]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapblock.cpp
Moved the temporary mapgen test files and added a modified map.cpp too... These are...
[dragonfireclient.git] / src / mapblock.cpp
index 5b8bc7b9f80762b0e818574fe158789e641c7e3b..58b23bd146e6001d50055a18357c1e1ae308bde7 100644 (file)
@@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapblock.h"
 #include "map.h"
-// For g_settings and g_irrlicht
+// For g_settings
 #include "main.h"
 #include "light.h"
 #include <sstream>
@@ -133,53 +133,94 @@ u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
 
 #ifndef SERVER
 
-void makeFastFace(TileSpec tile, u8 light, v3f p,
-               v3s16 dir, v3f scale, v3f posRelative_f,
-               core::array<FastFace> &dest)
+/*
+       vertex_dirs: v3s16[4]
+*/
+void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
 {
-       FastFace face;
-       
-       // Position is at the center of the cube.
-       v3f pos = p * BS;
-       posRelative_f *= BS;
-
-       v3f vertex_pos[4];
-       // If looking towards z+, this is the face that is behind
-       // the center point, facing towards z+.
-       vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
-       vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
-       vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
-       vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
-       
+       /*
+               If looked from outside the node towards the face, the corners are:
+               0: bottom-right
+               1: bottom-left
+               2: top-left
+               3: top-right
+       */
        if(dir == v3s16(0,0,1))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(0);
+               // If looking towards z+, this is the face that is behind
+               // the center point, facing towards z+.
+               vertex_dirs[0] = v3s16(-1,-1, 1);
+               vertex_dirs[1] = v3s16( 1,-1, 1);
+               vertex_dirs[2] = v3s16( 1, 1, 1);
+               vertex_dirs[3] = v3s16(-1, 1, 1);
        }
        else if(dir == v3s16(0,0,-1))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(180);
+               // faces towards Z-
+               vertex_dirs[0] = v3s16( 1,-1,-1);
+               vertex_dirs[1] = v3s16(-1,-1,-1);
+               vertex_dirs[2] = v3s16(-1, 1,-1);
+               vertex_dirs[3] = v3s16( 1, 1,-1);
        }
        else if(dir == v3s16(1,0,0))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(-90);
+               // faces towards X+
+               vertex_dirs[0] = v3s16( 1,-1, 1);
+               vertex_dirs[1] = v3s16( 1,-1,-1);
+               vertex_dirs[2] = v3s16( 1, 1,-1);
+               vertex_dirs[3] = v3s16( 1, 1, 1);
        }
        else if(dir == v3s16(-1,0,0))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateXZBy(90);
+               // faces towards X-
+               vertex_dirs[0] = v3s16(-1,-1,-1);
+               vertex_dirs[1] = v3s16(-1,-1, 1);
+               vertex_dirs[2] = v3s16(-1, 1, 1);
+               vertex_dirs[3] = v3s16(-1, 1,-1);
        }
        else if(dir == v3s16(0,1,0))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(-90);
+               // faces towards Y+ (assume Z- as "down" in texture)
+               vertex_dirs[0] = v3s16( 1, 1,-1);
+               vertex_dirs[1] = v3s16(-1, 1,-1);
+               vertex_dirs[2] = v3s16(-1, 1, 1);
+               vertex_dirs[3] = v3s16( 1, 1, 1);
        }
        else if(dir == v3s16(0,-1,0))
        {
-               for(u16 i=0; i<4; i++)
-                       vertex_pos[i].rotateYZBy(90);
+               // faces towards Y- (assume Z+ as "down" in texture)
+               vertex_dirs[0] = v3s16( 1,-1, 1);
+               vertex_dirs[1] = v3s16(-1,-1, 1);
+               vertex_dirs[2] = v3s16(-1,-1,-1);
+               vertex_dirs[3] = v3s16( 1,-1,-1);
+       }
+}
+
+inline video::SColor lightColor(u8 alpha, u8 light)
+{
+       return video::SColor(alpha,light,light,light);
+}
+
+void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
+               v3s16 dir, v3f scale, v3f posRelative_f,
+               core::array<FastFace> &dest)
+{
+       FastFace face;
+       
+       // Position is at the center of the cube.
+       v3f pos = p * BS;
+       posRelative_f *= BS;
+
+       v3f vertex_pos[4];
+       v3s16 vertex_dirs[4];
+       getNodeVertexDirs(dir, vertex_dirs);
+       for(u16 i=0; i<4; i++)
+       {
+               vertex_pos[i] = v3f(
+                               BS/2*vertex_dirs[i].X,
+                               BS/2*vertex_dirs[i].Y,
+                               BS/2*vertex_dirs[i].Z
+               );
        }
 
        for(u16 i=0; i<4; i++)
@@ -197,22 +238,18 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
 
        v3f zerovector = v3f(0,0,0);
        
