]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapblock.cpp
Implement proper font handling
[dragonfireclient.git] / src / content_mapblock.cpp
index 3cded5bdb1119bae135df357723cfdbd50dda98a..378a344a40a4d69ec1069c9a00c412cf0768b1b4 100644 (file)
@@ -18,15 +18,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "content_mapblock.h"
-
+#include "util/numeric.h"
+#include "util/directiontables.h"
 #include "main.h" // For g_settings
 #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
 #include "settings.h"
 #include "nodedef.h"
 #include "tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
 #include "gamedef.h"
-#include "util/numeric.h"
-#include "util/directiontables.h"
+#include "log.h"
+
 
 // Create a cuboid.
 //  collector - the MeshCollector for the resulting polygons
@@ -99,9 +102,9 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
        };
 
-       for(int i = 0; i < tilecount; i++)
+       for(int i = 0; i < 6; i++)
                                {
-                               switch (tiles[i].rotation)
+                               switch (tiles[MYMIN(i, tilecount-1)].rotation)
                                {
                                case 0:
                                        break;
@@ -169,6 +172,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                MeshCollector &collector)
 {
        INodeDefManager *nodedef = data->m_gamedef->ndef();
+       ITextureSource *tsrc = data->m_gamedef->tsrc();
+       scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
+       scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
 
        // 0ms
        //TimeTaker timer("mapblock_mesh_generate_special()");
@@ -176,27 +182,76 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        /*
                Some settings
        */
+       bool enable_mesh_cache  = g_settings->getBool("enable_mesh_cache");
        bool new_style_water = g_settings->getBool("new_style_water");
-       
+
        float node_liquid_level = 1.0;
-       if(new_style_water)
+       if (new_style_water)
                node_liquid_level = 0.85;
-       
+
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+       // Create selection mesh
+       v3s16 p = data->m_highlighted_pos_relative;
+       if (data->m_show_hud &&
+                       (p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
+                       (p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
+                       (p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
+
+               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
+               if(n.getContent() != CONTENT_AIR) {
+                       // Get selection mesh light level
+                       static const v3s16 dirs[7] = {
+                                       v3s16( 0, 0, 0),
+                                       v3s16( 0, 1, 0),
+                                       v3s16( 0,-1, 0),
+                                       v3s16( 1, 0, 0),
+                                       v3s16(-1, 0, 0),
+                                       v3s16( 0, 0, 1),
+                                       v3s16( 0, 0,-1)
+                       };
+
+                       u16 l = 0;
+                       u16 l1 = 0;
+                       for (u8 i = 0; i < 7; i++) {
+                               MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);  
+                               l1 = getInteriorLight(n1, -4, nodedef);
+                               if (l1 > l) 
+                                       l = l1;
+                       }
+                       video::SColor c = MapBlock_LightColor(255, l, 0);
+                       data->m_highlight_mesh_color = c;
+                       std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
+                       TileSpec h_tile;                        
+                       h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
+                       h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
+                       v3f pos = intToFloat(p, BS);
+                       f32 d = 0.05 * BS;
+                       for(std::vector<aabb3f>::iterator
+                                       i = boxes.begin();
+                                       i != boxes.end(); i++)
+                       {
+                               aabb3f box = *i;
+                               box.MinEdge += v3f(-d, -d, -d) + pos;
+                               box.MaxEdge += v3f(d, d, d) + pos;
+                               makeCuboid(&collector, box, &h_tile, 1, c, NULL);
+                       }
+               }
+       }
+
+       for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
+       for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
        {
                v3s16 p(x,y,z);
 
-               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+               MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
                const ContentFeatures &f = nodedef->get(n);
 
                // Only solidness=0 stuff is drawn here
                if(f.solidness != 0)
                        continue;
-               
+
                switch(f.drawtype){
                default:
                        infostream<<"Got "<<f.drawtype<<std::endl;
@@ -219,8 +274,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
                                top_is_same_liquid = true;
 
-                       u16 l = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
 
                        /*
                                Generate sides
@@ -383,19 +438,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // it at what it emits, for an increased effect
                        u8 light_source = nodedef->get(n).light_source;
                        if(light_source != 0){
-                               //l = decode_light(undiminish_light(light_source));
                                l = decode_light(light_source);
                                l = l | (l<<8);
                        }
                        // Use the light of the node on top if possible
                        else if(nodedef->get(ntop).param_type == CPT_LIGHT)
-                               l = getInteriorLight(ntop, 0, data);
+                               l = getInteriorLight(ntop, 0, nodedef);
                        // Otherwise use the light of this node (the liquid)
                        else
-                               l = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+                               l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
                        
