Jungle biome/whatever thing
[oweals/minetest.git] / src / content_mapblock.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "content_mapblock.h"
21 #include "content_mapnode.h"
22 #include "main.h" // For g_settings and g_texturesource
23 #include "mineral.h"
24
25 #ifndef SERVER
26 // Create a cuboid.
27 //  material  - the material to use (for all 6 faces)
28 //  collector - the MeshCollector for the resulting polygons
29 //  pa        - texture atlas pointer for the material
30 //  c         - vertex colour - used for all
31 //  pos       - the position of the centre of the cuboid
32 //  rz,ry,rz  - the radius of the cuboid in each dimension
33 //  txc       - texture coordinates - this is a list of texture coordinates
34 //              for the opposite corners of each face - therefore, there
35 //              should be (2+2)*6=24 values in the list. Alternatively, pass
36 //              NULL to use the entire texture for each face. The order of
37 //              the faces in the list is top-backi-right-front-left-bottom
38 //              If you specified 0,0,1,1 for each face, that would be the
39 //              same as passing NULL.
40 void makeCuboid(video::SMaterial &material, MeshCollector *collector,
41         AtlasPointer* pa, video::SColor &c,
42         v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
43 {
44         f32 tu0=pa->x0();
45         f32 tu1=pa->x1();
46         f32 tv0=pa->y0();
47         f32 tv1=pa->y1();
48         f32 txus=tu1-tu0;
49         f32 txvs=tv1-tv0;
50
51         video::S3DVertex v[4] =
52         {
53                 video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
54                 video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
55                 video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
56                 video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
57         };
58
59         for(int i=0;i<6;i++)
60         {
61                 switch(i)
62                 {
63                         case 0: // top
64                                 v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
65                                 v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
66                                 v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
67                                 v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
68                                 break;
69                         case 1: // back
70                                 v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
71                                 v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
72                                 v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
73                                 v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
74                                 break;
75                         case 2: //right
76                                 v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
77                                 v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
78                                 v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
79                                 v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
80                                 break;
81                         case 3: // front
82                                 v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
83                                 v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
84                                 v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
85                                 v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
86                                 break;
87                         case 4: // left
88                                 v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
89                                 v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
90                                 v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
91                                 v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
92                                 break;
93                         case 5: // bottom
94                                 v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
95                                 v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
96                                 v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
97                                 v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
98                                 break;
99                 }
100
101                 if(txc!=NULL)
102                 {
103                         v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
104                         v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
105                         v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
106                         v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
107                         txc+=4;
108                 }
109
110                 for(u16 i=0; i<4; i++)
111                         v[i].Pos += pos;
112                 u16 indices[] = {0,1,2,2,3,0};
113                 collector->append(material, v, 4, indices, 6);
114
115         }
116
117 }
118 #endif
119
120 #ifndef SERVER
121 void mapblock_mesh_generate_special(MeshMakeData *data,
122                 MeshCollector &collector)
123 {
124         // 0ms
125         //TimeTaker timer("mapblock_mesh_generate_special()");
126
127         /*
128                 Some settings
129         */
130         bool new_style_water = g_settings.getBool("new_style_water");
131         bool new_style_leaves = g_settings.getBool("new_style_leaves");
132         //bool smooth_lighting = g_settings.getBool("smooth_lighting");
133         bool invisible_stone = g_settings.getBool("invisible_stone");
134         
135         float node_water_level = 1.0;
136         if(new_style_water)
137                 node_water_level = 0.85;
138         
139         v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
140
141         // Flowing water material
142         video::SMaterial material_water1;
143         material_water1.setFlag(video::EMF_LIGHTING, false);
144         material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
145         material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
146         material_water1.setFlag(video::EMF_FOG_ENABLE, true);
147         material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
148         AtlasPointer pa_water1 = g_texturesource->getTexture(
149                         g_texturesource->getTextureId("water.png"));