-       //u8 li = decode_light(light);
-       u8 li = light;
-       //u8 li = 255; //DEBUG
-
        u8 alpha = tile.alpha;
        /*u8 alpha = 255;
        if(tile.id == TILE_WATER)
                alpha = WATER_ALPHA;*/
 
-       video::SColor c = video::SColor(alpha,li,li,li);
-
        float x0 = tile.texture.pos.X;
        float y0 = tile.texture.pos.Y;
        float w = tile.texture.size.X;
        float h = tile.texture.size.Y;
 
+       /*video::SColor c = lightColor(alpha, li);
+
        face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
                        core::vector2d<f32>(x0+w*abs_scale, y0+h));
        face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
@@ -220,6 +257,19 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
        face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
                        core::vector2d<f32>(x0, y0));
        face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
+                       core::vector2d<f32>(x0+w*abs_scale, y0));*/
+
+       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
+                       lightColor(alpha, li0),
+                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
+       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
+                       lightColor(alpha, li1),
+                       core::vector2d<f32>(x0, y0+h));
+       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
+                       lightColor(alpha, li2),
+                       core::vector2d<f32>(x0, y0));
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
+                       lightColor(alpha, li3),
                        core::vector2d<f32>(x0+w*abs_scale, y0));
 
        face.tile = tile;
@@ -227,7 +277,6 @@ void makeFastFace(TileSpec tile, u8 light, v3f p,
        //f->tile = TILE_STONE;
        
        dest.push_back(face);
-       //return f;
 }
        
 /*
@@ -324,6 +373,133 @@ u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
        return mn.d;
 }
 
+v3s16 dirs8[8] = {
+       v3s16(0,0,0),
+       v3s16(0,0,1),
+       v3s16(0,1,0),
+       v3s16(0,1,1),
+       v3s16(1,0,0),
+       v3s16(1,1,0),
+       v3s16(1,0,1),
+       v3s16(1,1,1),
+};
+
+// Calculate lighting at the XYZ- corner of p
+u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+       u16 ambient_occlusion = 0;
+       u16 light = 0;
+       u16 light_count = 0;
+       for(u32 i=0; i<8; i++)
+       {
+               MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
+               if(content_features(n.d).param_type == CPT_LIGHT)
+               {
+                       light += decode_light(n.getLightBlend(daynight_ratio));
+                       light_count++;
+               }
+               else
+               {
+                       if(n.d != CONTENT_IGNORE)
+                               ambient_occlusion++;
+               }
+       }
+
+       if(light_count == 0)
+               return 255;
+       
+       light /= light_count;
+
+       if(ambient_occlusion > 4)
+       {
+               ambient_occlusion -= 4;
+               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
+       }
+
+       return light;
+}
+
+// Calculate lighting at the given corner of p
+u8 getSmoothLight(v3s16 p, v3s16 corner,
+               VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+       if(corner.X == 1) p.X += 1;
+       else              assert(corner.X == -1);
+       if(corner.Y == 1) p.Y += 1;
+       else              assert(corner.Y == -1);
+       if(corner.Z == 1) p.Z += 1;
+       else              assert(corner.Z == -1);
+       
+       return getSmoothLight(p, vmanip, daynight_ratio);
+}
+
+void getTileInfo(
+               // Input:
+               v3s16 blockpos_nodes,
+               v3s16 p,
+               v3s16 face_dir,
+               u32 daynight_ratio,
+               VoxelManipulator &vmanip,
+               NodeModMap &temp_mods,
+               bool smooth_lighting,
+               // Output:
+               bool &makes_face,
+               v3s16 &p_corrected,
+               v3s16 &face_dir_corrected,
+               u8 *lights,
+               TileSpec &tile
+       )
+{
+       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
+       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+       
+       // This is hackish
+       u8 content0 = getNodeContent(p, n0, temp_mods);
+       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
+       u8 mf = face_contents(content0, content1);
+
+       if(mf == 0)
+       {
+               makes_face = false;
+               return;
+       }
+
+       makes_face = true;
+       
+       if(mf == 1)
+       {
+               tile = tile0;
+               p_corrected = p;
+               face_dir_corrected = face_dir;
+       }
+       else
+       {
+               tile = tile1;
+               p_corrected = p + face_dir;
+               face_dir_corrected = -face_dir;
+       }
+       
+       if(smooth_lighting == false)
+       {
+               lights[0] = lights[1] = lights[2] = lights[3] =
+                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+       }
+       else
+       {
+               v3s16 vertex_dirs[4];
+               getNodeVertexDirs(face_dir_corrected, vertex_dirs);
+               for(u16 i=0; i<4; i++)
+               {
+                       lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
+                                       vertex_dirs[i], vmanip, daynight_ratio);
+               }
+       }
+       
+       return;
+}
+
 /*
        startpos:
        translate_dir: unit vector with only one of x, y or z
@@ -341,28 +517,34 @@ void updateFastFaceRow(
                core::array<FastFace> &dest,
                NodeModMap &temp_mods,
                VoxelManipulator &vmanip,
-               v3s16 blockpos_nodes)
+               v3s16 blockpos_nodes,
+               bool smooth_lighting)
 {
        v3s16 p = startpos;
        
