]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_mapblock.cpp
Disable fall bobbing by default; enable using fall_bobbing_amount = 1.0
[minetest.git] / src / content_mapblock.cpp
index 3184925a49b69ee6d7f1caafcd2317fc107bdee5..84d5f067c90704c928b8e7985b44b346e8676839 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "nodedef.h"
 #include "tile.h"
 #include "gamedef.h"
+#include "util/numeric.h"
+#include "util/directiontables.h"
 
 // Create a cuboid.
 //  collector - the MeshCollector for the resulting polygons
@@ -40,14 +42,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //              (compatible with ContentFeatures). If you specified 0,0,1,1
 //              for each face, that would be the same as passing NULL.
 void makeCuboid(MeshCollector *collector, const aabb3f &box,
-       const TileSpec *tiles, int tilecount,
+       TileSpec *tiles, int tilecount,
        video::SColor &c, const f32* txc)
 {
        assert(tilecount >= 1 && tilecount <= 6);
 
        v3f min = box.MinEdge;
        v3f max = box.MaxEdge;
-
        if(txc == NULL)
        {
                static const f32 txc_default[24] = {
@@ -95,15 +99,70 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
        };
 
-       for(s32 j=0; j<24; j++)
+       v2f t;
+       for(int i = 0; i < tilecount; i++)
+                               {
+                               switch (tiles[i].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.rotateBy(90,irr::core::vector2df(0, 0));
+
+                                       tiles[i].texture.pos.Y += tiles[i].texture.size.Y;
+                                       tiles[i].texture.size.Y *= -1;
+                                       break;
+                               case 5: //FXR270
+                                       for (int x = 0; x < 4; x++)
+                                               vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+                                       t=vertices[i*4].TCoords;
+                                       tiles[i].texture.pos.Y += tiles[i].texture.size.Y;
+                                       tiles[i].texture.size.Y *= -1;
+                                       break;
+                               case 6: //FYR90
+                                       for (int x = 0; x < 4; x++)
+                                               vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+                                       tiles[i].texture.pos.X += tiles[i].texture.size.X;
+                                       tiles[i].texture.size.X *= -1;
+                                       break;
+                               case 7: //FYR270
+                                       for (int x = 0; x < 4; x++)
+                                               vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+                                       tiles[i].texture.pos.X += tiles[i].texture.size.X;
+                                       tiles[i].texture.size.X *= -1;
+                                       break;
+                               case 8: //FX
+                                       tiles[i].texture.pos.Y += tiles[i].texture.size.Y;
+                                       tiles[i].texture.size.Y *= -1;
+                                       break;
+                               case 9: //FY
+                                       tiles[i].texture.pos.X += tiles[i].texture.size.X;
+                                       tiles[i].texture.size.X *= -1;
+                                       break;
+                               default:
+                                       break;
+                               }
+                       }
+               for(s32 j=0; j<24; j++)
        {
                int tileindex = MYMIN(j/4, tilecount-1);
                vertices[j].TCoords *= tiles[tileindex].texture.size;
                vertices[j].TCoords += tiles[tileindex].texture.pos;
        }
-
        u16 indices[] = {0,1,2,2,3,0};
-
        // Add to mesh collector
        for(s32 j=0; j<24; j+=4)
        {
@@ -158,18 +217,145 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                Add water sources to mesh if using new style
                        */
                        TileSpec tile_liquid = f.special_tiles[0];
+                       TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
                        AtlasPointer &pa_liquid = tile_liquid.texture;
 