150         material_water1.setTexture(0, pa_water1.atlas);
151
152         // New-style leaves material
153         video::SMaterial material_leaves1;
154         material_leaves1.setFlag(video::EMF_LIGHTING, false);
155         //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
156         material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
157         material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
158         material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
159         AtlasPointer pa_leaves1 = g_texturesource->getTexture(
160                         g_texturesource->getTextureId("leaves.png"));
161         material_leaves1.setTexture(0, pa_leaves1.atlas);
162
163         // Glass material
164         video::SMaterial material_glass;
165         material_glass.setFlag(video::EMF_LIGHTING, false);
166         material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
167         material_glass.setFlag(video::EMF_FOG_ENABLE, true);
168         material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
169         AtlasPointer pa_glass = g_texturesource->getTexture(
170                         g_texturesource->getTextureId("glass.png"));
171         material_glass.setTexture(0, pa_glass.atlas);
172
173         // Wood material
174         video::SMaterial material_wood;
175         material_wood.setFlag(video::EMF_LIGHTING, false);
176         material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
177         material_wood.setFlag(video::EMF_FOG_ENABLE, true);
178         material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
179         AtlasPointer pa_wood = g_texturesource->getTexture(
180                         g_texturesource->getTextureId("wood.png"));
181         material_wood.setTexture(0, pa_wood.atlas);
182
183         // General ground material for special output
184         // Texture is modified just before usage
185         video::SMaterial material_general;
186         material_general.setFlag(video::EMF_LIGHTING, false);
187         material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
188         material_general.setFlag(video::EMF_FOG_ENABLE, true);
189         material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
190
191
192         // Papyrus material
193         video::SMaterial material_papyrus;
194         material_papyrus.setFlag(video::EMF_LIGHTING, false);
195         material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
196         material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
197         material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
198         AtlasPointer pa_papyrus = g_texturesource->getTexture(
199                         g_texturesource->getTextureId("papyrus.png"));
200         material_papyrus.setTexture(0, pa_papyrus.atlas);
201
202         // junglegrass material
203         video::SMaterial material_junglegrass;
204         material_junglegrass.setFlag(video::EMF_LIGHTING, false);
205         material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
206         material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
207         material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
208         AtlasPointer pa_junglegrass = g_texturesource->getTexture(
209                         g_texturesource->getTextureId("junglegrass.png"));
210         material_junglegrass.setTexture(0, pa_junglegrass.atlas);
211
212         for(s16 z=0; z<MAP_BLOCKSIZE; z++)
213         for(s16 y=0; y<MAP_BLOCKSIZE; y++)
214         for(s16 x=0; x<MAP_BLOCKSIZE; x++)
215         {
216                 v3s16 p(x,y,z);
217
218                 MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
219                 
220                 /*
221                         Add torches to mesh
222                 */
223                 if(n.d == CONTENT_TORCH)
224                 {
225                         video::SColor c(255,255,255,255);
226
227                         // Wall at X+ of node
228                         video::S3DVertex vertices[4] =
229                         {
230                                 video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
231                                 video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
232                                 video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
233                                 video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
234                         };
235
236                         v3s16 dir = unpackDir(n.dir);
237
238                         for(s32 i=0; i<4; i++)
239                         {
240                                 if(dir == v3s16(1,0,0))
241                                         vertices[i].Pos.rotateXZBy(0);
242                                 if(dir == v3s16(-1,0,0))
243                                         vertices[i].Pos.rotateXZBy(180);
244                                 if(dir == v3s16(0,0,1))
245                                         vertices[i].Pos.rotateXZBy(90);
246                                 if(dir == v3s16(0,0,-1))
247                                         vertices[i].Pos.rotateXZBy(-90);
248                                 if(dir == v3s16(0,-1,0))
249                                         vertices[i].Pos.rotateXZBy(45);
250                                 if(dir == v3s16(0,1,0))
251                                         vertices[i].Pos.rotateXZBy(-45);
252
253                                 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
254                         }
255
256                         // Set material
257                         video::SMaterial material;
258                         material.setFlag(video::EMF_LIGHTING, false);
259                         material.setFlag(video::EMF_BACK_FACE_CULLING, false);
260                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
261                         //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
262                         material.MaterialType
263                                         = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
264
265                         if(dir == v3s16(0,-1,0))
266                                 material.setTexture(0,
267                                                 g_texturesource->getTextureRaw("torch_on_floor.png"));
268                         else if(dir == v3s16(0,1,0))
269                                 material.setTexture(0,
270                                                 g_texturesource->getTextureRaw("torch_on_ceiling.png"));
271                         // For backwards compatibility
272                         else if(dir == v3s16(0,0,0))