        u16 continuous_tiles_count = 0;
        
-       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
-       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
-       u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
+       bool makes_face;
+       v3s16 p_corrected;
+       v3s16 face_dir_corrected;
+       u8 lights[4];
+       TileSpec tile;
+       getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
+                       vmanip, temp_mods, smooth_lighting,
+                       makes_face, p_corrected, face_dir_corrected, lights, tile);
 
        for(u16 j=0; j<length; j++)
        {
+               // If tiling can be done, this is set to false in the next step
                bool next_is_different = true;
                
                v3s16 p_next;
-               MapNode n0_next;
-               MapNode n1_next;
-               TileSpec tile0_next;
-               TileSpec tile1_next;
-               u8 light_next = 0;
+               
+               bool next_makes_face;
+               v3s16 next_p_corrected;
+               v3s16 next_face_dir_corrected;
+               u8 next_lights[4];
+               TileSpec next_tile;
                
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
@@ -370,15 +552,20 @@ void updateFastFaceRow(
                {
                        p_next = p + translate_dir;
                        
-                       n0_next = vmanip.getNodeNoEx(blockpos_nodes + p_next);
-                       n1_next = vmanip.getNodeNoEx(blockpos_nodes + p_next + face_dir);
-                       tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
-                       tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
-                       light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
-
-                       if(tile0_next == tile0
-                                       && tile1_next == tile1
-                                       && light_next == light)
+                       getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
+                                       vmanip, temp_mods, smooth_lighting,
+                                       next_makes_face, next_p_corrected,
+                                       next_face_dir_corrected, next_lights,
+                                       next_tile);
+                       
+                       if(next_makes_face == makes_face
+                                       && next_p_corrected == p_corrected
+                                       && next_face_dir_corrected == face_dir_corrected
+                                       && next_lights[0] == lights[0]
+                                       && next_lights[1] == lights[1]
+                                       && next_lights[2] == lights[2]
+                                       && next_lights[3] == lights[3]
+                                       && next_tile == tile)
                        {
                                next_is_different = false;
                        }
@@ -392,22 +579,14 @@ void updateFastFaceRow(
                        If there is no texture, it can be tiled infinitely.
                        If tiled==0, it means the texture can be tiled infinitely.
                        Otherwise check tiled agains continuous_tiles_count.
-
-                       This check has to be made for both tiles, because this is
-                       a bit hackish and we know which one we're using only when
-                       the decision to make the faces is made.
                */
-               if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
-               {
-                       if(tile0.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
+               if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
                {
-                       if(tile1.texture.tiled <= continuous_tiles_count)
+                       if(tile.texture.tiled <= continuous_tiles_count)
                                end_of_texture = true;
                }
                