-                       u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 0, 8);
+                       u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
 
                        // Neighbor liquid levels (key = relative position)
                        // Includes current node
@@ -429,7 +483,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        if(n2.getContent() == c_source)
                                                level = (-0.5+node_liquid_level) * BS;
                                        else if(n2.getContent() == c_flowing){
-                                               u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK) - (LIQUID_LEVEL_MAX+1-range);
+                                               u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
+                                               if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
+                                                       liquid_level = 0;
+                                               else
+                                                       liquid_level -= (LIQUID_LEVEL_MAX+1-range);
                                                level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
                                        }
 
@@ -692,8 +750,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                {
                        TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
 
-                       u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        for(u32 j=0; j<6; j++)
                        {
@@ -706,10 +764,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                // The face at Z+
                                video::S3DVertex vertices[4] = {
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
+                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
                                };
                                
                                // Rotations in the g_6dirs format
@@ -741,6 +799,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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] = {
@@ -751,14 +813,37 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16( 0, 0, 1),
                                v3s16( 0, 0,-1)
                        };
-                       TileSpec tiles[2];
-                       tiles[0] = getNodeTile(n, p, dirs[0], data);
-                       tiles[1] = getNodeTile(n, p, dirs[1], data);
-                       u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+
+                       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 b=.876*(BS/2);
+                       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+
@@ -773,66 +858,117 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                aabb3f(-a,-a,-a, a,-b,-b), // z-
                                aabb3f(-a, b,-a, a, a,-b)  // z-
                        };
-                       aabb3f glass_faces[6] = {
-                               aabb3f(-a, a,-a, a, a, a), // y+
-                               aabb3f(-a,-a,-a, a,-a, a), // y-
-                               aabb3f( a,-a,-a, a, a, a), // x+
-                               aabb3f(-a,-a,-a,-a, a, a), // x-
-                               aabb3f(-a,-a, a, a, a, a), // z+
-                               aabb3f(-a,-a,-a, a, a,-a)  // 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};
-                       u8 i;
+                       
+                       // 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 content;
+                       content_t n2c;
                        MapNode n2;
                        v3s16 n2p;
-                       for(i=0; i<18; i++)
-                       {
-                               n2p = blockpos_nodes + p + g_26dirs[i];
+
+                       // neighbours checks for frames visibility
+
+                       if (!H_merge && V_merge) {
+                               n2p = blockpos_nodes + p + g_26dirs[1];
                                n2 = data->m_vmanip.getNodeNoEx(n2p);
-                               content_t n2c = n2.getContent();
-                               //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
+                               n2c = n2.getContent();
                                if (n2c == current || n2c == CONTENT_IGNORE)
-                                       nb[i]=1;
-                       }
-                       for(i=0; i<6; i++)
-                       {
-                               n2p = blockpos_nodes + p + dirs[i];
+                                       nb[1] = 1;
+                               n2p = blockpos_nodes + p + g_26dirs[4];
                                n2 = data->m_vmanip.getNodeNoEx(n2p);
-                               content = n2.getContent();
-                               const ContentFeatures &f2 = nodedef->get(content);
-                               if (content == CONTENT_AIR || f2.isLiquid())
-                                       visible_faces[i]=1;
+                               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;
+                       f32 tx1, ty1, tz1, tx2, ty2, tz2;
                        aabb3f box;
-                       for(i=0; i<12; i++)
+
+                       for(i = 0; i < 12; i++)
                        {
                                int edge_invisible;
-                               if (nb[nb_triplet[i*3+2]]==1)
-                                       edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
+                               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]];
+                                       edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
                                if (edge_invisible)
                                        continue;
-                               box=frame_edges[i];
+                               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;
+                               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,
@@ -843,19 +979,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                };
                                makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
                        }
-                       for(i=0; i<6; i++)
+
+                       for(i = 0; i < 6; i++)
                        {
-                               if (visible_faces[i]==0)
+                               if (!visible_faces[i])
                                        continue;
-                               box=glass_faces[i];
+                               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;
+                               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,
@@ -864,7 +1001,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        1-tx2, 1-ty2, 1-tx1, 1-ty1,
                                        tx1,   1-ty2,   tx2, 1-ty1,
                                };
-                               makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
+                               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);
                        }
                break;}
                case NDT_ALLFACES:
@@ -872,8 +1042,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tile_leaves = getNodeTile(n, p,
                                        v3s16(0,0,0), data);
 
