]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_mapblock.cpp
Revert "Plantlike: Fix visual_scale being applied squared (#5115)"
[minetest.git] / src / content_mapblock.cpp
index 9f0d8aa5f335fcef29ff5f7f18031ded0516d655..45822666f22e7bc70bdd08d8293bbd00d04ad242 100644 (file)
@@ -20,43 +20,63 @@ 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 "client/tile.h"
 #include "mesh.h"
 #include <IMeshManipulator.h>
-#include "gamedef.h"
+#include "client.h"
 #include "log.h"
+#include "noise.h"
 
+// Distance of light extrapolation (for oversized nodes)
+// After this distance, it gives up and considers light level constant
+#define SMOOTH_LIGHTING_OVERSIZE 1.0
+
+struct LightFrame
+{
+       f32 lightsA[8];
+       f32 lightsB[8];
+       u8 light_source;
+};
+
+static const v3s16 light_dirs[8] = {
+       v3s16(-1, -1, -1),
+       v3s16(-1, -1,  1),
+       v3s16(-1,  1, -1),
+       v3s16(-1,  1,  1),
+       v3s16( 1, -1, -1),
+       v3s16( 1, -1,  1),
+       v3s16( 1,  1, -1),
+       v3s16( 1,  1,  1),
+};
 
 // Create a cuboid.
-//  collector - the MeshCollector for the resulting polygons
-//  box       - the position and size of the box
-//  tiles     - the tiles (materials) to use (for all 6 faces)
-//  tilecount - number of entries in tiles, 1<=tilecount<=6
-//  c         - vertex colour - used for all
-//  txc       - texture coordinates - this is a list of texture coordinates
-//              for the opposite corners of each face - therefore, there
-//              should be (2+2)*6=24 values in the list. Alternatively, pass
-//              NULL to use the entire texture for each face. The order of
-//              the faces in the list is up-down-right-left-back-front
-//              (compatible with ContentFeatures). If you specified 0,0,1,1
-//              for each face, that would be the same as passing NULL.
+//  collector     - the MeshCollector for the resulting polygons
+//  box           - the position and size of the box
+//  tiles         - the tiles (materials) to use (for all 6 faces)
+//  tilecount     - number of entries in tiles, 1<=tilecount<=6
+//  c             - colors of the cuboid's six sides
+//  txc           - texture coordinates - this is a list of texture coordinates
+//                  for the opposite corners of each face - therefore, there
+//                  should be (2+2)*6=24 values in the list. Alternatively,
+//                  pass NULL to use the entire texture for each face. The
+//                  order of the faces in the list is up-down-right-left-back-
+//                  front (compatible with ContentFeatures). If you specified
+//                  0,0,1,1 for each face, that would be the same as
+//                  passing NULL.
+//  light source  - if greater than zero, the box's faces will not be shaded
 void makeCuboid(MeshCollector *collector, const aabb3f &box,
-       TileSpec *tiles, int tilecount,
-       video::SColor &c, const f32* txc)
+       TileSpec *tiles, int tilecount, const video::SColor *c,
+       const f32* txc, const u8 light_source)
 {
-       assert(tilecount >= 1 && tilecount <= 6);
+       assert(tilecount >= 1 && tilecount <= 6); // pre-condition
 
        v3f min = box.MinEdge;
        v3f max = box.MaxEdge;
-       if(txc == NULL)
-       {
+
+       if(txc == NULL) {
                static const f32 txc_default[24] = {
                        0,0,1,1,
                        0,0,1,1,
@@ -68,38 +88,53 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                txc = txc_default;
        }
 
+       video::SColor c1 = c[0];
+       video::SColor c2 = c[1];
+       video::SColor c3 = c[2];
+       video::SColor c4 = c[3];
+       video::SColor c5 = c[4];
+       video::SColor c6 = c[5];
+       if (!light_source) {
+               applyFacesShading(c1, v3f(0, 1, 0));
+               applyFacesShading(c2, v3f(0, -1, 0));
+               applyFacesShading(c3, v3f(1, 0, 0));
+               applyFacesShading(c4, v3f(-1, 0, 0));
+               applyFacesShading(c5, v3f(0, 0, 1));
+               applyFacesShading(c6, v3f(0, 0, -1));
+       }
+
        video::S3DVertex vertices[24] =
        {
                // up
-               video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
-               video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
-               video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
-               video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
+               video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c1, txc[0],txc[1]),
+               video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c1, txc[2],txc[1]),
+               video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c1, txc[2],txc[3]),
+               video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c1, txc[0],txc[3]),
                // down
-               video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
-               video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
-               video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
-               video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
+               video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c2, txc[4],txc[5]),
+               video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c2, txc[6],txc[5]),
+               video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c2, txc[6],txc[7]),
+               video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c2, txc[4],txc[7]),
                // right
-               video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
-               video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
-               video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
-               video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
+               video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c3, txc[ 8],txc[9]),
+               video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c3, txc[10],txc[9]),
+               video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c3, txc[10],txc[11]),
+               video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c3, txc[ 8],txc[11]),
                // left
-               video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
-               video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
-               video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
-               video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
+               video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c4, txc[12],txc[13]),
+               video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c4, txc[14],txc[13]),
+               video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c4, txc[14],txc[15]),
+               video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c4, txc[12],txc[15]),
                // back
-               video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
-               video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
-               video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
-               video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
+               video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c5, txc[16],txc[17]),
+               video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c5, txc[18],txc[17]),
+               video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c5, txc[18],txc[19]),
+               video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c5, txc[16],txc[19]),
                // front
-               video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
-               video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
-               video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
-               video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
+               video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c6, txc[20],txc[21]),
+               video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c6, txc[22],txc[21]),
+               video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c6, txc[22],txc[23]),
+               video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c6, txc[20],txc[23]),
        };
 
        for(int i = 0; i < 6; i++)
@@ -160,20 +195,345 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                        }
        u16 indices[] = {0,1,2,2,3,0};
        // Add to mesh collector
-       for(s32 j=0; j<24; j+=4)
-       {
-               int tileindex = MYMIN(j/4, tilecount-1);
-               collector->append(tiles[tileindex],
-                               vertices+j, 4, indices, 6);
+       for (s32 j = 0; j < 24; j += 4) {
+               int tileindex = MYMIN(j / 4, tilecount - 1);
+               collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
        }
 }
 