273                                 material.setTexture(0,
274                                                 g_texturesource->getTextureRaw("torch_on_floor.png"));
275                         else
276                                 material.setTexture(0, 
277                                                 g_texturesource->getTextureRaw("torch.png"));
278
279                         u16 indices[] = {0,1,2,2,3,0};
280                         // Add to mesh collector
281                         collector.append(material, vertices, 4, indices, 6);
282                 }
283                 /*
284                         Signs on walls
285                 */
286                 else if(n.d == CONTENT_SIGN_WALL)
287                 {
288                         u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
289                         video::SColor c(255,l,l,l);
290                                 
291                         float d = (float)BS/16;
292                         // Wall at X+ of node
293                         video::S3DVertex vertices[4] =
294                         {
295                                 video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
296                                 video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
297                                 video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
298                                 video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
299                         };
300
301                         v3s16 dir = unpackDir(n.dir);
302
303                         for(s32 i=0; i<4; i++)
304                         {
305                                 if(dir == v3s16(1,0,0))
306                                         vertices[i].Pos.rotateXZBy(0);
307                                 if(dir == v3s16(-1,0,0))
308                                         vertices[i].Pos.rotateXZBy(180);
309                                 if(dir == v3s16(0,0,1))
310                                         vertices[i].Pos.rotateXZBy(90);
311                                 if(dir == v3s16(0,0,-1))
312                                         vertices[i].Pos.rotateXZBy(-90);
313                                 if(dir == v3s16(0,-1,0))
314                                         vertices[i].Pos.rotateXYBy(-90);
315                                 if(dir == v3s16(0,1,0))
316                                         vertices[i].Pos.rotateXYBy(90);
317
318                                 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
319                         }
320
321                         // Set material
322                         video::SMaterial material;
323                         material.setFlag(video::EMF_LIGHTING, false);
324                         material.setFlag(video::EMF_BACK_FACE_CULLING, false);
325                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
326                         material.setFlag(video::EMF_FOG_ENABLE, true);
327                         //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
328                         material.MaterialType
329                                         = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
330
331                         material.setTexture(0, 
332                                         g_texturesource->getTextureRaw("sign_wall.png"));
333
334                         u16 indices[] = {0,1,2,2,3,0};
335                         // Add to mesh collector
336                         collector.append(material, vertices, 4, indices, 6);
337                 }
338                 /*
339                         Add flowing water to mesh
340                 */
341                 else if(n.d == CONTENT_WATER)
342                 {
343                         bool top_is_water = false;
344                         MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
345                         if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
346                                 top_is_water = true;
347                         
348                         u8 l = 0;
349                         // Use the light of the node on top if possible
350                         if(content_features(ntop.d).param_type == CPT_LIGHT)
351                                 l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
352                         // Otherwise use the light of this node (the water)
353                         else
354                                 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
355                         video::SColor c(WATER_ALPHA,l,l,l);
356                         
357                         // Neighbor water levels (key = relative position)
358                         // Includes current node
359                         core::map<v3s16, f32> neighbor_levels;
360                         core::map<v3s16, u8> neighbor_contents;
361                         core::map<v3s16, u8> neighbor_flags;
362                         const u8 neighborflag_top_is_water = 0x01;
363                         v3s16 neighbor_dirs[9] = {
364                                 v3s16(0,0,0),
365                                 v3s16(0,0,1),
366                                 v3s16(0,0,-1),
367                                 v3s16(1,0,0),
368                                 v3s16(-1,0,0),
369                                 v3s16(1,0,1),
370                                 v3s16(-1,0,-1),
371                                 v3s16(1,0,-1),
372                                 v3s16(-1,0,1),
373                         };
374                         for(u32 i=0; i<9; i++)
375                         {
376                                 u8 content = CONTENT_AIR;
377                                 float level = -0.5 * BS;
378                                 u8 flags = 0;
379                                 // Check neighbor
380                                 v3s16 p2 = p + neighbor_dirs[i];
381                                 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
382                                 if(n2.d != CONTENT_IGNORE)
383                                 {
384                                         content = n2.d;
385
386                                         if(n2.d == CONTENT_WATERSOURCE)
387                                                 level = (-0.5+node_water_level) * BS;
388                                         else if(n2.d == CONTENT_WATER)
389                                                 level = (-0.5 + ((float)(n2.param2 & LIQUID_LEVEL_MASK) + 0.5) / 8.0
390                                                                 * node_water_level) * BS;
391
392                                         // Check node above neighbor.