-                       bool top_is_air = false;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(n.getContent() == CONTENT_AIR)
-                               top_is_air = true;
-                       
-                       if(top_is_air == false)
-                               continue;
+                       bool top_is_same_liquid = false;
+                       MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+                       content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
+                       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 = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+
+                       /*
+                               Generate sides
+                        */
+                       v3s16 side_dirs[4] = {
+                               v3s16(1,0,0),
+                               v3s16(-1,0,0),
+                               v3s16(0,0,1),
+                               v3s16(0,0,-1),
+                       };
+                       for(u32 i=0; i<4; i++)
+                       {
+                               v3s16 dir = side_dirs[i];
+
+                               MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
+                               content_t neighbor_content = neighbor.getContent();
+                               const ContentFeatures &n_feat = nodedef->get(neighbor_content);
+                               MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
+                               content_t n_top_c = n_top.getContent();
+
+                               if(neighbor_content == CONTENT_IGNORE)
+                                       continue;
+
+                               /*
+                                       If our topside is liquid and neighbor's topside
+                                       is liquid, don't draw side face
+                               */
+                               if(top_is_same_liquid && (n_top_c == c_flowing ||
+                                               n_top_c == c_source || n_top_c == CONTENT_IGNORE))
+                                       continue;
+
+                               // 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 && !top_is_same_liquid)
+                                       continue;
+
+                               // 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)
+                                       current_tile = &tile_liquid_bfculled;
+
+                               video::S3DVertex vertices[4] =
+                               {
+                                       video::S3DVertex(-BS/2,0,BS/2,0,0,0, c,
+                                                       pa_liquid.x0(), pa_liquid.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2,0,0,0, c,
+                                                       pa_liquid.x1(), pa_liquid.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_liquid.x1(), pa_liquid.y0()),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_liquid.x0(), pa_liquid.y0()),
+                               };
+
+                               /*
+                                       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;
+                               }
+                               /*
+                                       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;
+                               }
+                               /*
+                                       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 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;
+                               }
+
+                               for(s32 j=0; j<4; j++)
+                               {
+                                       if(dir == v3s16(0,0,1))
+                                               vertices[j].Pos.rotateXZBy(0);
+                                       if(dir == v3s16(0,0,-1))
+                                               vertices[j].Pos.rotateXZBy(180);
+                                       if(dir == v3s16(-1,0,0))
+                                               vertices[j].Pos.rotateXZBy(90);
+                                       if(dir == v3s16(1,0,-0))
+                                               vertices[j].Pos.rotateXZBy(-90);
+
+                                       // Do this to not cause glitches when two liquids are
+                                       // side-by-side
+                                       /*if(neighbor_is_same_liquid == false){
+                                               vertices[j].Pos.X *= 0.98;
+                                               vertices[j].Pos.Z *= 0.98;
+                                       }*/
+
+                                       vertices[j].Pos += intToFloat(p, BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(*current_tile, vertices, 4, indices, 6);
+                       }
+
+                       /*
+                               Generate top
+                        */
+                       if(top_is_same_liquid)
+                               continue;
                        
                        video::S3DVertex vertices[4] =
                        {
@@ -183,7 +369,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                pa_liquid.x0(), pa_liquid.y0()),
                        };
 
-                       v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
+                       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;
@@ -224,13 +410,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // Otherwise use the light of this node (the liquid)
                        else
                                l = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(f.alpha, l);
+                       video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
                        
                        // Neighbor liquid levels (key = relative position)
                        // Includes current node
-                       core::map<v3s16, f32> neighbor_levels;
-                       core::map<v3s16, content_t> neighbor_contents;
-                       core::map<v3s16, u8> neighbor_flags;
+                       std::map<v3s16, f32> neighbor_levels;
+                       std::map<v3s16, content_t> neighbor_contents;
+                       std::map<v3s16, u8> neighbor_flags;
                        const u8 neighborflag_top_is_same_liquid = 0x01;
                        v3s16 neighbor_dirs[9] = {
                                v3s16(0,0,0),
@@ -259,7 +445,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                level = (-0.5+node_liquid_level) * BS;
                                        else if(n2.getContent() == c_flowing)
                                                level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
-                                                               + 0.5) / 8.0 * node_liquid_level) * BS;
+                                                               + 0.5) / (float)LIQUID_LEVEL_SOURCE * node_liquid_level) * BS;
 
                                        // Check node above neighbor.
                                        // NOTE: This doesn't get executed if neighbor
@@ -271,9 +457,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                flags |= neighborflag_top_is_same_liquid;
                                }
                                
-                               neighbor_levels.insert(neighbor_dirs[i], level);
-                               neighbor_contents.insert(neighbor_dirs[i], content);
-                               neighbor_flags.insert(neighbor_dirs[i], flags);
+                               neighbor_levels[neighbor_dirs[i]] = level;
+                               neighbor_contents[neighbor_dirs[i]] = content;
+                               neighbor_flags[neighbor_dirs[i]] = flags;
                        }
 
                        // Corner heights (average between four liquids)
@@ -322,7 +508,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        }
                                }
                                if(air_count >= 2)
-                                       cornerlevel = -0.5*BS;
+                                       cornerlevel = -0.5*BS+0.2;
                                else if(valid_count > 0)
                                        cornerlevel /= valid_count;
                                corner_levels[i] = cornerlevel;
@@ -471,7 +657,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                        pa_liquid.x0(), pa_liquid.y0()),
                                };
                                
-                               // This fixes a strange bug
+                               // 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.
                                s32 corner_resolve[4] = {3,2,1,0};
 