-                       u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
                        aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
@@ -905,8 +1075,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
-                       u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
@@ -946,8 +1116,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
-                       u16 l = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
                                
                        float d = (float)BS/16;
                        float s = BS/2*f.visual_scale;
@@ -988,14 +1158,93 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                {
                        TileSpec tile = getNodeTileN(n, p, 0, data);
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
                        
-                       u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       float s = BS / 2;
+                       for(u32 j = 0; j < 2; j++)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-s,-s, 0, 0,0,0, c, 0,1),
+                                       video::S3DVertex( s,-s, 0, 0,0,0, c, 1,1),
+                                       video::S3DVertex( s, s, 0, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-s, s, 0, 0,0,0, c, 0,0),
+                               };
+
+                               if(j == 0)
+                               {
+                                       for(u16 i = 0; i < 4; i++)
+                                               vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
+                               }
+                               else if(j == 1)
+                               {
+                                       for(u16 i = 0; i < 4; i++)
+                                               vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
+                               }
+
+                               for(u16 i = 0; i < 4; i++)
+                               {
+                                       vertices[i].Pos *= f.visual_scale;
+                                       vertices[i].Pos.Y -= s * (1 - f.visual_scale);
+                                       vertices[i].Pos += intToFloat(p, BS);
+                               }
+
+                               u16 indices[] = {0, 1, 2, 2, 3, 0};
+                               // Add to mesh collector
+                               collector.append(tile, vertices, 4, indices, 6);
+                       }
+               break;}
+               case NDT_FIRELIKE:
+               {
+                       TileSpec tile = getNodeTileN(n, p, 0, data);
+                       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float s = BS/2*f.visual_scale;
 
-                       for(u32 j=0; j<2; j++)
+                       content_t current = n.getContent();
+                       content_t n2c;
+                       MapNode n2;
+                       v3s16 n2p;
+
+                       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)
+                       };
+
+                       int doDraw[6] = {0,0,0,0,0,0};
+
+                       bool drawAllFaces = true;
+
+                       bool drawBottomFacesOnly = false; // Currently unused
+
+                       // Check for adjacent nodes
+                       for(int i = 0; i < 6; i++)
                        {
+                               n2p = blockpos_nodes + p + dirs[i];
+                               n2 = data->m_vmanip.getNodeNoEx(n2p);
+                               n2c = n2.getContent();
+                               if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
+                                       doDraw[i] = 1;
+                                       if(drawAllFaces)
+                                               drawAllFaces = false;
+
+                               }
+                       }
+
+                       for(int j = 0; j < 6; j++)
+                       {
+                               int vOffset = 0; // Vertical offset of faces after rotation
+                               int hOffset = 4; // Horizontal offset of faces to reach the edge
+
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-s,-BS/2,      0, 0,0,0, c, 0,1),
@@ -1004,18 +1253,101 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
                                };
 
-                               if(j == 0)
+                               // Calculate which faces should be drawn, (top or sides)
+                               if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
                                {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
+                                       for(int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+                                               vertices[i].Pos.rotateXYBy(-10);
+                                               vertices[i].Pos.Y -= vOffset;
+                                               vertices[i].Pos.X -= hOffset;
+                                       }
                                }
-                               else if(j == 1)
+                               else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
                                {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-45);
+                                       for(int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+                                               vertices[i].Pos.rotateYZBy(10);
+                                               vertices[i].Pos.Y -= vOffset;
+                                               vertices[i].Pos.Z -= hOffset;
+                                       }
+                               }
+                               else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
+                               {
+                                       for(int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+                                               vertices[i].Pos.rotateXYBy(10);
+                                               vertices[i].Pos.Y -= vOffset;
+                                               vertices[i].Pos.X += hOffset;
+                                       }
+                               }
+                               else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
+                               {
+                                       for(int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(-10);
+                                               vertices[i].Pos.Y -= vOffset;
+                                               vertices[i].Pos.Z += hOffset;
+                                       }
+                               }
+
+                               // Center cross-flames
+                               else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
+                               {
+                                       for(int i=0; i<4; i++) {
+                                               vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
+                                               vertices[i].Pos.Y -= vOffset;
+                                       }
+                               }
+                               else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
+                               {
+                                       for(int i=0; i<4; i++) {
+                                               vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
+                                               vertices[i].Pos.Y -= vOffset;
+                                       }
                                }
 