393                                         // NOTE: This doesn't get executed if neighbor
394                                         //       doesn't exist
395                                         p2.Y += 1;
396                                         n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
397                                         if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
398                                                 flags |= neighborflag_top_is_water;
399                                 }
400                                 
401                                 neighbor_levels.insert(neighbor_dirs[i], level);
402                                 neighbor_contents.insert(neighbor_dirs[i], content);
403                                 neighbor_flags.insert(neighbor_dirs[i], flags);
404                         }
405
406                         //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
407                         //float water_level = neighbor_levels[v3s16(0,0,0)];
408
409                         // Corner heights (average between four waters)
410                         f32 corner_levels[4];
411                         
412                         v3s16 halfdirs[4] = {
413                                 v3s16(0,0,0),
414                                 v3s16(1,0,0),
415                                 v3s16(1,0,1),
416                                 v3s16(0,0,1),
417                         };
418                         for(u32 i=0; i<4; i++)
419                         {
420                                 v3s16 cornerdir = halfdirs[i];
421                                 float cornerlevel = 0;
422                                 u32 valid_count = 0;
423                                 for(u32 j=0; j<4; j++)
424                                 {
425                                         v3s16 neighbordir = cornerdir - halfdirs[j];
426                                         u8 content = neighbor_contents[neighbordir];
427                                         // Special case for source nodes
428                                         if(content == CONTENT_WATERSOURCE)
429                                         {
430                                                 cornerlevel = (-0.5+node_water_level)*BS;
431                                                 valid_count = 1;
432                                                 break;
433                                         }
434                                         else if(content == CONTENT_WATER)
435                                         {
436                                                 cornerlevel += neighbor_levels[neighbordir];
437                                                 valid_count++;
438                                         }
439                                         else if(content == CONTENT_AIR)
440                                         {
441                                                 cornerlevel += -0.5*BS;
442                                                 valid_count++;
443                                         }
444                                 }
445                                 if(valid_count > 0)
446                                         cornerlevel /= valid_count;
447                                 corner_levels[i] = cornerlevel;
448                         }
449
450                         /*
451                                 Generate sides
452                         */
453
454                         v3s16 side_dirs[4] = {
455                                 v3s16(1,0,0),
456                                 v3s16(-1,0,0),
457                                 v3s16(0,0,1),
458                                 v3s16(0,0,-1),
459                         };
460                         s16 side_corners[4][2] = {
461                                 {1, 2},
462                                 {3, 0},
463                                 {2, 3},
464                                 {0, 1},
465                         };
466                         for(u32 i=0; i<4; i++)
467                         {
468                                 v3s16 dir = side_dirs[i];
469
470                                 /*
471                                         If our topside is water and neighbor's topside
472                                         is water, don't draw side face
473                                 */
474                                 if(top_is_water &&
475                                                 neighbor_flags[dir] & neighborflag_top_is_water)
476                                         continue;
477
478                                 u8 neighbor_content = neighbor_contents[dir];
479                                 
480                                 // Don't draw face if neighbor is not air or water
481                                 if(neighbor_content != CONTENT_AIR
482                                                 && neighbor_content != CONTENT_WATER)
483                                         continue;
484                                 
485                                 bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
486                                 
487                                 // Don't draw any faces if neighbor is water and top is water
488                                 if(neighbor_is_water == true && top_is_water == false)
489                                         continue;
490                                 
491                                 video::S3DVertex vertices[4] =
492                                 {
493                                         /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
494                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
495                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
496                                         video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
497                                         video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
498                                                         pa_water1.x0(), pa_water1.y1()),
499                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
500                                                         pa_water1.x1(), pa_water1.y1()),
501                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
502                                                         pa_water1.x1(), pa_water1.y0()),
503                                         video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
504                                                         pa_water1.x0(), pa_water1.y0()),
505                                 };
506                                 
507                                 /*
508                                         If our topside is water, set upper border of face
509                                         at upper border of node
510                                 */
511                                 if(top_is_water)
512                                 {
513                                         vertices[2].Pos.Y = 0.5*BS;
514                                         vertices[3].Pos.Y = 0.5*BS;
515                                 }
516                                 /*
517                                         Otherwise upper position of face is corner levels
518                                 */
519                                 else
520                                 {
521                                         vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
522                                         vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
523                                 }
524                                 
525                                 /*
526                                         If neighbor is water, lower border of face is corner
527                                         water levels
528                                 */
529                                 if(neighbor_is_water)
530                                 {
531                                         vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
532                                         vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
533                                 }
534                                 /*
535                                         If neighbor is not water, lower border of face is
536                                         lower border of node
537                                 */
538                                 else
539                                 {
540                                         vertices[0].Pos.Y = -0.5*BS;
541                                         vertices[1].Pos.Y = -0.5*BS;
542                                 }
543                                 
544                                 for(s32 j=0; j<4; j++)
545                                 {
546                                         if(dir == v3s16(0,0,1))
