+ collector.append(tile, vertices, 4, indices, 6);
+ }
+ break;}
+ case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+ // This is always pre-converted to something else
+ assert(0);
+ break;
+ case NDT_GLASSLIKE_FRAMED:
+ {
+ static const v3s16 dirs[6] = {
+ v3s16( 0, 1, 0),
+ v3s16( 0,-1, 0),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0,-1)
+ };
+
+ u8 i;
+ TileSpec tiles[6];
+ for (i = 0; i < 6; i++)
+ tiles[i] = getNodeTile(n, p, dirs[i], data);
+
+ TileSpec glass_tiles[6];
+ if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
+ glass_tiles[0] = tiles[2];
+ glass_tiles[1] = tiles[3];
+ glass_tiles[2] = tiles[1];
+ glass_tiles[3] = tiles[1];
+ glass_tiles[4] = tiles[1];
+ glass_tiles[5] = tiles[1];
+ } else {
+ for (i = 0; i < 6; i++)
+ glass_tiles[i] = tiles[1];
+ }
+
+ u8 param2 = n.getParam2();
+ bool H_merge = ! bool(param2 & 128);
+ bool V_merge = ! bool(param2 & 64);
+ param2 = param2 & 63;
+
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+ v3f pos = intToFloat(p, BS);
+ static const float a = BS / 2;
+ static const float g = a - 0.003;
+ static const float b = .876 * ( BS / 2 );
+
+ static const aabb3f frame_edges[12] = {
+ aabb3f( b, b,-a, a, a, a), // y+
+ aabb3f(-a, b,-a,-b, a, a), // y+
+ aabb3f( b,-a,-a, a,-b, a), // y-
+ aabb3f(-a,-a,-a,-b,-b, a), // y-
+ aabb3f( b,-a, b, a, a, a), // x+
+ aabb3f( b,-a,-a, a, a,-b), // x+
+ aabb3f(-a,-a, b,-b, a, a), // x-
+ aabb3f(-a,-a,-a,-b, a,-b), // x-
+ aabb3f(-a, b, b, a, a, a), // z+
+ aabb3f(-a,-a, b, a,-b, a), // z+
+ aabb3f(-a,-a,-a, a,-b,-b), // z-
+ aabb3f(-a, b,-a, a, a,-b) // z-
+ };
+ static const aabb3f glass_faces[6] = {
+ aabb3f(-g, g,-g, g, g, g), // y+
+ aabb3f(-g,-g,-g, g,-g, g), // y-
+ aabb3f( g,-g,-g, g, g, g), // x+
+ aabb3f(-g,-g,-g,-g, g, g), // x-
+ aabb3f(-g,-g, g, g, g, g), // z+
+ aabb3f(-g,-g,-g, g, g,-g) // z-
+ };
+
+ // table of node visible faces, 0 = invisible
+ int visible_faces[6] = {0,0,0,0,0,0};
+
+ // table of neighbours, 1 = same type, checked with g_26dirs
+ int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
+
+ // g_26dirs to check when only horizontal merge is allowed
+ int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
+
+ content_t current = n.getContent();
+ content_t n2c;
+ MapNode n2;
+ v3s16 n2p;
+
+ // neighbours checks for frames visibility
+
+ if (!H_merge && V_merge) {
+ n2p = blockpos_nodes + p + g_26dirs[1];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[1] = 1;
+ n2p = blockpos_nodes + p + g_26dirs[4];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[4] = 1;
+ } else if (H_merge && !V_merge) {
+ for(i = 0; i < 8; i++) {
+ n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[nb_H_dirs[i]] = 1;
+ }
+ } else if (H_merge && V_merge) {
+ for(i = 0; i < 18; i++) {
+ n2p = blockpos_nodes + p + g_26dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[i] = 1;
+ }
+ }
+
+ // faces visibility checks
+