+// Create a cuboid.
+//  collector - the MeshCollector for the resulting polygons
+//  box       - the position and size of the box
+//  tiles     - the tiles (materials) to use (for all 6 faces)
+//  tilecount - number of entries in tiles, 1<=tilecount<=6
+//  lights    - vertex light levels. The order is the same as in light_dirs
+//  txc       - texture coordinates - this is a list of texture coordinates
+//              for the opposite corners of each face - therefore, there
+//              should be (2+2)*6=24 values in the list. Alternatively, pass
+//              NULL to use the entire texture for each face. The order of
+//              the faces in the list is up-down-right-left-back-front
+//              (compatible with ContentFeatures). If you specified 0,0,1,1
+//              for each face, that would be the same as passing NULL.
+//  light_source - node light emission
+static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box,
+       TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc,
+       const u8 light_source)
+{
+       assert(tilecount >= 1 && tilecount <= 6); // pre-condition
+
+       v3f min = box.MinEdge;
+       v3f max = box.MaxEdge;
+
+       if (txc == NULL) {
+               static const f32 txc_default[24] = {
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1
+               };
+               txc = txc_default;
+       }
+       static const u8 light_indices[24] = {
+               3, 7, 6, 2,
+               0, 4, 5, 1,
+               6, 7, 5, 4,
+               3, 2, 0, 1,
+               7, 3, 1, 5,
+               2, 6, 4, 0
+       };
+       video::S3DVertex vertices[24] = {
+               // up
+               video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]),
+               video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]),
+               video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]),
+               video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]),
+               // down
+               video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]),
+               video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]),
+               video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]),
+               video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]),
+               // right
+               video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]),
+               video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]),
+               video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]),
+               video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]),
+               // left
+               video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]),
+               video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]),
+               video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]),
+               video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]),
+               // back
+               video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]),
+               video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]),
+               video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]),
+               video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]),
+               // front
+               video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]),
+               video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]),
+               video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]),
+               video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[23]),
+       };
+
+       for(int i = 0; i < 6; i++) {
+               switch (tiles[MYMIN(i, tilecount-1)].rotation) {
+               case 0:
+                       break;
+               case 1: //R90
+                       for (int x = 0; x < 4; x++)
+                               vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+                       break;
+               case 2: //R180
+                       for (int x = 0; x < 4; x++)
+                               vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
+                       break;
+               case 3: //R270
+                       for (int x = 0; x < 4; x++)
+                               vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+                       break;
+               case 4: //FXR90
+                       for (int x = 0; x < 4; x++) {
+                               vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+                               vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+                       }
+                       break;
+               case 5: //FXR270
+                       for (int x = 0; x < 4; x++) {
+                               vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+                               vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+                       }
+                       break;
+               case 6: //FYR90
+                       for (int x = 0; x < 4; x++) {
+                               vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+                               vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+                       }
+                       break;
+               case 7: //FYR270
+                       for (int x = 0; x < 4; x++) {
+                               vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+                               vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+                       }
+                       break;
+               case 8: //FX
+                       for (int x = 0; x < 4; x++) {
+                               vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+                       }
+                       break;
+               case 9: //FY
+                       for (int x = 0; x < 4; x++) {
+                               vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+                       }
+                       break;
+               default:
+                       break;
+               }
+       }
+       u16 indices[] = {0,1,2,2,3,0};
+       for (s32 j = 0; j < 24; ++j) {
+               int tileindex = MYMIN(j / 4, tilecount - 1);
+               vertices[j].Color = encode_light_and_color(lights[light_indices[j]],
+                       tiles[tileindex].color, light_source);
+               if (!light_source)
+                       applyFacesShading(vertices[j].Color, vertices[j].Normal);
+       }
+       // Add to mesh collector
+       for (s32 k = 0; k < 6; ++k) {
+               int tileindex = MYMIN(k, tilecount - 1);
+               collector->append(tiles[tileindex], vertices + 4 * k, 4, indices, 6);
+       }
+}
+
+// Create a cuboid.
+//  collector     - the MeshCollector for the resulting polygons
+//  box           - the position and size of the box
+//  tiles         - the tiles (materials) to use (for all 6 faces)
+//  tilecount     - number of entries in tiles, 1<=tilecount<=6
+//  c             - color of the cuboid
+//  txc           - texture coordinates - this is a list of texture coordinates
+//                  for the opposite corners of each face - therefore, there
+//                  should be (2+2)*6=24 values in the list. Alternatively,
+//                  pass NULL to use the entire texture for each face. The
+//                  order of the faces in the list is up-down-right-left-back-
+//                  front (compatible with ContentFeatures). If you specified
+//                  0,0,1,1 for each face, that would be the same as
+//                  passing NULL.
+//  light source  - if greater than zero, the box's faces will not be shaded
+void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles,
+       int tilecount, const video::SColor &c, const f32* txc,
+       const u8 light_source)
+{
+       video::SColor color[6];
+       for (u8 i = 0; i < 6; i++)
+               color[i] = c;
+       makeCuboid(collector, box, tiles, tilecount, color, txc, light_source);
+}
+
+// Gets the base lighting values for a node
+//  frame  - resulting (opaque) data
+//  p      - node position (absolute)
+//  data   - ...
+//  light_source - node light emission level
+static void getSmoothLightFrame(LightFrame *frame, const v3s16 &p, MeshMakeData *data, u8 light_source)
+{
+       for (int k = 0; k < 8; ++k) {
+               u16 light = getSmoothLight(p, light_dirs[k], data);
+               frame->lightsA[k] = light & 0xff;
+               frame->lightsB[k] = light >> 8;
+       }
+       frame->light_source = light_source;
+}
+
+// Calculates vertex light level
+//  frame        - light values from getSmoothLightFrame()
+//  vertex_pos   - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
+static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos)
+{
+       f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+       f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+       f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+       f32 lightA = 0.0;
+       f32 lightB = 0.0;
+       for (int k = 0; k < 8; ++k) {
+               f32 dx = (k & 4) ? x : 1 - x;
+               f32 dy = (k & 2) ? y : 1 - y;
+               f32 dz = (k & 1) ? z : 1 - z;
+               lightA += dx * dy * dz * frame.lightsA[k];
+               lightB += dx * dy * dz * frame.lightsB[k];
+       }
+       return
+               core::clamp(core::round32(lightA), 0, 255) |
+               core::clamp(core::round32(lightB), 0, 255) << 8;
+}
+
+// Calculates vertex color to be used in mapblock mesh
+//  frame        - light values from getSmoothLightFrame()
+//  vertex_pos   - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
+//  tile_color   - node's tile color
+static video::SColor blendLight(const LightFrame &frame,
+       const core::vector3df& vertex_pos, video::SColor tile_color)
+{
+       u16 light = blendLight(frame, vertex_pos);
+       return encode_light_and_color(light, tile_color, frame.light_source);
+}
+
+static video::SColor blendLight(const LightFrame &frame,
+       const core::vector3df& vertex_pos, const core::vector3df& vertex_normal,
+       video::SColor tile_color)
+{
+       video::SColor color = blendLight(frame, vertex_pos, tile_color);
+       if (!frame.light_source)
+                       applyFacesShading(color, vertex_normal);
+       return color;
+}
+
+static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
+               MeshMakeData *data, MapNode n, int v, int *neighbors)
+{
+       MapNode n2 = data->m_vmanip.getNodeNoEx(p);
+       if (nodedef->nodeboxConnects(n, n2, v))
+               *neighbors |= v;
+}
+
+static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data,
+       const v3f &pos, aabb3f box, TileSpec &tile,
+       /* pre-computed, for non-smooth lighting only */ const video::SColor color,
+       /* for smooth lighting only */ const LightFrame &frame)
+{
+       f32 dx1 = box.MinEdge.X;
+       f32 dy1 = box.MinEdge.Y;
+       f32 dz1 = box.MinEdge.Z;
+       f32 dx2 = box.MaxEdge.X;
+       f32 dy2 = box.MaxEdge.Y;
+       f32 dz2 = box.MaxEdge.Z;
+       box.MinEdge += pos;
+       box.MaxEdge += pos;
+       f32 tx1 = (box.MinEdge.X / BS) + 0.5;
+       f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
+       f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
+       f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
+       f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
+       f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
+       f32 txc[24] = {
+                 tx1, 1-tz2,   tx2, 1-tz1, // up
+                 tx1,   tz1,   tx2,   tz2, // down
+                 tz1, 1-ty2,   tz2, 1-ty1, // right
+               1-tz2, 1-ty2, 1-tz1, 1-ty1, // left
+               1-tx2, 1-ty2, 1-tx1, 1-ty1, // back
+                 tx1, 1-ty2,   tx2, 1-ty1, // front
+       };
+       if (data->m_smooth_lighting) {
+               u16 lights[8];
+               for (int j = 0; j < 8; ++j) {
+                       f32 x = (j & 4) ? dx2 : dx1;
+                       f32 y = (j & 2) ? dy2 : dy1;
+                       f32 z = (j & 1) ? dz2 : dz1;
+                       lights[j] = blendLight(frame, core::vector3df(x, y, z));
+               }
+               makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source);
+       } else {
+               makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source);
+       }
+}
+
+static void makeAutoLightedCuboidEx(MeshCollector *collector, MeshMakeData *data,
+       const v3f &pos, aabb3f box, TileSpec &tile, f32 *txc,
+       /* pre-computed, for non-smooth lighting only */ const video::SColor color,
+       /* for smooth lighting only */ const LightFrame &frame)
+{
+       f32 dx1 = box.MinEdge.X;
+       f32 dy1 = box.MinEdge.Y;
+       f32 dz1 = box.MinEdge.Z;
+       f32 dx2 = box.MaxEdge.X;
+       f32 dy2 = box.MaxEdge.Y;
+       f32 dz2 = box.MaxEdge.Z;
+       box.MinEdge += pos;
+       box.MaxEdge += pos;
+       if (data->m_smooth_lighting) {
+               u16 lights[8];
+               for (int j = 0; j < 8; ++j) {
+                       f32 x = (j & 4) ? dx2 : dx1;
+                       f32 y = (j & 2) ? dy2 : dy1;
+                       f32 z = (j & 1) ? dz2 : dz1;
+                       lights[j] = blendLight(frame, core::vector3df(x, y, z));
+               }
+               makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source);
+       } else {
+               makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source);
+       }
+}
+
+// For use in mapblock_mesh_generate_special
+// X,Y,Z of position must be -1,0,1
+// This expression is a simplification of
+// 3 * 3 * (pos.X + 1) + 3 * (pos.Y + 1) + (pos.Z + 1)
+static inline int NeighborToIndex(const v3s16 &pos)
+{
+       return 9 * pos.X + 3 * pos.Y + pos.Z + 13;
+}
+
+/*!
+ * Returns the i-th special tile for a map node.
+ */
+static TileSpec getSpecialTile(const ContentFeatures &f,
+       const MapNode &n, u8 i)
+{
+       TileSpec copy = f.special_tiles[i];
+       if (!copy.has_color)
+               n.getColor(f, &copy.color);
+       return copy;
+}
+
+/*
+       TODO: Fix alpha blending for special nodes
+       Currently only the last element rendered is blended correct
+*/
 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();
+       INodeDefManager *nodedef = data->m_client->ndef();
+       scene::ISceneManager* smgr = data->m_client->getSceneManager();
        scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
 