547                                                 vertices[j].Pos.rotateXZBy(0);
548                                         if(dir == v3s16(0,0,-1))
549                                                 vertices[j].Pos.rotateXZBy(180);
550                                         if(dir == v3s16(-1,0,0))
551                                                 vertices[j].Pos.rotateXZBy(90);
552                                         if(dir == v3s16(1,0,-0))
553                                                 vertices[j].Pos.rotateXZBy(-90);
554
555                                         vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
556                                 }
557
558                                 u16 indices[] = {0,1,2,2,3,0};
559                                 // Add to mesh collector
560                                 collector.append(material_water1, vertices, 4, indices, 6);
561                         }
562                         
563                         /*
564                                 Generate top side, if appropriate
565                         */
566                         
567                         if(top_is_water == false)
568                         {
569                                 video::S3DVertex vertices[4] =
570                                 {
571                                         /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
572                                         video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
573                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
574                                         video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
575                                         video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
576                                                         pa_water1.x0(), pa_water1.y1()),
577                                         video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
578                                                         pa_water1.x1(), pa_water1.y1()),
579                                         video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
580                                                         pa_water1.x1(), pa_water1.y0()),
581                                         video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
582                                                         pa_water1.x0(), pa_water1.y0()),
583                                 };
584                                 
585                                 // This fixes a strange bug
586                                 s32 corner_resolve[4] = {3,2,1,0};
587
588                                 for(s32 i=0; i<4; i++)
589                                 {
590                                         //vertices[i].Pos.Y += water_level;
591                                         //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
592                                         s32 j = corner_resolve[i];
593                                         vertices[i].Pos.Y += corner_levels[j];
594                                         vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
595                                 }
596
597                                 u16 indices[] = {0,1,2,2,3,0};
598                                 // Add to mesh collector
599                                 collector.append(material_water1, vertices, 4, indices, 6);
600                         }
601                 }
602                 /*
603                         Add water sources to mesh if using new style
604                 */
605                 else if(n.d == CONTENT_WATERSOURCE && new_style_water)
606                 {
607                         //bool top_is_water = false;
608                         bool top_is_air = false;
609                         MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
610                         /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
611                                 top_is_water = true;*/
612                         if(n.d == CONTENT_AIR)
613                                 top_is_air = true;
614                         
615                         /*if(top_is_water == true)
616                                 continue;*/
617                         if(top_is_air == false)
618                                 continue;
619
620                         u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
621                         video::SColor c(WATER_ALPHA,l,l,l);
622                         
623                         video::S3DVertex vertices[4] =
624                         {
625                                 /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
626                                 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
627                                 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
628                                 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
629                                 video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
630                                                 pa_water1.x0(), pa_water1.y1()),
631                                 video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
632                                                 pa_water1.x1(), pa_water1.y1()),
633                                 video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
634                                                 pa_water1.x1(), pa_water1.y0()),
635                                 video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
636                                                 pa_water1.x0(), pa_water1.y0()),
637                         };
638
639                         for(s32 i=0; i<4; i++)
640                         {
641                                 vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
642                                 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
643                         }
644
645                         u16 indices[] = {0,1,2,2,3,0};
646                         // Add to mesh collector
647                         collector.append(material_water1, vertices, 4, indices, 6);
648                 }
649                 /*
650                         Add leaves if using new style
651                 */
652                 else if(n.d == CONTENT_LEAVES && new_style_leaves)
653                 {
654                         /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
655                         u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
656                         video::SColor c(255,l,l,l);
657
658                         for(u32 j=0; j<6; j++)
659                         {
660                                 video::S3DVertex vertices[4] =
661                                 {
662                                         /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
663                                         video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
664                                         video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
665                                         video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
666                                         video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
667                                                 pa_leaves1.x0(), pa_leaves1.y1()),
668                                         video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
669                                                 pa_leaves1.x1(), pa_leaves1.y1()),
670                                         video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
671                                                 pa_leaves1.x1(), pa_leaves1.y0()),
672                                         video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
673                                                 pa_leaves1.x0(), pa_leaves1.y0()),
674                                 };
675
676                                 if(j == 0)
677                                 {
678                                         for(u16 i=0; i<4; i++)
679                                                 vertices[i].Pos.rotateXZBy(0);
680                                 }
681                                 else if(j == 1)
682                                 {
683                                         for(u16 i=0; i<4; i++)
684                                                 vertices[i].Pos.rotateXZBy(180);
685                                 }
686                                 else if(j == 2)
687                                 {
688                                         for(u16 i=0; i<4; i++)
689                                                 vertices[i].Pos.rotateXZBy(-90);
690                                 }
691                                 else if(j == 3)
692                                 {
693                                         for(u16 i=0; i<4; i++)