-                               for(u16 i=0; i<4; i++)
+                               // Render flames on bottom
+                               else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+                               {
+                                       for(int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.X -= hOffset+0.7;
+                                       }
+                               }
+                               else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+                               {
+                                       for(int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.Z -= hOffset+0.7;
+                                       }
+                               }
+                               else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+                               {
+                                       for(int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.X += hOffset+0.7;
+                                       }
+                               }
+                               else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+                               {
+                                       for(int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateYZBy(70);
+                                               vertices[i].Pos.Y += 4.84;
+                                               vertices[i].Pos.Z += hOffset+0.7;
+                                       }
+                               }
+                               else {
+                                       // Skip faces that aren't adjacent to a node
+                                       continue;
+                               }
+
+                               for(int i=0; i<4; i++)
                                {
                                        vertices[i].Pos *= f.visual_scale;
                                        vertices[i].Pos += intToFloat(p, BS);
@@ -1031,18 +1363,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
                        TileSpec tile_nocrack = tile;
                        tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
-                       
-                       // A hack to put wood the right way around in the posts
-                       ITextureSource *tsrc = data->m_gamedef->tsrc();
-                       std::string texturestring_rot = tsrc->getTextureName(
-                                       tile.texture_id) + "^[transformR90";
+
+                       // Put wood the right way around in the posts
                        TileSpec tile_rot = tile;
-                       tile_rot.texture = tsrc->getTexture(
-                                       texturestring_rot,
-                                       &tile_rot.texture_id);
-                       
-                       u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       tile_rot.rotation = 1;
+
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        const f32 post_rad=(f32)BS/8;
                        const f32 bar_rad=(f32)BS/16;
@@ -1290,21 +1617,22 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
-                       u16 l = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        float d = (float)BS/64;
-                       
-                       char g=-1;
+                       float s = BS/2;
+
+                       short g = -1;
                        if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
-                               g=1; //Object is at a slope
+                               g = 1; //Object is at a slope
 
                        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,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
+                                       video::S3DVertex(-s,  -s+d,-s,  0,0,0,  c,0,1),
+                                       video::S3DVertex( s,  -s+d,-s,  0,0,0,  c,1,1),
+                                       video::S3DVertex( s, g*s+d, s,  0,0,0,  c,1,0),
+                                       video::S3DVertex(-s, g*s+d, s,  0,0,0,  c,0,0),
                        };
 
                        for(s32 i=0; i<4; i++)
@@ -1329,8 +1657,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        };
                        TileSpec tiles[6];
                        
-                       u16 l = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+                       u16 l = getInteriorLight(n, 1, nodedef);
+                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
 
@@ -1393,6 +1721,47 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                makeCuboid(&collector, box, tiles, 6, c, txc);
                        }
                break;}
+               case NDT_MESH:
+               {
+                       v3f pos = intToFloat(p, BS);
+                       video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
+
+                       u8 facedir = 0;
+                       if (f.param_type_2 == CPT2_FACEDIR) {
+                               facedir = n.getFaceDir(nodedef);
+                       } else if (f.param_type_2 == CPT2_WALLMOUNTED) {
+                               //convert wallmounted to 6dfacedir.
+                               //when cache enabled, it is already converted
+                               facedir = n.getWallMounted(nodedef);
+                               if (!enable_mesh_cache) {
+                                       static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
+                                       facedir = wm_to_6d[facedir];
+                               }
+                       }
+
+                       if (f.mesh_ptr[facedir]) {
+                               // use cached meshes
+                               for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
+                                       scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
+                                       collector.append(getNodeTileN(n, p, j, data),
+                                               (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+                                               buf->getIndices(), buf->getIndexCount(), pos, c);
+                               }
+                       } else if (f.mesh_ptr[0]) {
+                               // no cache, clone and rotate mesh
+                               scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
+                               rotateMeshBy6dFacedir(mesh, facedir);
+                               recalculateBoundingBox(mesh);
+                               meshmanip->recalculateNormals(mesh, true, false);
+                               for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+                                       collector.append(getNodeTileN(n, p, j, data),
+                                               (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+                                               buf->getIndices(), buf->getIndexCount(), pos, c);
+                               }
+                               mesh->drop();
+                       }
+               break;}
                }
        }
 }