]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapblock.cpp
Make dungeon masters though and make oerkkis disappear when they get to you (because...
[dragonfireclient.git] / src / content_mapblock.cpp
index bdc9baa2aac09767ecc497a280e05e81c02c202a..0c96c568f7b5d2cf1c84935efb798a3f1a37bec4 100644 (file)
@@ -21,6 +21,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_mapnode.h"
 #include "main.h" // For g_settings and g_texturesource
 #include "mineral.h"
+#include "mapblock_mesh.h" // For MapBlock_LightColor()
+#include "settings.h"
 
 #ifndef SERVER
 // Create a cuboid.
@@ -127,28 +129,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        /*
                Some settings
        */
-       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");
-       bool invisible_stone = g_settings.getBool("invisible_stone");
+       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");
+       bool invisible_stone = g_settings->getBool("invisible_stone");
        
-       float node_water_level = 1.0;
+       float node_liquid_level = 1.0;
        if(new_style_water)
-               node_water_level = 0.85;
+               node_liquid_level = 0.85;
        
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       // 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_BILINEAR_FILTER, false);
-       material_water1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-       AtlasPointer pa_water1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("water.png"));
-       material_water1.setTexture(0, pa_water1.atlas);
-
        // New-style leaves material
        video::SMaterial material_leaves1;
        material_leaves1.setFlag(video::EMF_LIGHTING, false);
@@ -188,6 +179,49 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        material_general.setFlag(video::EMF_FOG_ENABLE, true);
        material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
 
+
+       // Papyrus material
+       video::SMaterial material_papyrus;
+       material_papyrus.setFlag(video::EMF_LIGHTING, false);
+       material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
+       material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       AtlasPointer pa_papyrus = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("papyrus.png"));
+       material_papyrus.setTexture(0, pa_papyrus.atlas);
+       
+       // Apple material
+       video::SMaterial material_apple;
+       material_apple.setFlag(video::EMF_LIGHTING, false);
+       material_apple.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_apple.setFlag(video::EMF_FOG_ENABLE, true);
+       material_apple.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       AtlasPointer pa_apple = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("apple.png"));
+       material_apple.setTexture(0, pa_apple.atlas);
+
+
+       // Sapling material
+       video::SMaterial material_sapling;
+       material_sapling.setFlag(video::EMF_LIGHTING, false);
+       material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_sapling.setFlag(video::EMF_FOG_ENABLE, true);
+       material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       AtlasPointer pa_sapling = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("sapling.png"));
+       material_sapling.setTexture(0, pa_sapling.atlas);
+
+
+       // junglegrass material
+       video::SMaterial material_junglegrass;
+       material_junglegrass.setFlag(video::EMF_LIGHTING, false);
+       material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
+       material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       AtlasPointer pa_junglegrass = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("junglegrass.png"));
+       material_junglegrass.setTexture(0, pa_junglegrass.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++)
@@ -199,7 +233,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                /*
                        Add torches to mesh
                */
-               if(n.d == CONTENT_TORCH)
+               if(n.getContent() == CONTENT_TORCH)
                {
                        video::SColor c(255,255,255,255);
 
@@ -212,7 +246,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
                        };
 
-                       v3s16 dir = unpackDir(n.dir);
+                       v3s16 dir = unpackDir(n.param2);
 
                        for(s32 i=0; i<4; i++)
                        {
@@ -262,10 +296,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                /*
                        Signs on walls
                */
-               else if(n.d == CONTENT_SIGN_WALL)
+               else if(n.getContent() == CONTENT_SIGN_WALL)
                {
                        u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(255,l,l,l);
+                       video::SColor c = MapBlock_LightColor(255, l);
                                
                        float d = (float)BS/16;
                        // Wall at X+ of node
@@ -277,7 +311,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
                        };
 
-                       v3s16 dir = unpackDir(n.dir);
+                       v3s16 dir = unpackDir(n.param2);
 