694                                                 vertices[i].Pos.rotateXZBy(90);
695                                 }
696                                 else if(j == 4)
697                                 {
698                                         for(u16 i=0; i<4; i++)
699                                                 vertices[i].Pos.rotateYZBy(-90);
700                                 }
701                                 else if(j == 5)
702                                 {
703                                         for(u16 i=0; i<4; i++)
704                                                 vertices[i].Pos.rotateYZBy(90);
705                                 }
706
707                                 for(u16 i=0; i<4; i++)
708                                 {
709                                         vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
710                                 }
711
712                                 u16 indices[] = {0,1,2,2,3,0};
713                                 // Add to mesh collector
714                                 collector.append(material_leaves1, vertices, 4, indices, 6);
715                         }
716                 }
717                 /*
718                         Add glass
719                 */
720                 else if(n.d == CONTENT_GLASS)
721                 {
722                         u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
723                         video::SColor c(255,l,l,l);
724
725                         for(u32 j=0; j<6; j++)
726                         {
727                                 video::S3DVertex vertices[4] =
728                                 {
729                                         video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
730                                                 pa_glass.x0(), pa_glass.y1()),
731                                         video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
732                                                 pa_glass.x1(), pa_glass.y1()),
733                                         video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
734                                                 pa_glass.x1(), pa_glass.y0()),
735                                         video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
736                                                 pa_glass.x0(), pa_glass.y0()),
737                                 };
738
739                                 if(j == 0)
740                                 {
741                                         for(u16 i=0; i<4; i++)
742                                                 vertices[i].Pos.rotateXZBy(0);
743                                 }
744                                 else if(j == 1)
745                                 {
746                                         for(u16 i=0; i<4; i++)
747                                                 vertices[i].Pos.rotateXZBy(180);
748                                 }
749                                 else if(j == 2)
750                                 {
751                                         for(u16 i=0; i<4; i++)
752                                                 vertices[i].Pos.rotateXZBy(-90);
753                                 }
754                                 else if(j == 3)
755                                 {
756                                         for(u16 i=0; i<4; i++)
757                                                 vertices[i].Pos.rotateXZBy(90);
758                                 }
759                                 else if(j == 4)
760                                 {
761                                         for(u16 i=0; i<4; i++)
762                                                 vertices[i].Pos.rotateYZBy(-90);
763                                 }
764                                 else if(j == 5)
765                                 {
766                                         for(u16 i=0; i<4; i++)
767                                                 vertices[i].Pos.rotateYZBy(90);
768                                 }
769
770                                 for(u16 i=0; i<4; i++)
771                                 {
772                                         vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
773                                 }
774
775                                 u16 indices[] = {0,1,2,2,3,0};
776                                 // Add to mesh collector
777                                 collector.append(material_glass, vertices, 4, indices, 6);
778                         }
779                 }
780                 /*
781                         Add fence
782                 */
783                 else if(n.d == CONTENT_FENCE)
784                 {
785                         u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
786                         video::SColor c(255,l,l,l);
787
788                         const f32 post_rad=(f32)BS/10;
789                         const f32 bar_rad=(f32)BS/20;
790                         const f32 bar_len=(f32)(BS/2)-post_rad;
791
792                         // The post - always present
793                         v3f pos = intToFloat(p+blockpos_nodes, BS);
794                         f32 postuv[24]={
795                                         0.4,0.4,0.6,0.6,
796                                         0.35,0,0.65,1,
797                                         0.35,0,0.65,1,
798                                         0.35,0,0.65,1,
799                                         0.35,0,0.65,1,
800                                         0.4,0.4,0.6,0.6};
801                         makeCuboid(material_wood, &collector,
802                                 &pa_wood, c, pos,
803                                 post_rad,BS/2,post_rad, postuv);
804
805                         // Now a section of fence, +X, if there's a post there
806                         v3s16 p2 = p;
807                         p2.X++;
808                         MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
809                         if(n2.d == CONTENT_FENCE)
810                         {
811                                 pos = intToFloat(p+blockpos_nodes, BS);
812                                 pos.X += BS/2;
813                                 pos.Y += BS/4;
814                                 f32 xrailuv[24]={
815                                         0,0.4,1,0.6,
816                                         0,0.4,1,0.6,
817                                         0,0.4,1,0.6,
818                                         0,0.4,1,0.6,
819                                         0,0.4,1,0.6,
820                                         0,0.4,1,0.6};
821                                 makeCuboid(material_wood, &collector,
822                                         &pa_wood, c, pos,
823                                         bar_len,bar_rad,bar_rad, xrailuv);
824
825                                 pos.Y -= BS/2;
826                                 makeCuboid(material_wood, &collector,
827                                         &pa_wood, c, pos,
828                                         bar_len,bar_rad,bar_rad, xrailuv);
829                         }
830
831                         // Now a section of fence, +Z, if there's a post there
832                         p2 = p;
833                         p2.Z++;
834                         n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
835                         if(n2.d == CONTENT_FENCE)
836                         {
837                                 pos = intToFloat(p+blockpos_nodes, BS);
838                                 pos.Z += BS/2;
839                                 pos.Y += BS/4;
840                                 f32 zrailuv[24]={
841                                         0,0.4,1,0.6,
842                                         0,0.4,1,0.6,
843                                         0,0.4,1,0.6,
844                                         0,0.4,1,0.6,
845                                         0,0.4,1,0.6,
846                                         0,0.4,1,0.6};
847                                 makeCuboid(material_wood, &collector,
848                                         &pa_wood, c, pos,
849                                         bar_rad,bar_rad,bar_len, zrailuv);
850                                 pos.Y -= BS/2;
851                                 makeCuboid(material_wood, &collector,
852                                         &pa_wood, c, pos,
853                                         bar_rad,bar_rad,bar_len, zrailuv);
854
855                         }
856
857                 }
858 #if 1
859                 /*
860                         Add stones with minerals if stone is invisible
861                 */
862                 else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
863                 {
864                         for(u32 j=0; j<6; j++)
865                         {
866                                 // NOTE: Hopefully g_6dirs[j] is the right direction...