+ if (!V_merge) {
+ visible_faces[0] = 1;
+ visible_faces[1] = 1;
+ } else {
+ for(i = 0; i < 2; i++) {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != current)
+ visible_faces[i] = 1;
+ }
+ }
+
+ if (!H_merge) {
+ visible_faces[2] = 1;
+ visible_faces[3] = 1;
+ visible_faces[4] = 1;
+ visible_faces[5] = 1;
+ } else {
+ for(i = 2; i < 6; i++) {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != current)
+ visible_faces[i] = 1;
+ }
+ }
+
+ static const u8 nb_triplet[12*3] = {
+ 1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
+ 2,0,11, 2,3,13, 5,0,10, 5,3,12,
+ 0,1, 8, 0,4,16, 3,4,17, 3,1, 9
+ };
+
+ f32 tx1, ty1, tz1, tx2, ty2, tz2;
+ aabb3f box;
+
+ for(i = 0; i < 12; i++)
+ {
+ int edge_invisible;
+ if (nb[nb_triplet[i*3+2]])
+ edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
+ else
+ edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
+ if (edge_invisible)
+ continue;
+ box = frame_edges[i];
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ tx1 = (box.MinEdge.X / BS) + 0.5;
+ ty1 = (box.MinEdge.Y / BS) + 0.5;
+ tz1 = (box.MinEdge.Z / BS) + 0.5;
+ tx2 = (box.MaxEdge.X / BS) + 0.5;
+ ty2 = (box.MaxEdge.Y / BS) + 0.5;
+ tz2 = (box.MaxEdge.Z / BS) + 0.5;
+ f32 txc1[24] = {
+ tx1, 1-tz2, tx2, 1-tz1,
+ tx1, tz1, tx2, tz2,
+ tz1, 1-ty2, tz2, 1-ty1,
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
+ }
+
+ for(i = 0; i < 6; i++)
+ {
+ if (!visible_faces[i])
+ continue;
+ box = glass_faces[i];
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ tx1 = (box.MinEdge.X / BS) + 0.5;
+ ty1 = (box.MinEdge.Y / BS) + 0.5;
+ tz1 = (box.MinEdge.Z / BS) + 0.5;
+ tx2 = (box.MaxEdge.X / BS) + 0.5;
+ ty2 = (box.MaxEdge.Y / BS) + 0.5;
+ tz2 = (box.MaxEdge.Z / BS) + 0.5;
+ f32 txc2[24] = {
+ tx1, 1-tz2, tx2, 1-tz1,
+ tx1, tz1, tx2, tz2,
+ tz1, 1-ty2, tz2, 1-ty1,
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
+ }
+
+ if (param2 > 0 && f.special_tiles[0].texture) {
+ // Interior volume level is in range 0 .. 63,
+ // convert it to -0.5 .. 0.5
+ float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
+ TileSpec interior_tiles[6];
+ for (i = 0; i < 6; i++)
+ interior_tiles[i] = f.special_tiles[0];
+ float offset = 0.003;
+ box = aabb3f(visible_faces[3] ? -b : -a + offset,
+ visible_faces[1] ? -b : -a + offset,
+ visible_faces[5] ? -b : -a + offset,
+ visible_faces[2] ? b : a - offset,
+ visible_faces[0] ? b * vlev : a * vlev - offset,
+ visible_faces[4] ? b : a - offset);
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ tx1 = (box.MinEdge.X / BS) + 0.5;
+ ty1 = (box.MinEdge.Y / BS) + 0.5;
+ tz1 = (box.MinEdge.Z / BS) + 0.5;
+ tx2 = (box.MaxEdge.X / BS) + 0.5;
+ ty2 = (box.MaxEdge.Y / BS) + 0.5;
+ tz2 = (box.MaxEdge.Z / BS) + 0.5;
+ f32 txc3[24] = {
+ tx1, 1-tz2, tx2, 1-tz1,
+ tx1, tz1, tx2, tz2,
+ tz1, 1-ty2, tz2, 1-ty1,
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ makeCuboid(&collector, box, interior_tiles, 6, c, txc3);