        // 0ms
@@ -182,63 +542,11 @@ 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)
-               node_liquid_level = 0.85;
+       bool enable_mesh_cache  = g_settings->getBool("enable_mesh_cache") &&
+               !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
 
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       // 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++)
@@ -252,20 +560,32 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                if(f.solidness != 0)
                        continue;
 
-               switch(f.drawtype){
+               if (f.drawtype == NDT_AIRLIKE)
+                       continue;
+
+               LightFrame frame;
+               if (data->m_smooth_lighting)
+                       getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source);
+               else
+                       frame.light_source = f.light_source;
+
+               switch(f.drawtype) {
                default:
-                       infostream<<"Got "<<f.drawtype<<std::endl;
-                       assert(0);
-                       break;
-               case NDT_AIRLIKE:
+                       infostream << "Got " << f.drawtype << std::endl;
+                       FATAL_ERROR("Unknown drawtype");
                        break;
                case NDT_LIQUID:
                {
                        /*
                                Add water sources to mesh if using new style
                        */
-                       TileSpec tile_liquid = f.special_tiles[0];
+                       TileSpec tile_liquid = getSpecialTile(f, n, 0);
                        TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
+                       u16 l = getInteriorLight(n, 0, nodedef);
+                       video::SColor c1 = encode_light_and_color(l,
+                               tile_liquid.color, f.light_source);
+                       video::SColor c2 = encode_light_and_color(l,
+                               tile_liquid_bfculled.color, f.light_source);
 
                        bool top_is_same_liquid = false;
                        MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
@@ -274,9 +594,6 @@ 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, nodedef);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
-
                        /*
                                Generate sides
                         */
@@ -322,54 +639,50 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                // Use backface culled material if neighbor doesn't have a
                                // solidness of 0
                                const TileSpec *current_tile = &tile_liquid;
-                               if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
+                               video::SColor *c = &c1;
+                               if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) {
                                        current_tile = &tile_liquid_bfculled;
+                                       c = &c2;
+                               }
 
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
+                                       video::S3DVertex(-BS/2,0,BS/2,0,0,0, *c, 0,1),
+                                       video::S3DVertex(BS/2,0,BS/2,0,0,0, *c, 1,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, *c, 1,0),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, *c, 0,0),
                                };
 
                                /*
                                        If our topside is liquid, set upper border of face
                                        at upper border of node
                                */
-                               if(top_is_same_liquid)
-                               {
-                                       vertices[2].Pos.Y = 0.5*BS;
-                                       vertices[3].Pos.Y = 0.5*BS;
-                               }
+                               if (top_is_same_liquid) {
+                                       vertices[2].Pos.Y = 0.5 * BS;
+                                       vertices[3].Pos.Y = 0.5 * BS;
+                               } else {
                                /*
                                        Otherwise upper position of face is liquid level
                                */
-                               else
-                               {
-                                       vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
-                                       vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
+                                       vertices[2].Pos.Y = 0.5 * BS;
+                                       vertices[3].Pos.Y = 0.5 * BS;
                                }
                                /*
                                        If neighbor is liquid, lower border of face is liquid level
                                */
-                               if(neighbor_is_same_liquid)
-                               {
-                                       vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
-                                       vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
-                               }
+                               if (neighbor_is_same_liquid) {
+                                       vertices[0].Pos.Y = 0.5 * BS;
+                                       vertices[1].Pos.Y = 0.5 * BS;
+                               } else {
                                /*
                                        If neighbor is not liquid, lower border of face is
                                        lower border of node
                                */
-                               else
-                               {
-                                       vertices[0].Pos.Y = -0.5*BS;
-                                       vertices[1].Pos.Y = -0.5*BS;
+                                       vertices[0].Pos.Y = -0.5 * BS;
+                                       vertices[1].Pos.Y = -0.5 * BS;
                                }
 
-                               for(s32 j=0; j<4; j++)
-                               {
+                               for (s32 j = 0; j < 4; j++) {
                                        if(dir == v3s16(0,0,1))
                                                vertices[j].Pos.rotateXZBy(0);
                                        if(dir == v3s16(0,0,-1))
@@ -386,6 +699,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.Z *= 0.98;
                                        }*/
 
+                                       if (data->m_smooth_lighting)
+                                               vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color);
                                        vertices[j].Pos += intToFloat(p, BS);
                                }
 
@@ -399,19 +714,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                         */
                        if(top_is_same_liquid)
                                continue;
-                       
+
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
+                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1),
+                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0),
+                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0),
                        };
 
-                       v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos += offset;
+                       for (s32 i = 0; i < 4; i++) {
+                               vertices[i].Pos.Y += 0.5 * BS;
+                               if (data->m_smooth_lighting)
+                                       vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color);
+                               vertices[i].Pos += intToFloat(p, BS);
                        }
 
                        u16 indices[] = {0,1,2,2,3,0};
@@ -423,8 +739,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        /*
                                Add flowing liquid to mesh
                        */
-                       TileSpec tile_liquid = f.special_tiles[0];
-                       TileSpec tile_liquid_bfculled = f.special_tiles[1];
+                       TileSpec tile_liquid = getSpecialTile(f, n, 0);
+                       TileSpec tile_liquid_bfculled = getSpecialTile(f, n, 1);
 
                        bool top_is_same_liquid = false;
                        MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
@@ -432,7 +748,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        content_t c_source = nodedef->getId(f.liquid_alternative_source);
                        if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
                                top_is_same_liquid = true;
-                       
+
                        u16 l = 0;
                        // If this liquid emits light and doesn't contain light, draw
                        // it at what it emits, for an increased effect
@@ -447,15 +763,23 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // Otherwise use the light of this node (the liquid)
                        else
                                l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
-                       
+                       video::SColor c1 = encode_light_and_color(l,
+                               tile_liquid.color, f.light_source);
+                       video::SColor c2 = encode_light_and_color(l,
+                               tile_liquid_bfculled.color, f.light_source);
+
                        u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
 
                        // Neighbor liquid levels (key = relative position)
                        // Includes current node
-                       std::map<v3s16, f32> neighbor_levels;
-                       std::map<v3s16, content_t> neighbor_contents;
-                       std::map<v3s16, u8> neighbor_flags;
+
+                       struct NeighborData {
+                               f32 level;
+                               content_t content;
+                               u8 flags;
+                       };
+                       NeighborData neighbor_data_matrix[27];
+
                        const u8 neighborflag_top_is_same_liquid = 0x01;
                        v3s16 neighbor_dirs[9] = {
                                v3s16(0,0,0),
@@ -481,14 +805,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        content = n2.getContent();
 
                                        if(n2.getContent() == c_source)
-                                               level = (-0.5+node_liquid_level) * BS;
+                                               level = 0.5 * BS;
                                        else if(n2.getContent() == c_flowing){
                                                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;
+                                               level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS;
                                        }
 
                                        // Check node above neighbor.
@@ -500,15 +824,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                        n2.getContent() == c_flowing)
                                                flags |= neighborflag_top_is_same_liquid;
                                }
-                               
-                               neighbor_levels[neighbor_dirs[i]] = level;
-                               neighbor_contents[neighbor_dirs[i]] = content;
-                               neighbor_flags[neighbor_dirs[i]] = flags;
+
+                               NeighborData &neighbor_data =
+                                       neighbor_data_matrix[NeighborToIndex(neighbor_dirs[i])];
+
+                               neighbor_data.level = level;
+                               neighbor_data.content = content;
+                               neighbor_data.flags = flags;
                        }
 