867                                 v3s16 dir = g_6dirs[j];
868                                 /*u8 l = 0;
869                                 MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
870                                 if(content_features(n2.d).param_type == CPT_LIGHT)
871                                         l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
872                                 else
873                                         l = 255;*/
874                                 u8 l = 255;
875                                 video::SColor c(255,l,l,l);
876                                 
877                                 // Get the right texture
878                                 TileSpec ts = n.getTile(dir);
879                                 AtlasPointer ap = ts.texture;
880                                 material_general.setTexture(0, ap.atlas);
881                                 video::S3DVertex vertices[4] =
882                                 {
883                                         /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
884                                         video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
885                                         video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
886                                         video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
887                                         video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
888                                                 ap.x0(), ap.y1()),
889                                         video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
890                                                 ap.x1(), ap.y1()),
891                                         video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
892                                                 ap.x1(), ap.y0()),
893                                         video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
894                                                 ap.x0(), ap.y0()),
895                                 };
896
897                                 if(j == 0)
898                                 {
899                                         for(u16 i=0; i<4; i++)
900                                                 vertices[i].Pos.rotateXZBy(0);
901                                 }
902                                 else if(j == 1)
903                                 {
904                                         for(u16 i=0; i<4; i++)
905                                                 vertices[i].Pos.rotateXZBy(180);
906                                 }
907                                 else if(j == 2)
908                                 {
909                                         for(u16 i=0; i<4; i++)
910                                                 vertices[i].Pos.rotateXZBy(-90);
911                                 }
912                                 else if(j == 3)
913                                 {
914                                         for(u16 i=0; i<4; i++)
915                                                 vertices[i].Pos.rotateXZBy(90);
916                                 }
917                                 else if(j == 4)
918
919                                 for(u16 i=0; i<4; i++)
920                                 {
921                                         vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
922                                 }
923
924                                 u16 indices[] = {0,1,2,2,3,0};
925                                 // Add to mesh collector
926                                 collector.append(material_general, vertices, 4, indices, 6);
927                         }
928                 }
929 #endif
930                 else if(n.d == CONTENT_PAPYRUS)
931                 {
932                         u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
933                         video::SColor c(255,l,l,l);
934
935                         for(u32 j=0; j<4; j++)
936                         {
937                                 video::S3DVertex vertices[4] =
938                                 {
939                                         video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
940                                                 pa_papyrus.x0(), pa_papyrus.y1()),
941                                         video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
942                                                 pa_papyrus.x1(), pa_papyrus.y1()),
943                                         video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
944                                                 pa_papyrus.x1(), pa_papyrus.y0()),
945                                         video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
946                                                 pa_papyrus.x0(), pa_papyrus.y0()),
947                                 };
948
949                                 if(j == 0)
950                                 {
951                                         for(u16 i=0; i<4; i++)
952                                                 vertices[i].Pos.rotateXZBy(45);
953                                 }
954                                 else if(j == 1)
955                                 {
956                                         for(u16 i=0; i<4; i++)
957                                                 vertices[i].Pos.rotateXZBy(-45);
958                                 }
959                                 else if(j == 2)
960                                 {
961                                         for(u16 i=0; i<4; i++)
962                                                 vertices[i].Pos.rotateXZBy(135);
963                                 }
964                                 else if(j == 3)
965                                 {
966                                         for(u16 i=0; i<4; i++)
967                                                 vertices[i].Pos.rotateXZBy(-135);
968                                 }
969
970                                 for(u16 i=0; i<4; i++)
971                                 {
972                                         vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
973                                 }
974
975                                 u16 indices[] = {0,1,2,2,3,0};
976                                 // Add to mesh collector
977                                 collector.append(material_papyrus, vertices, 4, indices, 6);
978                         }
979                 }
980                 else if(n.d == CONTENT_JUNGLEGRASS)
981                 {
982                         u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
983                         video::SColor c(255,l,l,l);
984
985                         for(u32 j=0; j<4; j++)
986                         {
987                                 video::S3DVertex vertices[4] =
988                                 {
989                                         video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
990                                                 pa_papyrus.x0(), pa_papyrus.y1()),
991                                         video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
992                                                 pa_papyrus.x1(), pa_papyrus.y1()),
993                                         video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
994                                                 pa_papyrus.x1(), pa_papyrus.y0()),