+               // Do this to disable tiling textures
                //end_of_texture = true; //DEBUG
                
                if(next_is_different || end_of_texture)
@@ -415,54 +594,42 @@ void updateFastFaceRow(
                        /*
                                Create a face if there should be one
                        */
-                       //u8 mf = face_contents(tile0, tile1);
-                       // This is hackish
-                       u8 content0 = getNodeContent(p, n0, temp_mods);
-                       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
-                       u8 mf = face_contents(content0, content1);
-                       
-                       if(mf != 0)
+                       if(makes_face)
                        {
                                // Floating point conversion of the position vector
-                               v3f pf(p.X, p.Y, p.Z);
+                               v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
                                v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
                                v3f scale(1,1,1);
-                               if(translate_dir.X != 0){
+
+                               if(translate_dir.X != 0)
+                               {
                                        scale.X = continuous_tiles_count;
                                }
-                               if(translate_dir.Y != 0){
+                               if(translate_dir.Y != 0)
+                               {
                                        scale.Y = continuous_tiles_count;
                                }
-                               if(translate_dir.Z != 0){
+                               if(translate_dir.Z != 0)
+                               {
                                        scale.Z = continuous_tiles_count;
                                }
                                
-                               //FastFace *f;
-
-                               // If node at sp (tile0) is more solid
-                               if(mf == 1)
-                               {
-                                       makeFastFace(tile0, decode_light(light),
-                                                       sp, face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-                               // If node at sp is less solid (mf == 2)
-                               else
-                               {
-                                       makeFastFace(tile1, decode_light(light),
-                                                       sp+face_dir_f, -face_dir, scale,
-                                                       posRelative_f, dest);
-                               }
-                               //dest.push_back(f);
+                               makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
+                                               sp, face_dir_corrected, scale,
+                                               posRelative_f, dest);
                        }
 
                        continuous_tiles_count = 0;
-                       n0 = n0_next;
-                       n1 = n1_next;
-                       tile0 = tile0_next;
-                       tile1 = tile1_next;
-                       light = light_next;
+                       
+                       makes_face = next_makes_face;
+                       p_corrected = next_p_corrected;
+                       face_dir_corrected = next_face_dir_corrected;
+                       lights[0] = next_lights[0];
+                       lights[1] = next_lights[1];
+                       lights[2] = next_lights[2];
+                       lights[3] = next_lights[3];
+                       tile = next_tile;
                }
                
                p = p_next;
@@ -580,6 +747,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
        */
        bool new_style_water = g_settings.getBool("new_style_water");
        bool new_style_leaves = g_settings.getBool("new_style_leaves");
+       bool smooth_lighting = g_settings.getBool("smooth_lighting");
        
        float node_water_level = 1.0;
        if(new_style_water)
@@ -598,7 +766,7 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                //TimeTaker timer2("updateMesh() collect");
 
                /*
-                       Go through every y,z and get top faces in rows of x+
+                       Go through every y,z and get top(y+) faces in rows of x+
                */
                for(s16 y=0; y<MAP_BLOCKSIZE; y++){
                        for(s16 z=0; z<MAP_BLOCKSIZE; z++){
@@ -611,11 +779,12 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                                fastfaces_new,
                                                data->m_temp_mods,
                                                data->m_vmanip,
-                                               blockpos_nodes);
+                                               blockpos_nodes,
+                                               smooth_lighting);
                        }
                }
                /*
-                       Go through every x,y and get right faces in rows of z+
+                       Go through every x,y and get right(x+) faces in rows of z+
                */
                for(s16 x=0; x<MAP_BLOCKSIZE; x++){
                        for(s16 y=0; y<MAP_BLOCKSIZE; y++){
@@ -628,11 +797,12 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                                fastfaces_new,
                                                data->m_temp_mods,
                                                data->m_vmanip,
-                                               blockpos_nodes);
+                                               blockpos_nodes,
+                                               smooth_lighting);
                        }
                }
                /*
-                       Go through every y,z and get back faces in rows of x+
+                       Go through every y,z and get back(z+) faces in rows of x+
                */
                for(s16 z=0; z<MAP_BLOCKSIZE; z++){
                        for(s16 y=0; y<MAP_BLOCKSIZE; y++){
@@ -645,7 +815,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                                fastfaces_new,
                                                data->m_temp_mods,
                                                data->m_vmanip,
-                                               blockpos_nodes);
+                                               blockpos_nodes,
+                                               smooth_lighting);
                        }
                }
        }
@@ -675,8 +846,8 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                        FastFace &f = fastfaces_new[i];
 
                        const u16 indices[] = {0,1,2,2,3,0};
+                       const u16 indices_alternate[] = {0,1,3,2,3,1};
                        
-                       //video::ITexture *texture = g_irrlicht->getTexture(f.tile.spec);
                        video::ITexture *texture = f.tile.texture.atlas;
                        if(texture == NULL)
                                continue;
@@ -684,8 +855,18 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                        material.setTexture(0, texture);
                        