                        // Corner heights (average between four liquids)
                        f32 corner_levels[4];
-                       
+
                        v3s16 halfdirs[4] = {
                                v3s16(0,0,0),
                                v3s16(1,0,0),
@@ -524,10 +851,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                for(u32 j=0; j<4; j++)
                                {
                                        v3s16 neighbordir = cornerdir - halfdirs[j];
-                                       content_t content = neighbor_contents[neighbordir];
+
+                                       NeighborData &neighbor_data =
+                                               neighbor_data_matrix[NeighborToIndex(neighbordir)];
+                                       content_t content = neighbor_data.content;
                                        // If top is liquid, draw starting from top of node
-                                       if(neighbor_flags[neighbordir] &
-                                                       neighborflag_top_is_same_liquid)
+                                       if (neighbor_data.flags & neighborflag_top_is_same_liquid)
                                        {
                                                cornerlevel = 0.5*BS;
                                                valid_count = 1;
@@ -536,14 +865,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        // Source is always the same height
                                        else if(content == c_source)
                                        {
-                                               cornerlevel = (-0.5+node_liquid_level)*BS;
+                                               cornerlevel = 0.5 * BS;
                                                valid_count = 1;
                                                break;
                                        }
                                        // Flowing liquid has level information
                                        else if(content == c_flowing)
                                        {
-                                               cornerlevel += neighbor_levels[neighbordir];
+                                               cornerlevel += neighbor_data.level;
                                                valid_count++;
                                        }
                                        else if(content == CONTENT_AIR)
@@ -578,24 +907,26 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        {
                                v3s16 dir = side_dirs[i];
 
+                               NeighborData& neighbor_data =
+                                       neighbor_data_matrix[NeighborToIndex(dir)];
                                /*
                                        If our topside is liquid and neighbor's topside
                                        is liquid, don't draw side face
                                */
-                               if(top_is_same_liquid &&
-                                               neighbor_flags[dir] & neighborflag_top_is_same_liquid)
+                               if (top_is_same_liquid &&
+                                               (neighbor_data.flags & neighborflag_top_is_same_liquid))
                                        continue;
 
-                               content_t neighbor_content = neighbor_contents[dir];
+                               content_t neighbor_content = neighbor_data.content;
                                const ContentFeatures &n_feat = nodedef->get(neighbor_content);
-                               
+
                                // Don't draw face if neighbor is blocking the view
                                if(n_feat.solidness == 2)
                                        continue;
-                               
+
                                bool neighbor_is_same_liquid = (neighbor_content == c_source
                                                || neighbor_content == c_flowing);
-                               
+
                                // Don't draw any faces if neighbor same is liquid and top is
                                // same liquid
                                if(neighbor_is_same_liquid == true
@@ -605,17 +936,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                // Use backface culled material if neighbor doesn't have a
                                // solidness of 0
                                const TileSpec *current_tile = &tile_liquid;
-                               if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
+                               video::SColor *c = &c1;
+                               if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) {
                                        current_tile = &tile_liquid_bfculled;
-                               
+                                       c = &c2;
+                               }
+
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, *c, 0,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, *c, 1,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, *c, 1,0),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, *c, 0,0),
                                };
-                               
+
                                /*
                                        If our topside is liquid, set upper border of face
                                        at upper border of node
@@ -633,7 +967,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
                                        vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
                                }
-                               
+
                                /*
                                        If neighbor is liquid, lower border of face is corner
                                        liquid levels
@@ -652,7 +986,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[0].Pos.Y = -0.5*BS;
                                        vertices[1].Pos.Y = -0.5*BS;
                                }
-                               
+
                                for(s32 j=0; j<4; j++)
                                {
                                        if(dir == v3s16(0,0,1))
@@ -663,7 +997,7 @@ 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){
@@ -671,6 +1005,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.Z *= 0.98;
                                        }*/
 
+                                       if (data->m_smooth_lighting)
+                                               vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color);
                                        vertices[j].Pos += intToFloat(p, BS);
                                }
 
@@ -678,21 +1014,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                // Add to mesh collector
                                collector.append(*current_tile, vertices, 4, indices, 6);
                        }
-                       
+
                        /*
                                Generate top side, if appropriate
                        */
-                       
+
                        if(top_is_same_liquid == false)
                        {
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1),
+                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0),
+                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0),
                                };
-                               
+
                                // To get backface culling right, the vertices need to go
                                // clockwise around the front of the face. And we happened to
                                // calculate corner levels in exact reverse order.
@@ -704,10 +1040,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
                                        s32 j = corner_resolve[i];
                                        vertices[i].Pos.Y += corner_levels[j];
+                                       if (data->m_smooth_lighting)
+                                               vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color);
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
-                               
-                               // Default downwards-flowing texture animation goes from 
+
+                               // Default downwards-flowing texture animation goes from
                                // -Z towards +Z, thus the direction is +Z.
                                // Rotate texture to make animation go in flow direction
                                // Positive if liquid moves towards +Z
@@ -751,25 +1089,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
+                       video::SColor c = encode_light_and_color(l, tile.color,
+                               f.light_source);
                        for(u32 j=0; j<6; j++)
                        {
                                // Check this neighbor
-                               v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+                               v3s16 dir = g_6dirs[j];
+                               v3s16 n2p = blockpos_nodes + p + dir;
                                MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
                                // Don't make face if neighbor is of same type
                                if(n2.getContent() == n.getContent())
                                        continue;
+                               video::SColor c2=c;
+                               if(!f.light_source)
+                                       applyFacesShading(c2, v3f(dir.X, dir.Y, dir.Z));
+
 
                                // The face at Z+
                                video::S3DVertex vertices[4] = {
-                                       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),
+                                       video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,1),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,1),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,0),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,0),
                                };
-                               
+
                                // Rotations in the g_6dirs format
                                if(j == 0) // Z+
                                        for(u16 i=0; i<4; i++)
@@ -790,7 +1133,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(90);
 
-                               for(u16 i=0; i<4; i++){
+                               for (u16 i = 0; i < 4; i++) {
+                                       if (data->m_smooth_lighting)
+                                               vertices[i].Color = blendLight(frame, vertices[i].Pos, vertices[i].Normal, tile.color);
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
 
@@ -801,7 +1146,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                break;}
                case NDT_GLASSLIKE_FRAMED_OPTIONAL:
                        // This is always pre-converted to something else
-                       assert(0);
+                       FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected");
                        break;
                case NDT_GLASSLIKE_FRAMED:
                {
@@ -814,12 +1159,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16( 0, 0,-1)
                        };
 