                        for(s32 i=0; i<4; i++)
                        {
@@ -315,30 +349,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        collector.append(material, vertices, 4, indices, 6);
                }
                /*
-                       Add flowing water to mesh
+                       Add flowing liquid to mesh
                */
-               else if(n.d == CONTENT_WATER)
+               else if(content_features(n).liquid_type == LIQUID_FLOWING)
                {
-                       bool top_is_water = false;
+                       assert(content_features(n).special_material);
+                       video::SMaterial &liquid_material =
+                                       *content_features(n).special_material;
+                       assert(content_features(n).special_atlas);
+                       AtlasPointer &pa_liquid1 =
+                                       *content_features(n).special_atlas;
+
+                       bool top_is_same_liquid = false;
                        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;
+                       content_t c_flowing = content_features(n).liquid_alternative_flowing;
+                       content_t c_source = content_features(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(content_features(ntop.d).param_type == CPT_LIGHT)
+                       if(content_features(ntop).param_type == CPT_LIGHT)
                                l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
-                       // Otherwise use the light of this node (the water)
+                       // Otherwise use the light of this node (the liquid)
                        else
                                l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
+                       video::SColor c = MapBlock_LightColor(
+                                       content_features(n).vertex_alpha, l);
                        
-                       // Neighbor water levels (key = relative position)
+                       // Neighbor liquid levels (key = relative position)
                        // Includes current node
                        core::map<v3s16, f32> neighbor_levels;
-                       core::map<v3s16, u8> neighbor_contents;
+                       core::map<v3s16, content_t> neighbor_contents;
                        core::map<v3s16, u8> neighbor_flags;
-                       const u8 neighborflag_top_is_water = 0x01;
+                       const u8 neighborflag_top_is_same_liquid = 0x01;
                        v3s16 neighbor_dirs[9] = {
                                v3s16(0,0,0),
                                v3s16(0,0,1),
@@ -352,29 +396,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        };
                        for(u32 i=0; i<9; i++)
                        {
-                               u8 content = CONTENT_AIR;
+                               content_t 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)
+                               if(n2.getContent() != CONTENT_IGNORE)
                                {
-                                       content = n2.d;
+                                       content = n2.getContent();
 
-                                       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;
+                                       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.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
-                                               flags |= neighborflag_top_is_water;
+                                       if(n2.getContent() == c_source ||
+                                                       n2.getContent() == c_flowing)
+                                               flags |= neighborflag_top_is_same_liquid;
                                }
                                
                                neighbor_levels.insert(neighbor_dirs[i], level);
@@ -382,10 +427,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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)
+                       // Corner heights (average between four liquids)
                        f32 corner_levels[4];
                        
                        v3s16 halfdirs[4] = {
@@ -399,29 +441,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 cornerdir = halfdirs[i];
                                float cornerlevel = 0;
                                u32 valid_count = 0;
+                               u32 air_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)
+                                       content_t content = neighbor_contents[neighbordir];
+                                       // If top is liquid, draw starting from top of node
+                                       if(neighbor_flags[neighbordir] &
+                                                       neighborflag_top_is_same_liquid)
+                                       {
+                                               cornerlevel = 0.5*BS;
+                                               valid_count = 1;
+                                               break;
+                                       }
+                                       // Source is always the same height
+                                       else if(content == c_source)
                                        {
-                                               cornerlevel = (-0.5+node_water_level)*BS;
+                                               cornerlevel = (-0.5+node_liquid_level)*BS;
                                                valid_count = 1;
                                                break;
                                        }
-                                       else if(content == CONTENT_WATER)
+                                       // Flowing liquid has level information
+                                       else if(content == c_flowing)
                                        {
                                                cornerlevel += neighbor_levels[neighbordir];
                                                valid_count++;
                                        }
                                        else if(content == CONTENT_AIR)
                                        {
-                                               cornerlevel += -0.5*BS;
-                                               valid_count++;
+                                               air_count++;
                                        }
                                }
-                               if(valid_count > 0)
+                               if(air_count >= 2)
+                                       cornerlevel = -0.5*BS;
+                               else if(valid_count > 0)
                                        cornerlevel /= valid_count;
                                corner_levels[i] = cornerlevel;
                        }
@@ -447,24 +500,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 dir = side_dirs[i];
 
                                /*
-                                       If our topside is water and neighbor's topside
-                                       is water, don't draw side face
+                                       If our topside is liquid and neighbor's topside
+                                       is liquid, don't draw side face
                                */
-                               if(top_is_water &&
-                                               neighbor_flags[dir] & neighborflag_top_is_water)
+                               if(top_is_same_liquid &&
+                                               neighbor_flags[dir] & neighborflag_top_is_same_liquid)
                                        continue;
 
-                               u8 neighbor_content = neighbor_contents[dir];
+                               content_t neighbor_content = neighbor_contents[dir];
                                
