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/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola 

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 "main.h" // For g_settings
#include "mineral.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor()
#include "settings.h"
#include "nodedef.h"
#include "gamedef.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;indef();

	// 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;

	/*// 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;*/

	for(s16 z=0; zm_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
			if(n.getContent() == CONTENT_AIR)
				top_is_air = true;
			
			if(top_is_air == false)
				continue;

			u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
			video::SColor c = MapBlock_LightColor(
					nodedef->get(n).alpha, l);
			
			video::S3DVertex vertices[4] =
			{
				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,
						pa_liquid1.x0(), pa_liquid1.y0()),
			};

			for(s32 i=0; iget(n).special_materials[0]);
			assert(nodedef->get(n).special_materials[1]);
			assert(nodedef->get(n).special_aps[0]);

			video::SMaterial &liquid_material =
					*nodedef->get(n).special_materials[0];
			video::SMaterial &liquid_material_bfculled =
					*nodedef->get(n).special_materials[1];
			AtlasPointer &pa_liquid1 =
					*nodedef->get(n).special_aps[0];

			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(nodedef->get(n).liquid_alternative_flowing);
			content_t c_source = nodedef->getId(nodedef->get(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(nodedef->get(ntop).param_type == CPT_LIGHT)
				l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
			// Otherwise use the light of this node (the liquid)
			else
				l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
			video::SColor c = MapBlock_LightColor(
					nodedef->get(n).alpha, l);
			
			// Neighbor liquid levels (key = relative position)
			// Includes current node
			core::map neighbor_levels;
			core::map neighbor_contents;
			core::map 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; im_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 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; iget(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
				video::SMaterial *current_material = &liquid_material;
				if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
					current_material = &liquid_material_bfculled;
				
				video::S3DVertex vertices[4] =
				{
					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,
							pa_liquid1.x0(), pa_liquid1.y0()),
				};
				
				/*
					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; jm_vmanip.getNodeNoEx(blockpos_nodes + p2);
			const ContentFeatures *f2 = &nodedef->get(n2);
			if(f2->drawtype == NDT_FENCELIKE)
			{
				pos = intToFloat(p+blockpos_nodes, BS);
				pos.X += BS/2;
				pos.Y += BS/4;
				f32 xrailuv[24]={
					0,0.4,1,0.6,
					0,0.4,1,0.6,
					0,0.4,1,0.6,
					0,0.4,1,0.6,
					0,0.4,1,0.6,
					0,0.4,1,0.6};
				makeCuboid(material_wood, &collector,
					&pa_wood, c, pos,
					bar_len,bar_rad,bar_rad, xrailuv);

				pos.Y -= BS/2;
				makeCuboid(material_wood, &collector,
					&pa_wood, c, pos,
					bar_len,bar_rad,bar_rad, xrailuv);
			}

			// Now a section of fence, +Z, if there's a post there
			p2 = p;
			p2.Z++;
			n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
			f2 = &nodedef->get(n2);
			if(f2->drawtype == NDT_FENCELIKE)
			{
				pos = intToFloat(p+blockpos_nodes, BS);
				pos.Z += BS/2;
				pos.Y += BS/4;
				f32 zrailuv[24]={
					0,0.4,1,0.6,
					0,0.4,1,0.6,
					0,0.4,1,0.6,
					0,0.4,1,0.6,
					0,0.4,1,0.6,
					0,0.4,1,0.6};
				makeCuboid(material_wood, &collector,
					&pa_wood, c, pos,
					bar_rad,bar_rad,bar_len, zrailuv);
				pos.Y -= BS/2;
				makeCuboid(material_wood, &collector,
					&pa_wood, c, pos,
					bar_rad,bar_rad,bar_len, zrailuv);

			}
		break;}
		case NDT_RAILLIKE:
		{
			bool is_rail_x [] = { false, false };  /* x-1, x+1 */
			bool is_rail_z [] = { false, false };  /* z-1, z+1 */

			MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
			MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
			MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
			MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
			
			content_t thiscontent = n.getContent();
			if(n_minus_x.getContent() == thiscontent)
				is_rail_x[0] = true;
			if(n_plus_x.getContent() == thiscontent)
				is_rail_x[1] = true;
			if(n_minus_z.getContent() == thiscontent)
				is_rail_z[0] = true;
			if(n_plus_z.getContent() == thiscontent)
				is_rail_z[1] = true;

			int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];

			// Assign textures
			AtlasPointer ap = f.tiles[0].texture; // straight
			if(adjacencies < 2)
				ap = f.tiles[0].texture; // straight
			else if(adjacencies == 2)
			{
				if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
					ap = f.tiles[0].texture; // straight
				else
					ap = f.tiles[1].texture; // curved
			}
			else if(adjacencies == 3)
				ap = f.tiles[2].texture; // t-junction
			else if(adjacencies == 4)
				ap = f.tiles[3].texture; // crossing
			
			video::SMaterial material_rail;
			material_rail.setFlag(video::EMF_LIGHTING, false);
			material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
			material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
			material_rail.setFlag(video::EMF_FOG_ENABLE, true);
			material_rail.MaterialType
					= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
			material_rail.setTexture(0, ap.atlas);

			u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
			video::SColor c = MapBlock_LightColor(255, l);

			float d = (float)BS/16;
			video::S3DVertex vertices[4] =
			{
				video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
						ap.x0(), ap.y1()),
				video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
						ap.x1(), ap.y1()),
				video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
						ap.x1(), ap.y0()),
				video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
						ap.x0(), ap.y0()),
			};

			// Rotate textures
			int angle = 0;

			if(adjacencies == 1)
			{
				if(is_rail_x[0] || is_rail_x[1])
					angle = 90;
			}
			else if(adjacencies == 2)
			{
				if(is_rail_x[0] && is_rail_x[1])
					angle = 90;
				else if(is_rail_x[0] && is_rail_z[0])
					angle = 270;
				else if(is_rail_x[0] && is_rail_z[1])
					angle = 180;
				else if(is_rail_x[1] && is_rail_z[1])
					angle = 90;
			}
			else if(adjacencies == 3)
			{
				if(!is_rail_x[0])
					angle=0;
				if(!is_rail_x[1])
					angle=180;
				if(!is_rail_z[0])
					angle=90;
				if(!is_rail_z[1])
					angle=270;
			}

			if(angle != 0) {
				for(u16 i=0; i

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