+                       u16 l = getInteriorLight(n, 1, nodedef);
                        u8 i;
                        TileSpec tiles[6];
                        for (i = 0; i < 6; i++)
                                tiles[i] = getNodeTile(n, p, dirs[i], data);
-                       
+
+                       video::SColor tile0color = encode_light_and_color(l,
+                               tiles[0].color, f.light_source);
+
                        TileSpec glass_tiles[6];
+                       video::SColor glasscolor[6];
                        if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
                                glass_tiles[0] = tiles[2];
                                glass_tiles[1] = tiles[3];
@@ -829,21 +1179,22 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                glass_tiles[5] = tiles[1];
                        } else {
                                for (i = 0; i < 6; i++)
-                                       glass_tiles[i] = tiles[1];      
+                                       glass_tiles[i] = tiles[1];
                        }
-                       
+                       for (i = 0; i < 6; i++)
+                               glasscolor[i] = encode_light_and_color(l, glass_tiles[i].color,
+                                       f.light_source);
+
                        u8 param2 = n.getParam2();
                        bool H_merge = ! bool(param2 & 128);
                        bool V_merge = ! bool(param2 & 64);
                        param2  = param2 & 63;
-                       
-                       u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
                        v3f pos = intToFloat(p, BS);
                        static const float a = BS / 2;
                        static const float g = a - 0.003;
                        static const float b = .876 * ( BS / 2 );
-                       
+
                        static const aabb3f frame_edges[12] = {
                                aabb3f( b, b,-a, a, a, a), // y+
                                aabb3f(-a, b,-a,-b, a, a), // y+
@@ -866,16 +1217,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                aabb3f(-g,-g, g, g, g, g), // z+
                                aabb3f(-g,-g,-g, g, g,-g)  // z-
                        };
-                       
+
                        // table of node visible faces, 0 = invisible
                        int visible_faces[6] = {0,0,0,0,0,0};
-                       
+
                        // table of neighbours, 1 = same type, checked with g_26dirs
                        int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
-                       
+
                        // g_26dirs to check when only horizontal merge is allowed
                        int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
-                       
+
                        content_t current = n.getContent();
                        content_t n2c;
                        MapNode n2;
@@ -893,14 +1244,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                n2 = data->m_vmanip.getNodeNoEx(n2p);
                                n2c = n2.getContent();
                                if (n2c == current || n2c == CONTENT_IGNORE)
-                                       nb[4] = 1;      
+                                       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;           
+                                               nb[nb_H_dirs[i]] = 1;
                                }
                        } else if (H_merge && V_merge) {
                                for(i = 0; i < 18; i++) {
@@ -926,7 +1277,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                visible_faces[i] = 1;
                                }
                        }
-                               
+
                        if (!H_merge) {
                                visible_faces[2] = 1;
                                visible_faces[3] = 1;
@@ -941,14 +1292,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                visible_faces[i] = 1;
                                }
                        }
-       
+
                        static const u8 nb_triplet[12*3] = {
                                1,2, 7,  1,5, 6,  4,2,15,  4,5,14,
                                2,0,11,  2,3,13,  5,0,10,  5,3,12,
                                0,1, 8,  0,4,16,  3,4,17,  3,1, 9
                        };
 
-                       f32 tx1, ty1, tz1, tx2, ty2, tz2;
                        aabb3f box;
 
                        for(i = 0; i < 12; i++)
@@ -961,23 +1311,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                if (edge_invisible)
                                        continue;
                                box = frame_edges[i];
-                               box.MinEdge += pos;
-                               box.MaxEdge += pos;
-                               tx1 = (box.MinEdge.X / BS) + 0.5;
-                               ty1 = (box.MinEdge.Y / BS) + 0.5;
-                               tz1 = (box.MinEdge.Z / BS) + 0.5;
-                               tx2 = (box.MaxEdge.X / BS) + 0.5;
-                               ty2 = (box.MaxEdge.Y / BS) + 0.5;
-                               tz2 = (box.MaxEdge.Z / BS) + 0.5;
-                               f32 txc1[24] = {
-                                       tx1,   1-tz2,   tx2, 1-tz1,
-                                       tx1,     tz1,   tx2,   tz2,
-                                       tz1,   1-ty2,   tz2, 1-ty1,
-                                       1-tz2, 1-ty2, 1-tz1, 1-ty1,
-                                       1-tx2, 1-ty2, 1-tx1, 1-ty1,
-                                       tx1,   1-ty2,   tx2, 1-ty1,
-                               };
-                               makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
+                               makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame);
                        }
 
                        for(i = 0; i < 6; i++)
@@ -985,32 +1319,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                if (!visible_faces[i])
                                        continue;
                                box = glass_faces[i];
-                               box.MinEdge += pos;
-                               box.MaxEdge += pos;
-                               tx1 = (box.MinEdge.X / BS) + 0.5;
-                               ty1 = (box.MinEdge.Y / BS) + 0.5;
-                               tz1 = (box.MinEdge.Z / BS) + 0.5;
-                               tx2 = (box.MaxEdge.X / BS) + 0.5;
-                               ty2 = (box.MaxEdge.Y / BS) + 0.5;
-                               tz2 = (box.MaxEdge.Z / BS) + 0.5;
-                               f32 txc2[24] = {
-                                       tx1,   1-tz2,   tx2, 1-tz1,
-                                       tx1,     tz1,   tx2,   tz2,
-                                       tz1,   1-ty2,   tz2, 1-ty1,
-                                       1-tz2, 1-ty2, 1-tz1, 1-ty1,
-                                       1-tx2, 1-ty2, 1-tx1, 1-ty1,
-                                       tx1,   1-ty2,   tx2, 1-ty1,
-                               };
-                               makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
+                               makeAutoLightedCuboid(&collector, data, pos, box, glass_tiles[i], glasscolor[i], frame);
                        }
 
                        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];
+                               TileSpec tile = getSpecialTile(f, n, 0);
+                               video::SColor special_color = encode_light_and_color(l,
+                                       tile.color, f.light_source);
                                float offset = 0.003;
                                box = aabb3f(visible_faces[3] ? -b : -a + offset,
                                                         visible_faces[1] ? -b : -a + offset,
@@ -1018,47 +1336,29 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                         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);
+                               makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame);
                        }
                break;}
                case NDT_ALLFACES:
                {
                        TileSpec tile_leaves = getNodeTile(n, p,
                                        v3s16(0,0,0), data);
-
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+                       video::SColor c = encode_light_and_color(l,
+                               tile_leaves.color, f.light_source);
 
                        v3f pos = intToFloat(p, BS);
                        aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
-                       box.MinEdge += pos;
-                       box.MaxEdge += pos;
-                       makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
+                       makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame);
                break;}
                case NDT_ALLFACES_OPTIONAL:
                        // This is always pre-converted to something else
-                       assert(0);
+                       FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted");
                        break;
                case NDT_TORCHLIKE:
                {
                        v3s16 dir = n.getWallMountedDir(nodedef);
-                       
+
                        u8 tileindex = 0;
                        if(dir == v3s16(0,-1,0)){
                                tileindex = 0; // floor
@@ -1076,7 +1376,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+                       video::SColor c = encode_light_and_color(l, tile.color,
+                               f.light_source);
 
                        float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
@@ -1088,7 +1389,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
                        };
 
-                       for(s32 i=0; i<4; i++)
+                       for (s32 i = 0; i < 4; i++)
                        {
                                if(dir == v3s16(1,0,0))
                                        vertices[i].Pos.rotateXZBy(0);
@@ -1103,6 +1404,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                if(dir == v3s16(0,1,0))
                                        vertices[i].Pos.rotateXZBy(-45);
 
+                               if (data->m_smooth_lighting)
+                                       vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
                                vertices[i].Pos += intToFloat(p, BS);
                        }
 
@@ -1117,8 +1420,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-                               
+                       video::SColor c = encode_light_and_color(l, tile.color,
+                               f.light_source);
+
                        float d = (float)BS/16;
                        float s = BS/2*f.visual_scale;
                        // Wall at X+ of node
@@ -1132,7 +1436,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        v3s16 dir = n.getWallMountedDir(nodedef);
 
-                       for(s32 i=0; i<4; i++)
+                       for (s32 i = 0; i < 4; i++)
                        {
                                if(dir == v3s16(1,0,0))
                                        vertices[i].Pos.rotateXZBy(0);
@@ -1147,6 +1451,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                if(dir == v3s16(0,1,0))
                                        vertices[i].Pos.rotateXYBy(90);
 
+                               if (data->m_smooth_lighting)
+                                       vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
                                vertices[i].Pos += intToFloat(p, BS);
                        }
 