-                               // Don't draw face if neighbor is not air or water
+                               // Don't draw face if neighbor is not air or liquid
                                if(neighbor_content != CONTENT_AIR
-                                               && neighbor_content != CONTENT_WATER)
+                                               && content_liquid(neighbor_content) == false)
                                        continue;
                                
-                               bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
+                               bool neighbor_is_same_liquid = (neighbor_content == c_source
+                                               || neighbor_content == c_flowing);
                                
-                               // Don't draw any faces if neighbor is water and top is water
-                               if(neighbor_is_water == true && top_is_water == false)
+                               // 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;
                                
                                video::S3DVertex vertices[4] =
@@ -474,20 +530,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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()),
+                                                       pa_liquid1.x0(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
+                                                       pa_liquid1.x1(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
+                                                       pa_liquid1.x1(), pa_liquid1.y0()),
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
+                                                       pa_liquid1.x0(), pa_liquid1.y0()),
                                };
                                
                                /*
-                                       If our topside is water, set upper border of face
+                                       If our topside is liquid, set upper border of face
                                        at upper border of node
                                */
-                               if(top_is_water)
+                               if(top_is_same_liquid)
                                {
                                        vertices[2].Pos.Y = 0.5*BS;
                                        vertices[3].Pos.Y = 0.5*BS;
@@ -502,16 +558,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                }
                                
                                /*
-                                       If neighbor is water, lower border of face is corner
-                                       water levels
+                                       If neighbor is liquid, lower border of face is corner
+                                       liquid levels
                                */
-                               if(neighbor_is_water)
+                               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 water, lower border of face is
+                                       If neighbor is not liquid, lower border of face is
                                        lower border of node
                                */
                                else
@@ -530,20 +586,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.rotateXZBy(90);
                                        if(dir == v3s16(1,0,-0))
                                                vertices[j].Pos.rotateXZBy(-90);
+                                               
+                                       // Do this to not cause glitches when two liquids are
+                                       // side-by-side
+                                       if(neighbor_is_same_liquid == false){
+                                               vertices[j].Pos.X *= 0.98;
+                                               vertices[j].Pos.Z *= 0.98;
+                                       }
 
                                        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);
+                               collector.append(liquid_material, vertices, 4, indices, 6);
                        }
                        
                        /*
                                Generate top side, if appropriate
                        */
                        
-                       if(top_is_water == false)
+                       if(top_is_same_liquid == false)
                        {
                                video::S3DVertex vertices[4] =
                                {
@@ -552,13 +615,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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()),
+                                                       pa_liquid1.x0(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
+                                                       pa_liquid1.x1(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
+                                                       pa_liquid1.x1(), pa_liquid1.y0()),
                                        video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
+                                                       pa_liquid1.x0(), pa_liquid1.y0()),
                                };
                                
                                // This fixes a strange bug
@@ -566,7 +629,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                for(s32 i=0; i<4; i++)
                                {
-                                       //vertices[i].Pos.Y += water_level;
+                                       //vertices[i].Pos.Y += liquid_level;
                                        //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
                                        s32 j = corner_resolve[i];
                                        vertices[i].Pos.Y += corner_levels[j];
@@ -575,29 +638,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
+                               collector.append(liquid_material, vertices, 4, indices, 6);
                        }
                }
                /*
                        Add water sources to mesh if using new style
                */
-               else if(n.d == CONTENT_WATERSOURCE && new_style_water)
+               else if(content_features(n).liquid_type == LIQUID_SOURCE
+                               && new_style_water)
                {
-                       //bool top_is_water = false;
+                       assert(content_features(n).special_material);
+                       video::SMaterial &liquid_material =
+                                       *content_features(n).special_material;
+                       assert(content_features(n).special_atlas);
+                       AtlasPointer &pa_liquid1 =
+                                       *content_features(n).special_atlas;
+
                        bool top_is_air = false;
                        MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;*/
-                       if(n.d == CONTENT_AIR)
+                       if(n.getContent() == CONTENT_AIR)
                                top_is_air = true;
                        
-                       /*if(top_is_water == true)
-                               continue;*/
                        if(top_is_air == false)
                                continue;
 
                        u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
+                       video::SColor c = MapBlock_LightColor(
+                                       content_features(n).vertex_alpha, l);
                        