995                                         video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
996                                                 pa_papyrus.x0(), pa_papyrus.y0()),
997                                 };
998
999                                 if(j == 0)
1000                                 {
1001                                         for(u16 i=0; i<4; i++)
1002                                                 vertices[i].Pos.rotateXZBy(45);
1003                                 }
1004                                 else if(j == 1)
1005                                 {
1006                                         for(u16 i=0; i<4; i++)
1007                                                 vertices[i].Pos.rotateXZBy(-45);
1008                                 }
1009                                 else if(j == 2)
1010                                 {
1011                                         for(u16 i=0; i<4; i++)
1012                                                 vertices[i].Pos.rotateXZBy(135);
1013                                 }
1014                                 else if(j == 3)
1015                                 {
1016                                         for(u16 i=0; i<4; i++)
1017                                                 vertices[i].Pos.rotateXZBy(-135);
1018                                 }
1019
1020                                 for(u16 i=0; i<4; i++)
1021                                 {
1022                                         vertices[i].Pos *= 1.3;
1023                                         vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1024                                 }
1025
1026                                 u16 indices[] = {0,1,2,2,3,0};
1027                                 // Add to mesh collector
1028                                 collector.append(material_junglegrass, vertices, 4, indices, 6);
1029                         }
1030                 }
1031                 else if(n.d == CONTENT_RAIL)
1032                 {
1033                         u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
1034                         video::SColor c(255,l,l,l);
1035
1036                         bool is_rail_x [] = { false, false };  /* x-1, x+1 */
1037                         bool is_rail_z [] = { false, false };  /* z-1, z+1 */
1038
1039                         MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
1040                         MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
1041                         MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
1042                         MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
1043
1044                         if(n_minus_x.d == CONTENT_RAIL)
1045                                 is_rail_x[0] = true;
1046                         if(n_plus_x.d == CONTENT_RAIL)
1047                                 is_rail_x[1] = true;
1048                         if(n_minus_z.d == CONTENT_RAIL)
1049                                 is_rail_z[0] = true;
1050                         if(n_plus_z.d == CONTENT_RAIL)
1051                                 is_rail_z[1] = true;
1052
1053                         float d = (float)BS/16;
1054                         video::S3DVertex vertices[4] =
1055                         {
1056                                 video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1057                                         0, 1),
1058                                 video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1059                                         1, 1),
1060                                 video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
1061                                         1, 0),
1062                                 video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
1063                                         0, 0),
1064                         };
1065
1066                         video::SMaterial material_rail;
1067                         material_rail.setFlag(video::EMF_LIGHTING, false);
1068                         material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
1069                         material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
1070                         material_rail.setFlag(video::EMF_FOG_ENABLE, true);
1071                         material_rail.MaterialType
1072                                         = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
1073
1074                         int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
1075
1076                         // Assign textures
1077                         if(adjacencies < 2)
1078                                 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
1079                         else if(adjacencies == 2)
1080                         {
1081                                 if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
1082                                         material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
1083                                 else
1084                                         material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
1085                         }
1086                         else if(adjacencies == 3)
1087                                 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
1088                         else if(adjacencies == 4)
1089                                 material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
1090
1091                         // Rotate textures
1092                         int angle = 0;
1093
1094                         if(adjacencies == 1)
1095                         {
1096                                 if(is_rail_x[0] || is_rail_x[1])
1097                                         angle = 90;
1098                         }
1099                         else if(adjacencies == 2)
1100                         {
1101                                 if(is_rail_x[0] && is_rail_x[1])
1102                                         angle = 90;
1103                                 else if(is_rail_x[0] && is_rail_z[0])
1104                                         angle = 270;
1105                                 else if(is_rail_x[0] && is_rail_z[1])
1106                                         angle = 180;
1107                                 else if(is_rail_x[1] && is_rail_z[1])
1108                                         angle = 90;
1109                         }
1110                         else if(adjacencies == 3)
1111                         {
1112                                 if(!is_rail_x[0])
1113                                         angle=0;
1114                                 if(!is_rail_x[1])
1115                                         angle=180;
1116                                 if(!is_rail_z[0])
1117                                         angle=90;
1118                                 if(!is_rail_z[1])
1119                                         angle=270;
1120                         }
1121
1122                         if(angle != 0) {
1123                                 for(u16 i=0; i<4; i++)
1124                                         vertices[i].Pos.rotateXZBy(angle);
1125                         }
1126
1127                         for(s32 i=0; i<4; i++)
1128                         {
1129                                 vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
1130                         }
1131
1132                         u16 indices[] = {0,1,2,2,3,0};
1133                         collector.append(material_rail, vertices, 4, indices, 6);
1134                 }
1135         }
1136 }
1137 #endif
1138