@@ -1156,44 +1462,177 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                break;}
                case NDT_PLANTLIKE:
                {
+                       PseudoRandom rng(x<<8 | z | y<<16);
+
                        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;
-                       for(u32 j = 0; j < 2; j++)
-                       {
+                       video::SColor c = encode_light_and_color(l, tile.color,
+                               f.light_source);
+
+                       float s = BS / 2 * f.visual_scale;
+                       // add sqrt(2) visual scale
+                       if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0))
+                               s *= 1.41421;
+
+                       float random_offset_X = .0;
+                       float random_offset_Z = .0;
+                       if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
+                               random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+                               random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+                       }
+
+                       for (int j = 0; j < 4; 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),
+                                       video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
+                                       video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
+                                       video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-s,-BS/2 + s*2,0, 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);
+                               float rotate_degree = 0;
+                               u8 p2mesh = 0;
+                               if (f.param_type_2 == CPT2_DEGROTATE)
+                                       rotate_degree = n.param2 * 2;
+                               if (f.param_type_2 != CPT2_MESHOPTIONS) {
+                                       if (j == 0) {
+                                               for (u16 i = 0; i < 4; i++)
+                                                       vertices[i].Pos.rotateXZBy(46 + rotate_degree);
+                                       } else if (j == 1) {
+                                               for (u16 i = 0; i < 4; i++)
+                                                       vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
+                                       }
+                               } else {
+                                       p2mesh = n.param2 & 0x7;
+                                       switch (p2mesh) {
+                                       case 0:
+                                               // x
+                                               if (j == 0) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(46);
+                                               } else if (j == 1) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(-44);
+                                               }
+                                               break;
+                                       case 1:
+                                               // +
+                                               if (j == 0) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(91);
+                                               } else if (j == 1) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(1);
+                                               }
+                                               break;
+                                       case 2:
+                                               // *
+                                               if (j == 0) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(121);
+                                               } else if (j == 1) {
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(241);
+                                               } else { // (j == 2)
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(1);
+                                               }
+                                               break;
+                                       case 3:
+                                               // #
+                                               switch (j) {
+                                               case 0:
+                                                       for (u16 i = 0; i < 4; i++) {
+                                                               vertices[i].Pos.rotateXZBy(1);
+                                                               vertices[i].Pos.Z += BS / 4;
+                                                       }
+                                                       break;
+                                               case 1:
+                                                       for (u16 i = 0; i < 4; i++) {
+                                                               vertices[i].Pos.rotateXZBy(91);
+                                                               vertices[i].Pos.X += BS / 4;
+                                                       }
+                                                       break;
+                                               case 2:
+                                                       for (u16 i = 0; i < 4; i++) {
+                                                               vertices[i].Pos.rotateXZBy(181);
+                                                               vertices[i].Pos.Z -= BS / 4;
+                                                       }
+                                                       break;
+                                               case 3:
+                                                       for (u16 i = 0; i < 4; i++) {
+                                                               vertices[i].Pos.rotateXZBy(271);
+                                                               vertices[i].Pos.X -= BS / 4;
+                                                       }
+                                                       break;
+                                               }
+                                               break;
+                                       case 4:
+                                               // outward leaning #-like
+                                               switch (j) {
+                                               case 0:
+                                                       for (u16 i = 2; i < 4; i++)
+                                                               vertices[i].Pos.Z -= BS / 2;
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(1);
+                                                       break;
+                                               case 1:
+                                                       for (u16 i = 2; i < 4; i++)
+                                                               vertices[i].Pos.Z -= BS / 2;
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(91);
+                                                       break;
+                                               case 2:
+                                                       for (u16 i = 2; i < 4; i++)
+                                                               vertices[i].Pos.Z -= BS / 2;
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(181);
+                                                       break;
+                                               case 3:
+                                                       for (u16 i = 2; i < 4; i++)
+                                                               vertices[i].Pos.Z -= BS / 2;
+                                                       for (u16 i = 0; i < 4; i++)
+                                                               vertices[i].Pos.rotateXZBy(271);
+                                                       break;
+                                               }
+                                               break;
+                                       }
                                }
 
-                               for(u16 i = 0; i < 4; i++)
-                               {
+                               for (int i = 0; i < 4; i++) {
                                        vertices[i].Pos *= f.visual_scale;
-                                       vertices[i].Pos.Y -= s * (1 - f.visual_scale);
+                                       vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
+                                       if (data->m_smooth_lighting)
+                                               vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
                                        vertices[i].Pos += intToFloat(p, BS);
+                                       // move to a random spot to avoid moire
+                                       if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
+                                               vertices[i].Pos.X += random_offset_X;
+                                               vertices[i].Pos.Z += random_offset_Z;
+                                       }
+                                       // randomly move each face up/down
+                                       if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) {
+                                               PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 );
+                                               vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125);
+                                       }
                                }
 
                                u16 indices[] = {0, 1, 2, 2, 3, 0};
                                // Add to mesh collector
                                collector.append(tile, vertices, 4, indices, 6);
+
+                               // stop adding faces for meshes with less than 4 faces
+                               if (f.param_type_2 == CPT2_MESHOPTIONS) {
+                                       if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1))
+                                               break;
+                                       else if ((p2mesh == 2) && (j == 2))
+                                               break;
+                               } else if (j == 1) {
+                                       break;
+                               }
+
                        }
                break;}
                case NDT_FIRELIKE:
@@ -1202,9 +1641,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+                       video::SColor c = encode_light_and_color(l, tile.color,
+                               f.light_source);
 
-                       float s = BS/2*f.visual_scale;
+                       float s = BS / 2 * f.visual_scale;
 
                        content_t current = n.getContent();
                        content_t n2c;
@@ -1212,148 +1652,118 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        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)
+                               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};
+                       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++)
-                       {
+                       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)
+                                       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
+                       for (int j = 0; j < 6; j++) {
 
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-s,-BS/2,      0, 0,0,0, c, 0,1),
-                                       video::S3DVertex( s,-BS/2,      0, 0,0,0, c, 1,1),
-                                       video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
+                               video::S3DVertex vertices[4] = {
+                                       video::S3DVertex(-s, -BS / 2,         0, 0, 0, 0, c, 0, 1),
+                                       video::S3DVertex( s, -BS / 2,         0, 0, 0, 0, c, 1, 1),
+                                       video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0),
+                                       video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0),
                                };
 
                                // Calculate which faces should be drawn, (top or sides)
-                               if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
-                                               vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+                               if (j == 0 && (drawAllFaces ||
+                                               (doDraw[3] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(90);
                                                vertices[i].Pos.rotateXYBy(-10);
-                                               vertices[i].Pos.Y -= vOffset;
-                                               vertices[i].Pos.X -= hOffset;
+                                               vertices[i].Pos.X -= 4.0;
                                        }
-                               }
-                               else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
-                                               vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+                               } else if (j == 1 && (drawAllFaces ||
+                                               (doDraw[5] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(180);
                                                vertices[i].Pos.rotateYZBy(10);
-                                               vertices[i].Pos.Y -= vOffset;
-                                               vertices[i].Pos.Z -= hOffset;
+                                               vertices[i].Pos.Z -= 4.0;
                                        }
-                               }
-                               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);
+                               } else if (j == 2 && (drawAllFaces ||
+                                               (doDraw[2] == 1 || doDraw[1] == 1))) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(270);
                                                vertices[i].Pos.rotateXYBy(10);
-                                               vertices[i].Pos.Y -= vOffset;
-                                               vertices[i].Pos.X += hOffset;
+                                               vertices[i].Pos.X += 4.0;
                                        }
-                               }
-                               else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } 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;
+                                               vertices[i].Pos.Z += 4.0;
                                        }
-                               }
-
                                // 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 == 4 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(45);
                                        }
-                               }
-                               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;
+                               } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+                                       for (int i = 0; i < 4; i++) {
+                                               vertices[i].Pos.rotateXZBy(-45);
                                        }
-                               }
-
-                               // Render flames on bottom
-                               else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               // Render flames on bottom of node above
+                               } else if (j == 0 && 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.rotateXZBy(90);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.X -= hOffset+0.7;
+                                               vertices[i].Pos.X -= 4.7;
                                        }
-                               }
-                               else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 1 && 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.rotateXZBy(180);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.Z -= hOffset+0.7;
+                                               vertices[i].Pos.Z -= 4.7;
                                        }
-                               }
-                               else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 2 && 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.rotateXZBy(270);
                                                vertices[i].Pos.Y += 4.84;
-                                               vertices[i].Pos.X += hOffset+0.7;
+                                               vertices[i].Pos.X += 4.7;
                                        }
-                               }
-                               else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
-                               {
-                                       for(int i = 0; i < 4; i++) {
+                               } else if (j == 3 && 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;
+                                               vertices[i].Pos.Z += 4.7;
                                        }
-                               }
-                               else {
+                               } else {
                                        // Skip faces that aren't adjacent to a node
                                        continue;
                                }
 
-                               for(int i=0; i<4; i++)
-                               {
+                               for (int i = 0; i < 4; i++) {
                                        vertices[i].Pos *= f.visual_scale;
+                                       if (data->m_smooth_lighting)
+                                               vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
 
-                               u16 indices[] = {0,1,2,2,3,0};
+                               u16 indices[] = {0, 1, 2, 2, 3, 0};
                                // Add to mesh collector
                                collector.append(tile, vertices, 4, indices, 6);
                        }
@@ -1369,7 +1779,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile_rot.rotation = 1;
 