                        video::S3DVertex vertices[4] =
                        {
@@ -606,33 +673,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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()),
+                                               pa_liquid1.x0(), pa_liquid1.y1()),
                                video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y1()),
+                                               pa_liquid1.x1(), pa_liquid1.y1()),
                                video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y0()),
+                                               pa_liquid1.x1(), pa_liquid1.y0()),
                                video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y0()),
+                                               pa_liquid1.x0(), pa_liquid1.y0()),
                        };
 
                        for(s32 i=0; i<4; i++)
                        {
-                               vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
+                               vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
                                vertices[i].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);
+                       collector.append(liquid_material, vertices, 4, indices, 6);
                }
                /*
                        Add leaves if using new style
                */
-               else if(n.d == CONTENT_LEAVES && new_style_leaves)
+               else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
                {
                        /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
+                       video::SColor c = MapBlock_LightColor(255, l);
 
                        for(u32 j=0; j<6; j++)
                        {
@@ -696,10 +763,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                /*
                        Add glass
                */
-               else if(n.d == CONTENT_GLASS)
+               else if(n.getContent() == CONTENT_GLASS)
                {
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
+                       video::SColor c = MapBlock_LightColor(255, l);
 
                        for(u32 j=0; j<6; j++)
                        {
@@ -759,10 +826,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                /*
                        Add fence
                */
-               else if(n.d == CONTENT_FENCE)
+               else if(n.getContent() == CONTENT_FENCE)
                {
                        u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
+                       video::SColor c = MapBlock_LightColor(255, l);
 
                        const f32 post_rad=(f32)BS/10;
                        const f32 bar_rad=(f32)BS/20;
@@ -785,7 +852,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        v3s16 p2 = p;
                        p2.X++;
                        MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.d == CONTENT_FENCE)
+                       if(n2.getContent() == CONTENT_FENCE)
                        {
                                pos = intToFloat(p+blockpos_nodes, BS);
                                pos.X += BS/2;
@@ -811,7 +878,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        p2 = p;
                        p2.Z++;
                        n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.d == CONTENT_FENCE)
+                       if(n2.getContent() == CONTENT_FENCE)
                        {
                                pos = intToFloat(p+blockpos_nodes, BS);
                                pos.Z += BS/2;
@@ -838,7 +905,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                /*
                        Add stones with minerals if stone is invisible
                */
-               else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
+               else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
                {
                        for(u32 j=0; j<6; j++)
                        {
@@ -846,12 +913,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 dir = g_6dirs[j];
                                /*u8 l = 0;
                                MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
-                               if(content_features(n2.d).param_type == CPT_LIGHT)
+                               if(content_features(n2).param_type == CPT_LIGHT)
                                        l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
                                else
                                        l = 255;*/
                                u8 l = 255;
-                               video::SColor c(255,l,l,l);
+                               video::SColor c = MapBlock_LightColor(255, l);
                                
                                // Get the right texture
                                TileSpec ts = n.getTile(dir);
@@ -895,14 +962,56 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[i].Pos.rotateXZBy(90);
                                }
                                else if(j == 4)
+
+                               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_general, vertices, 4, indices, 6);
+                       }
+               }
+#endif
+               else if(n.getContent() == CONTENT_PAPYRUS)
+               {
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       video::SColor c = MapBlock_LightColor(255, l);
+
+                       for(u32 j=0; j<4; j++)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+                                               pa_papyrus.x0(), pa_papyrus.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+                                               pa_papyrus.x1(), pa_papyrus.y1()),
+                                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+                                               pa_papyrus.x1(), pa_papyrus.y0()),
+                                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+                                               pa_papyrus.x0(), pa_papyrus.y0()),
+                               };
+
+                               if(j == 0)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
+                                               vertices[i].Pos.rotateXZBy(45);
                                }
-                               else if(j == 5)
+                               else if(j == 1)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(90);
+                                               vertices[i].Pos.rotateXZBy(-45);
+                               }
+                               else if(j == 2)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(135);
+                               }
+                               else if(j == 3)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-135);
                                }
 
