere that you just can't get right
	by changing it and recompiling all over again:
		v3f wield_position = v3f(55, -35, 65);
	
	Make it look like this:
		v3f wield_position = v3f(55, -35, 65);
		QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100);
		QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20);
		QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100);

	Then you can modify the values at runtime, using the keys
		keymap_quicktune_prev
		keymap_quicktune_next
		keymap_quicktune_dec
		keymap_quicktune_inc
	
	Once you have modified the values at runtime and then quit, the game
	will print out all the modified values at the end:
		Modified quicktune values:
		wield_position.X = 60
		wield_position.Y = -30
		wield_position.Z = 65
	
	The QUICKTUNE macros shouldn't generally be left in committed code.
*/

#ifndef QUICKTUNE_HEADER
#define QUICKTUNE_HEADER

#include <string>
#include <map>
#include <vector>

enum QuicktuneValueType{
	QVT_NONE,
	QVT_FLOAT
};
struct QuicktuneValue
{
	QuicktuneValueType type;
	union{
		struct{
			float current;
			float min;
			float max;
		} value_QVT_FLOAT;
	};
	bool modified;

	QuicktuneValue():
		type(QVT_NONE),
		modified(false)
	{}
	std::string getString();
	void relativeAdd(float amount);
};

std::vector<std::string> getQuicktuneNames();
QuicktuneValue getQuicktuneValue(const std::string &name);
void setQuicktuneValue(const std::string &name, const QuicktuneValue &val);

void updateQuicktuneValue(const std::string &name, QuicktuneValue &val);

#ifndef NDEBUG
	#define QUICKTUNE(type_, var, min_, max_, name){\
		QuicktuneValue qv;\
		qv.type = type_;\
		qv.value_##type_.current = var;\
		qv.value_##type_.min = min_;\
		qv.value_##type_.max = max_;\
		updateQuicktuneValue(name, qv);\
		var = qv.value_##type_.current;\
	}
#else // NDEBUG
	#define QUICKTUNE(type, var, min_, max_, name){}
#endif

#define QUICKTUNE_AUTONAME(type_, var, min_, max_)\
	QUICKTUNE(type_, var, min_, max_, #var)

#endif

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/*
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 "main.h" // For g_settings
#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
#include "tile.h"
#include "gamedef.h"
#include "util/numeric.h"
#include "util/directiontables.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);

	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 < tilecount; i++)
				{
				switch (tiles[i].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);
	}
}

void mapblock_mesh_generate_special(MeshMakeData *data,
		MeshCollector &collector)
{
	INodeDefManager *nodedef = data->m_gamedef->ndef();

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

	/*
		Some settings
	*/
	bool new_style_water = g_settings->getBool("new_style_water");
	
	float node_liquid_level = 1.0;
	if(new_style_water)
		node_liquid_level = 0.85;
	
	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;
			assert(0);
			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, data);
			video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(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;
				}
				/*
					Otherwise upper position of face is liquid level
				*/
				else
				{
					vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
					vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
				}
				/*
					If neighbor is liquid, lower border of face is liquid level
				*/
				if(neighbor_is_same_liquid)
				{
					vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
					vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
				}
				/*
					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
			 */
			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*BS + (-0.5+node_liquid_level)*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(undiminish_light(light_source));
				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, data);
			// Otherwise use the light of this node (the liquid)
			else
				l = getInteriorLight(n, 0, data);
			video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(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+node_liquid_level) * 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 * 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[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+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+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, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));

			for(u32 j=0; j<6; j++)
			{
				// Check this neighbor
				v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
				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, 0,0,0, c, 0,1),
					video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
					video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
					video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
				};
				
				// 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:
		{
			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)
			};
			TileSpec tiles[2];
			tiles[0] = getNodeTile(n, p, dirs[0], data);
			tiles[1] = getNodeTile(n, p, dirs[1], data);
			u16 l = getInteriorLight(n, 1, data);
			video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
			v3f pos = intToFloat(p, BS);
			static const float a=BS/2;
			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-
			};
			aabb3f glass_faces[6] = {
				aabb3f(-a, a,-a, a, a, a), // y+
				aabb3f(-a,-a,-a, a,-a, a), // y-
				aabb3f( a,-a,-a, a, a, a), // x+
				aabb3f(-a,-a,-a,-a, a, a), // x-
				aabb3f(-a,-a, a, a, a, a), // z+
				aabb3f(-a,-a,-a, a, a,-a)  // z-
			};
			
			int visible_faces[6] = {0,0,0,0,0,0};
			int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
			u8 i;
			content_t current = n.getContent();
			content_t content;
			MapNode n2;
			v3s16 n2p;
			for(i=0; i<18; i++)
			{
				n2p = blockpos_nodes + p + g_26dirs[i];
				n2 = data->m_vmanip.getNodeNoEx(n2p);
				content_t n2c = n2.getContent();
				//TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
				if (n2c == current || n2c == CONTENT_IGNORE)
					nb[i]=1;
			}
			for(i=0; i<6; i++)
			{
				n2p = blockpos_nodes + p + dirs[i];
				n2 = data->m_vmanip.getNodeNoEx(n2p);
				content = n2.getContent();
				const ContentFeatures &f2 = nodedef->get(content);
				if (content == CONTENT_AIR || f2.isLiquid())
					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]]==1)
					edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];