+ l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+ video::SColor c(WATER_ALPHA,l,l,l);
+
+ // Neighbor water levels (key = relative position)
+ // Includes current node
+ core::map<v3s16, f32> neighbor_levels;
+ core::map<v3s16, u8> neighbor_contents;
+ core::map<v3s16, u8> neighbor_flags;
+ const u8 neighborflag_top_is_water = 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++)
+ {
+ u8 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.d != CONTENT_IGNORE)
+ {
+ content = n2.d;
+
+ if(n2.d == CONTENT_WATERSOURCE)
+ level = (-0.5+node_water_level) * BS;
+ else if(n2.d == CONTENT_WATER)
+ level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
+ * node_water_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.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
+ flags |= neighborflag_top_is_water;
+ }
+
+ neighbor_levels.insert(neighbor_dirs[i], level);
+ neighbor_contents.insert(neighbor_dirs[i], content);
+ neighbor_flags.insert(neighbor_dirs[i], flags);
+ }
+
+ //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
+ //float water_level = neighbor_levels[v3s16(0,0,0)];
+
+ // Corner heights (average between four waters)
+ 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;
+ for(u32 j=0; j<4; j++)
+ {
+ v3s16 neighbordir = cornerdir - halfdirs[j];
+ u8 content = neighbor_contents[neighbordir];
+ // Special case for source nodes
+ if(content == CONTENT_WATERSOURCE)
+ {
+ cornerlevel = (-0.5+node_water_level)*BS;
+ valid_count = 1;
+ break;
+ }
+ else if(content == CONTENT_WATER)
+ {
+ cornerlevel += neighbor_levels[neighbordir];
+ valid_count++;
+ }
+ else if(content == CONTENT_AIR)
+ {
+ cornerlevel += -0.5*BS;
+ valid_count++;
+ }
+ }
+ 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 water and neighbor's topside
+ is water, don't draw side face
+ */
+ if(top_is_water &&
+ neighbor_flags[dir] & neighborflag_top_is_water)
+ continue;
+
+ u8 neighbor_content = neighbor_contents[dir];
+
+ // Don't draw face if neighbor is not air or water
+ if(neighbor_content != CONTENT_AIR
+ && neighbor_content != CONTENT_WATER)
+ continue;
+
+ bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
+
+ // Don't draw any faces if neighbor is water and top is water
+ if(neighbor_is_water == true && top_is_water == false)
+ continue;
+
+ video::S3DVertex vertices[4] =
+ {
+ /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x1(), pa_water1.y0()),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_water1.x0(), pa_water1.y0()),
+ };
+
+ /*
+ If our topside is water, set upper border of face
+ at upper border of node
+ */
+ if(top_is_water)
+ {
+ 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 water, lower border of face is corner
+ water levels
+ */
+ if(neighbor_is_water)
+ {
+ vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
+ vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
+ }
+ /*
+ If neighbor is not water, 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);
+
+ vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material_water1, vertices, 4, indices, 6);
+ }
+
+ /*
+ Generate top side, if appropriate
+ */
+
+ if(top_is_water == false)