                                for(u16 i=0; i<4; i++)
@@ -912,11 +1021,310 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_general, vertices, 4, indices, 6);
+                               collector.append(material_papyrus, vertices, 4, indices, 6);
                        }
                }
-#endif
+               else if(n.getContent() == CONTENT_JUNGLEGRASS)
+               {
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       video::SColor c = MapBlock_LightColor(255, l);
+
+                       for(u32 j=0; j<4; j++)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+                                               pa_papyrus.x0(), pa_papyrus.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+                                               pa_papyrus.x1(), pa_papyrus.y1()),
+                                       video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
+                                               pa_papyrus.x1(), pa_papyrus.y0()),
+                                       video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
+                                               pa_papyrus.x0(), pa_papyrus.y0()),
+                               };
+
+                               if(j == 0)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(45);
+                               }
+                               else if(j == 1)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-45);
+                               }
+                               else if(j == 2)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(135);
+                               }
+                               else if(j == 3)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-135);
+                               }
+
+                               for(u16 i=0; i<4; i++)
+                               {
+                                       vertices[i].Pos *= 1.3;
+                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_junglegrass, vertices, 4, indices, 6);
+                       }
+               }
+               else if(n.getContent() == CONTENT_RAIL)
+               {
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+                       video::SColor c = MapBlock_LightColor(255, l);
+
+                       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));
+
+                       if(n_minus_x.getContent() == CONTENT_RAIL)
+                               is_rail_x[0] = true;
+                       if(n_plus_x.getContent() == CONTENT_RAIL)
+                               is_rail_x[1] = true;
+                       if(n_minus_z.getContent() == CONTENT_RAIL)
+                               is_rail_z[0] = true;
+                       if(n_plus_z.getContent() == CONTENT_RAIL)
+                               is_rail_z[1] = true;
+
+                       float d = (float)BS/16;
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                       0, 1),
+                               video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                       1, 1),
+                               video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
+                                       1, 0),
+                               video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
+                                       0, 0),
+                       };
+
+                       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;
+
+                       int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
+
+                       // Assign textures
+                       if(adjacencies < 2)
+                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
+                       else if(adjacencies == 2)
+                       {
+                               if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
+                                       material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
+                               else
+                                       material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
+                       }
+                       else if(adjacencies == 3)
+                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
+                       else if(adjacencies == 4)
+                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
+
+                       // 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<4; i++)
+                                       vertices[i].Pos.rotateXZBy(angle);
+                       }
+
+                       for(s32 i=0; i<4; i++)
+                       {
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                       }
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       collector.append(material_rail, vertices, 4, indices, 6);
+               }
+               else if (n.getContent() == CONTENT_LADDER) {
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+                       video::SColor c(255,l,l,l);
+
+                       float d = (float)BS/16;
+
+                       // Assume wall is at X+
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
+                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
+                       };
+
+                       v3s16 dir = unpackDir(n.param2);
+
+                       for(s32 i=0; i<4; i++)
+                       {
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXYBy(-90);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXYBy(90);
+
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                       }
+
+                       video::SMaterial material_ladder;
+                       material_ladder.setFlag(video::EMF_LIGHTING, false);
+                       material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       material_ladder.setTexture(0, g_texturesource->getTextureRaw("ladder.png"));
 
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material_ladder, vertices, 4, indices, 6);
+               }
+               else if(n.getContent() == CONTENT_APPLE)
+               {
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       video::SColor c = MapBlock_LightColor(255, l);
+
+                       for(u32 j=0; j<4; j++)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+                                               pa_apple.x0(), pa_apple.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+                                               pa_apple.x1(), pa_apple.y1()),
+                                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+                                               pa_apple.x1(), pa_apple.y0()),
+                                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+                                               pa_apple.x0(), pa_apple.y0()),
+                               };
+
+                               if(j == 0)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(45);
+                               }
+                               else if(j == 1)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-45);
+                               }
+                               else if(j == 2)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(135);
+                               }
+                               else if(j == 3)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-135);
+                               }
+
+                               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_apple, vertices, 4, indices, 6);
+                       }
+               }
+               else if(n.getContent() == CONTENT_SAPLING) {
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       video::SColor c = MapBlock_LightColor(255, l);
+
+                       for(u32 j=0; j<4; j++)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+                                               pa_sapling.x0(), pa_sapling.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+                                               pa_sapling.x1(), pa_sapling.y1()),
+                                       video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
+                                               pa_sapling.x1(), pa_sapling.y0()),
+                                       video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
+                                               pa_sapling.x0(), pa_sapling.y0()),
+                               };
+
+                               if(j == 0)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(45);
+                               }
+                               else if(j == 1)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-45);
+                               }
+                               else if(j == 2)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(135);
+                               }
+                               else if(j == 3)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-135);
+                               }
+
+                               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_sapling, vertices, 4, indices, 6);
+                       }
+               }
        }
 }
 #endif