                        u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+                       video::SColor c = encode_light_and_color(l, tile.color,
+                               f.light_source);
 
                        const f32 post_rad=(f32)BS/8;
                        const f32 bar_rad=(f32)BS/16;
@@ -1379,8 +1790,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        // The post - always present
                        aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
-                       post.MinEdge += pos;
-                       post.MaxEdge += pos;
                        f32 postuv[24]={
                                        6/16.,6/16.,10/16.,10/16.,
                                        6/16.,6/16.,10/16.,10/16.,
@@ -1388,7 +1797,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        4/16.,0,8/16.,1,
                                        8/16.,0,12/16.,1,
                                        12/16.,0,16/16.,1};
-                       makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
+                       makeAutoLightedCuboidEx(&collector, data, pos, post, tile_rot, postuv, c, frame);
 
                        // Now a section of fence, +X, if there's a post there
                        v3s16 p2 = p;
@@ -1399,8 +1808,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        {
                                aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
                                                bar_len+BS/2,bar_rad+BS/4,bar_rad);
-                               bar.MinEdge += pos;
-                               bar.MaxEdge += pos;
                                f32 xrailuv[24]={
                                        0/16.,2/16.,16/16.,4/16.,
                                        0/16.,4/16.,16/16.,6/16.,
@@ -1408,12 +1815,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        10/16.,10/16.,12/16.,12/16.,
                                        0/16.,8/16.,16/16.,10/16.,
                                        0/16.,14/16.,16/16.,16/16.};
-                               makeCuboid(&collector, bar, &tile_nocrack, 1,
-                                               c, xrailuv);
+                               makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame);
                                bar.MinEdge.Y -= BS/2;
                                bar.MaxEdge.Y -= BS/2;
-                               makeCuboid(&collector, bar, &tile_nocrack, 1,
-                                               c, xrailuv);
+                               makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame);
                        }
 
                        // Now a section of fence, +Z, if there's a post there
@@ -1425,8 +1830,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        {
                                aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
                                                bar_rad,bar_rad+BS/4,bar_len+BS/2);
-                               bar.MinEdge += pos;
-                               bar.MaxEdge += pos;
                                f32 zrailuv[24]={
                                        3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
                                        4/16.,1/16.,6/16.,5/16., // for wood texture instead
@@ -1434,119 +1837,50 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        0/16.,6/16.,16/16.,8/16.,
                                        6/16.,6/16.,8/16.,8/16.,
                                        10/16.,10/16.,12/16.,12/16.};
-                               makeCuboid(&collector, bar, &tile_nocrack, 1,
-                                               c, zrailuv);
+                               makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame);
                                bar.MinEdge.Y -= BS/2;
                                bar.MaxEdge.Y -= BS/2;
-                               makeCuboid(&collector, bar, &tile_nocrack, 1,
-                                               c, zrailuv);
+                               makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame);
                        }
                break;}
                case NDT_RAILLIKE:
                {
-                       bool is_rail_x [] = { false, false };  /* x-1, x+1 */
-                       bool is_rail_z [] = { false, false };  /* z-1, z+1 */
-
-                       bool is_rail_z_minus_y [] = { false, false };  /* z-1, z+1; y-1 */
-                       bool is_rail_x_minus_y [] = { false, false };  /* x-1, z+1; y-1 */
-                       bool is_rail_z_plus_y [] = { false, false };  /* z-1, z+1; y+1 */
-                       bool is_rail_x_plus_y [] = { false, false };  /* x-1, x+1; y+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));
-                       MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
-                       MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
-                       MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
-                       MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
-                       MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
-                       MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
-                       MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
-                       MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
+                       bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */
+                       bool is_rail_z[6];
 
                        content_t thiscontent = n.getContent();
                        std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
-                       bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
-
-                       if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_x.getContent() == thiscontent)
-                               is_rail_x[0] = true;
-
-                       if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_x_minus_y.getContent() == thiscontent)
-                               is_rail_x_minus_y[0] = true;
-
-                       if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_x_plus_y.getContent() == thiscontent)
-                               is_rail_x_plus_y[0] = true;
-
-                       if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_x.getContent() == thiscontent)
-                               is_rail_x[1] = true;
-
-                       if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_x_minus_y.getContent() == thiscontent)
-                               is_rail_x_minus_y[1] = true;
-
-                       if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_x_plus_y.getContent() == thiscontent)
-                               is_rail_x_plus_y[1] = true;
-
-                       if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_z.getContent() == thiscontent)
-                               is_rail_z[0] = true;
-
-                       if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_z_minus_y.getContent() == thiscontent)
-                               is_rail_z_minus_y[0] = true;
-
-                       if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_minus_z_plus_y.getContent() == thiscontent)
-                               is_rail_z_plus_y[0] = true;
-
-                       if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_z.getContent() == thiscontent)
-                               is_rail_z[1] = true;
-
-                       if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_z_minus_y.getContent() == thiscontent)
-                               is_rail_z_minus_y[1] = true;
-
-                       if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
-                                       && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
-                                       && self_connect_to_raillike)
-                                       || n_plus_z_plus_y.getContent() == thiscontent)
-                               is_rail_z_plus_y[1] = true;
-
-                       bool is_rail_x_all[] = {false, false};
-                       bool is_rail_z_all[] = {false, false};
-                       is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
-                       is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
-                       is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
-                       is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
+                       int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname];
+
+                       u8 index = 0;
+                       for (s8 y0 = -1; y0 <= 1; y0++) {
+                               // Prevent from indexing never used coordinates
+                               for (s8 xz = -1; xz <= 1; xz++) {
+                                       if (xz == 0)
+                                               continue;
+                                       MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z));
+                                       MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz));
+                                       const ContentFeatures &def_xy = nodedef->get(n_xy);
+                                       const ContentFeatures &def_zy = nodedef->get(n_zy);
+
+                                       // Check if current node would connect with the rail
+                                       is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE
+                                                       && ((ItemGroupList) def_xy.groups)[groupname] == self_group)
+                                                       || n_xy.getContent() == thiscontent);
+
+                                       is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE
+                                                       && ((ItemGroupList) def_zy.groups)[groupname] == self_group)
+                                                       || n_zy.getContent() == thiscontent);
+                                       index++;
+                               }
+                       }
+
+                       bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position
+                       bool is_rail_z_all[2];
+                       is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4];
+                       is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5];
+                       is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4];
+                       is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5];
 
                        // reasonable default, flat straight unrotated rail
                        bool is_straight = true;
@@ -1555,13 +1889,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        u8 tileindex = 0;
 
                        // check for sloped rail
-                       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])
-                       {
-                               adjacencies = 5; //5 means sloped
+                       if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) {
+                               adjacencies = 5; // 5 means sloped
                                is_straight = true; // sloped is always straight
-                       }
-                       else
-                       {
+                       } else {
                                // is really straight, rails on both sides
                                is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
                                adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
@@ -1569,44 +1900,44 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        switch (adjacencies) {
                        case 1:
-                               if(is_rail_x_all[0] || is_rail_x_all[1])
+                               if (is_rail_x_all[0] || is_rail_x_all[1])
                                        angle = 90;
                                break;
                        case 2:
-                               if(!is_straight)
+                               if (!is_straight)
                                        tileindex = 1; // curved
-                               if(is_rail_x_all[0] && is_rail_x_all[1])
+                               if (is_rail_x_all[0] && is_rail_x_all[1])
                                        angle = 90;
-                               if(is_rail_z_all[0] && is_rail_z_all[1]){
-                                       if (is_rail_z_plus_y[0])
+                               if (is_rail_z_all[0] && is_rail_z_all[1]) {
+                                       if (is_rail_z[4])
                                                angle = 180;
                                }
-                               else if(is_rail_x_all[0] && is_rail_z_all[0])
+                               else if (is_rail_x_all[0] && is_rail_z_all[0])
                                        angle = 270;
-                               else if(is_rail_x_all[0] && is_rail_z_all[1])
+                               else if (is_rail_x_all[0] && is_rail_z_all[1])
                                        angle = 180;
-                               else if(is_rail_x_all[1] && is_rail_z_all[1])
+                               else if (is_rail_x_all[1] && is_rail_z_all[1])
                                        angle = 90;
                                break;
                        case 3:
                                // here is where the potential to 'switch' a junction is, but not implemented at present
                                tileindex = 2; // t-junction
                                if(!is_rail_x_all[1])
-                                       angle=180;
+                                       angle = 180;
                                if(!is_rail_z_all[0])
-                                       angle=90;
+                                       angle = 90;
                                if(!is_rail_z_all[1])
-                                       angle=270;
+                                       angle = 270;
                                break;
                        case 4:
                                tileindex = 3; // crossing
                                break;
                        case 5: //sloped
-                               if(is_rail_z_plus_y[0])
+                               if (is_rail_z[4])
                                        angle = 180;
-                               if(is_rail_x_plus_y[0])
+                               if (is_rail_x[4])
                                        angle = 90;
-                               if(is_rail_x_plus_y[1])
+                               if (is_rail_x[5])
                                        angle = -90;
                                break;
                        default:
@@ -1618,26 +1949,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
 