                        f.tile.applyMaterialOptions(material);
+
+                       const u16 *indices_p = indices;
                        
-                       collector.append(material, f.vertices, 4, indices, 6);
+                       /*
+                               Revert triangles for nicer looking gradient if vertices
+                               1 and 3 have same color or 0 and 2 have different color.
+                       */
+                       if(f.vertices[0].Color != f.vertices[2].Color
+                                       || f.vertices[1].Color == f.vertices[3].Color)
+                               indices_p = indices_alternate;
+                       
+                       collector.append(material, f.vertices, 4, indices_p, 6);
                }
        }
 
@@ -701,12 +882,10 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
        // Flowing water material
        video::SMaterial material_water1;
        material_water1.setFlag(video::EMF_LIGHTING, false);
-       //material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
+       material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
        material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
        material_water1.setFlag(video::EMF_FOG_ENABLE, true);
        material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-       //TODO
-       //material_water1.setTexture(0, g_irrlicht->getTexture("water.png"));
        AtlasPointer pa_water1 = g_texturesource->getTexture(
                        g_texturesource->getTextureId("water.png"));
        material_water1.setTexture(0, pa_water1.atlas);
@@ -718,12 +897,21 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
        material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
        material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
        material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       //TODO
-       //material_leaves1.setTexture(0, g_irrlicht->getTexture("leaves.png"));
        AtlasPointer pa_leaves1 = g_texturesource->getTexture(
                        g_texturesource->getTextureId("leaves.png"));
        material_leaves1.setTexture(0, pa_leaves1.atlas);
 
+       // Glass material
+       video::SMaterial material_glass;
+       material_glass.setFlag(video::EMF_LIGHTING, false);
+       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
+       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       AtlasPointer pa_glass = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("glass.png"));
+       material_glass.setTexture(0, pa_glass.atlas);
+
+
        for(s16 z=0; z<MAP_BLOCKSIZE; z++)
        for(s16 y=0; y<MAP_BLOCKSIZE; y++)
        for(s16 x=0; x<MAP_BLOCKSIZE; x++)
@@ -856,11 +1044,17 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                else if(n.d == CONTENT_WATER)
                {
                        bool top_is_water = false;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                       MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+                       if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
                                top_is_water = true;
                        
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+                       u8 l = 0;
+                       // Use the light of the node on top if possible
+                       if(content_features(ntop.d).param_type == CPT_LIGHT)
+                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
+                       // Otherwise use the light of this node (the water)
+                       else
+                               l = decode_light(n.getLightBlend(data->m_daynight_ratio));
                        video::SColor c(WATER_ALPHA,l,l,l);
                        
                        // Neighbor water levels (key = relative position)
@@ -1223,6 +1417,72 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                                collector.append(material_leaves1, vertices, 4, indices, 6);
                        }
                }
+               /*
+                       Add glass
+               */
+               else if(n.d == CONTENT_GLASS)
+               {
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       video::SColor c(255,l,l,l);
+
+                       for(u32 j=0; j<6; j++)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x0(), pa_glass.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x1(), pa_glass.y1()),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x1(), pa_glass.y0()),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x0(), pa_glass.y0()),
+                               };
+
+                               if(j == 0)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(0);
+                               }
+                               else if(j == 1)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(180);
+                               }
+                               else if(j == 2)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-90);
+                               }
+                               else if(j == 3)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(90);
+                               }
+                               else if(j == 4)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateYZBy(-90);
+                               }
+                               else if(j == 5)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateYZBy(90);
+                               }
+
+                               for(u16 i=0; i<4; i++)
+                               {
+                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_glass, vertices, 4, indices, 6);
+                       }
+               }
+
+
+
        }
 
        /*
@@ -1926,9 +2186,17 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                {
                        if(version <= 15)
                        {
-                               std::ostringstream oss(std::ios_base::binary);
-                               m_node_metadata.serialize(oss);
-                               os<<serializeString(oss.str());
+                               try{
+                                       std::ostringstream oss(std::ios_base::binary);
+                                       m_node_metadata.serialize(oss);
+                                       os<<serializeString(oss.str());
+                               }
+                               // This will happen if the string is longer than 65535
+                               catch(SerializationError &e)
+                               {
+                                       // Use an empty string
+                                       os<<serializeString("");
+                               }
                        }
                        else
                        {