                        u16 l = getInteriorLight(n, 0, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+                       video::SColor c = encode_light_and_color(l, tile.color,
+                               f.light_source);
 
                        float d = (float)BS/64;
-                       
-                       char 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
+                       float s = BS/2;
+
+                       short g = -1;
+                       if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5])
+                               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++)
                        {
                                if(angle != 0)
                                        vertices[i].Pos.rotateXZBy(angle);
+                               if (data->m_smooth_lighting)
+                                       vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
                                vertices[i].Pos += intToFloat(p, BS);
                        }
 
@@ -1654,46 +1989,74 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16(0, 0, 1),
                                v3s16(0, 0, -1)
                        };
+
                        TileSpec tiles[6];
-                       
-                       u16 l = getInteriorLight(n, 1, nodedef);
-                       video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+                       video::SColor colors[6];
+                       for (int j = 0; j < 6; j++) {
+                               // Handles facedir rotation for textures
+                               tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
+                       }
+                       if (!data->m_smooth_lighting) {
+                               u16 l = getInteriorLight(n, 1, nodedef);
+                               for (int j = 0; j < 6; j++)
+                                       colors[j] = encode_light_and_color(l, tiles[j].color, f.light_source);
+                       }
 
                        v3f pos = intToFloat(p, BS);
 
-                       std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
-                       for(std::vector<aabb3f>::iterator
+                       int neighbors = 0;
+
+                       // locate possible neighboring nodes to connect to
+                       if (f.node_box.type == NODEBOX_CONNECTED) {
+                               v3s16 p2 = p;
+
+                               p2.Y++;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors);
+
+                               p2 = p;
+                               p2.Y--;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors);
+
+                               p2 = p;
+                               p2.Z--;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors);
+
+                               p2 = p;
+                               p2.X--;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors);
+
+                               p2 = p;
+                               p2.Z++;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors);
+
+                               p2 = p;
+                               p2.X++;
+                               getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors);
+                       }
+
+                       std::vector<aabb3f> boxes;
+                       n.getNodeBoxes(nodedef, &boxes, neighbors);
+                       for (std::vector<aabb3f>::iterator
                                        i = boxes.begin();
-                                       i != boxes.end(); i++)
-                       {
-                       for(int j = 0; j < 6; j++)
-                               {
-                               // Handles facedir rotation for textures
-                               tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
-                               }
+                                       i != boxes.end(); ++i) {
                                aabb3f box = *i;
+
+                               f32 dx1 = box.MinEdge.X;
+                               f32 dy1 = box.MinEdge.Y;
+                               f32 dz1 = box.MinEdge.Z;
+                               f32 dx2 = box.MaxEdge.X;
+                               f32 dy2 = box.MaxEdge.Y;
+                               f32 dz2 = box.MaxEdge.Z;
+
                                box.MinEdge += pos;
                                box.MaxEdge += pos;
-                               
-                               f32 temp;
+
                                if (box.MinEdge.X > box.MaxEdge.X)
-                               {
-                                       temp=box.MinEdge.X;
-                                       box.MinEdge.X=box.MaxEdge.X;
-                                       box.MaxEdge.X=temp;
-                               }
+                                       std::swap(box.MinEdge.X, box.MaxEdge.X);
                                if (box.MinEdge.Y > box.MaxEdge.Y)
-                               {
-                                       temp=box.MinEdge.Y;
-                                       box.MinEdge.Y=box.MaxEdge.Y;
-                                       box.MaxEdge.Y=temp;
-                               }
+                                       std::swap(box.MinEdge.Y, box.MaxEdge.Y);
                                if (box.MinEdge.Z > box.MaxEdge.Z)
-                               {
-                                       temp=box.MinEdge.Z;
-                                       box.MinEdge.Z=box.MaxEdge.Z;
-                                       box.MaxEdge.Z=temp;
-                               }
+                                       std::swap(box.MinEdge.Z, box.MaxEdge.Z);
 
                                //
                                // Compute texture coords
@@ -1717,34 +2080,49 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        // front
                                        tx1, 1-ty2, tx2, 1-ty1,
                                };
-                               makeCuboid(&collector, box, tiles, 6, c, txc);
+                               if (data->m_smooth_lighting) {
+                                       u16 lights[8];
+                                       for (int j = 0; j < 8; ++j) {
+                                               f32 x = (j & 4) ? dx2 : dx1;
+                                               f32 y = (j & 2) ? dy2 : dy1;
+                                               f32 z = (j & 1) ? dz2 : dz1;
+                                               lights[j] = blendLight(frame, core::vector3df(x, y, z));
+                                       }
+                                       makeSmoothLightedCuboid(&collector, box, tiles, 6, lights, txc, f.light_source);
+                               } else {
+                                       makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source);
+                               }
                        }
                break;}
                case NDT_MESH:
                {
                        v3f pos = intToFloat(p, BS);
-                       video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
-
+                       u16 l = getInteriorLight(n, 1, nodedef);
                        u8 facedir = 0;
-                       if (f.param_type_2 == CPT2_FACEDIR) {
+                       if (f.param_type_2 == CPT2_FACEDIR ||
+                                       f.param_type_2 == CPT2_COLORED_FACEDIR) {
                                facedir = n.getFaceDir(nodedef);
-                       } else if (f.param_type_2 == CPT2_WALLMOUNTED) {
+                       } else if (f.param_type_2 == CPT2_WALLMOUNTED ||
+                                       f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
                                //convert wallmounted to 6dfacedir.
                                //when cache enabled, it is already converted
-                               facedir = n.getWallMounted(nodedef);                            
+                               facedir = n.getWallMounted(nodedef);
                                if (!enable_mesh_cache) {
-                                       static const u8 wm_to_6d[6] =   {20, 0, 16, 12, 8, 4};
+                                       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]) {
+                       if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) {
                                // use cached meshes
-                               for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
+                               for (u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
+                                       const TileSpec &tile = getNodeTileN(n, p, j, data);
                                        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);
+                                       collector.append(tile, (video::S3DVertex *)
+                                               buf->getVertices(), buf->getVertexCount(),
+                                               buf->getIndices(), buf->getIndexCount(), pos,
+                                               encode_light_and_color(l, tile.color, f.light_source),
+                                               f.light_source);
                                }
                        } else if (f.mesh_ptr[0]) {
                                // no cache, clone and rotate mesh
@@ -1752,11 +2130,25 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                rotateMeshBy6dFacedir(mesh, facedir);
                                recalculateBoundingBox(mesh);
                                meshmanip->recalculateNormals(mesh, true, false);
-                               for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
+                               for (u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
+                                       const TileSpec &tile = getNodeTileN(n, p, j, data);
                                        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);
+                                       video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
+                                       u32 vertex_count = buf->getVertexCount();
+                                       if (data->m_smooth_lighting) {
+                                               for (u16 m = 0; m < vertex_count; ++m) {
+                                                       video::S3DVertex &vertex = vertices[m];
+                                                       vertex.Color = blendLight(frame, vertex.Pos, vertex.Normal, tile.color);
+                                                       vertex.Pos += pos;
+                                               }
+                                               collector.append(tile, vertices, vertex_count,
+                                                       buf->getIndices(), buf->getIndexCount());
+                                       } else {
+                                               collector.append(tile, vertices, vertex_count,
+                                                       buf->getIndices(), buf->getIndexCount(), pos,
+                                                       encode_light_and_color(l, tile.color, f.light_source),
+                                                       f.light_source);
+                                       }
                                }
                                mesh->drop();
                        }