                                for(s32 i=0; i<4; i++)
@@ -482,6 +670,52 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        vertices[i].Pos.Y += corner_levels[j];
                                        vertices[i].Pos += intToFloat(p, BS);
                                }
+                               
+                               // 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
+                               int dz = (corner_levels[side_corners[3][0]] +
+                                               corner_levels[side_corners[3][1]]) -
+                                               (corner_levels[side_corners[2][0]] +
+                                               corner_levels[side_corners[2][1]]);
+                               // Positive if liquid moves towards +X
+                               int dx = (corner_levels[side_corners[1][0]] +
+                                               corner_levels[side_corners[1][1]]) -
+                                               (corner_levels[side_corners[0][0]] +
+                                               corner_levels[side_corners[0][1]]);
+                               // -X
+                               if(-dx >= abs(dz))
+                               {
+                                       v2f t = vertices[0].TCoords;
+                                       vertices[0].TCoords = vertices[1].TCoords;
+                                       vertices[1].TCoords = vertices[2].TCoords;
+                                       vertices[2].TCoords = vertices[3].TCoords;
+                                       vertices[3].TCoords = t;
+                               }
+                               // +X
+                               if(dx >= abs(dz))
+                               {
+                                       v2f t = vertices[0].TCoords;
+                                       vertices[0].TCoords = vertices[3].TCoords;
+                                       vertices[3].TCoords = vertices[2].TCoords;
+                                       vertices[2].TCoords = vertices[1].TCoords;
+                                       vertices[1].TCoords = t;
+                               }
+                               // -Z
+                               if(-dz >= abs(dx))
+                               {
+                                       v2f t = vertices[0].TCoords;
+                                       vertices[0].TCoords = vertices[3].TCoords;
+                                       vertices[3].TCoords = vertices[2].TCoords;
+                                       vertices[2].TCoords = vertices[1].TCoords;
+                                       vertices[1].TCoords = t;
+                                       t = vertices[0].TCoords;
+                                       vertices[0].TCoords = vertices[3].TCoords;
+                                       vertices[3].TCoords = vertices[2].TCoords;
+                                       vertices[2].TCoords = vertices[1].TCoords;
+                                       vertices[1].TCoords = t;
+                               }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
@@ -494,7 +728,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        AtlasPointer ap = tile.texture;
 
                        u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        for(u32 j=0; j<6; j++)
                        {
@@ -554,7 +788,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        AtlasPointer pa_leaves = tile_leaves.texture;
 
                        u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        v3f pos = intToFloat(p, BS);
                        aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
@@ -588,7 +822,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        AtlasPointer ap = tile.texture;
 
-                       video::SColor c(255,255,255,255);
+                       u16 l = getInteriorLight(n, 1, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        // Wall at X+ of node
                        video::S3DVertex vertices[4] =
@@ -633,7 +868,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        AtlasPointer ap = tile.texture;
 
                        u16 l = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
                                
                        float d = (float)BS/16;
                        // Wall at X+ of node
@@ -680,9 +915,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        AtlasPointer ap = tile.texture;
                        
                        u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
-                       for(u32 j=0; j<4; j++)
+                       for(u32 j=0; j<2; j++)
                        {
                                video::S3DVertex vertices[4] =
                                {
@@ -708,16 +943,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(-45);
                                }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(135);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-135);
-                               }
 
                                for(u16 i=0; i<4; i++)
                                {
@@ -743,7 +968,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        tile.texture.id) + "^[transformR90");
                                        
                        u16 l = getInteriorLight(n, 1, data);
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        const f32 post_rad=(f32)BS/8;
                        const f32 bar_rad=(f32)BS/16;
@@ -868,7 +1093,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        if(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];
@@ -876,30 +1100,69 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        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];
 
-                       bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides
-                       int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
+                       // reasonable default, flat straight unrotated rail
+                       bool is_straight = true;
+                       int adjacencies = 0;
+                       int angle = 0;
+                       u8 tileindex = 0;
 
-                       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]) //is straight because sloped
+                       // 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
-                               is_straight = true;
+                               is_straight = true; // sloped is always straight
                        }
-
-                       // Assign textures
-                       u8 tileindex = 0; // straight
-                       if(adjacencies < 2)
-                               tileindex = 0; // straight
-                       else if(adjacencies == 2)
+                       else
                        {
-                               if(is_straight)
-                                       tileindex = 0; // straight
-                               else
-                                       tileindex = 1; // curved
+                               // 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];
                        }
-                       else if(adjacencies == 3)
+
+                       switch (adjacencies) {
+                       case 1:
+                               if(is_rail_x_all[0] || is_rail_x_all[1])
+                                       angle = 90;
+                               break;
+                       case 2:
+                               if(!is_straight)
+                                       tileindex = 1; // curved
+                               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 (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
+                               }
+                               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])
+                                       angle = 180;
+                               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
-                       else if(adjacencies == 4)
+                               if(!is_rail_x_all[1])
+                                       angle=180;
+                               if(!is_rail_z_all[0])
+                                       angle=90;
+                               if(!is_rail_z_all[1])
+                                       angle=270;
+                               break;
+                       case 4:
                                tileindex = 3; // crossing
+                               break;
+                       case 5: //sloped
+                               if(is_rail_z_plus_y[0])
+                                       angle = 180;
+                               if(is_rail_x_plus_y[0])
+                                       angle = 90;
+                               if(is_rail_x_plus_y[1])
+                                       angle = -90;
+                               break;
+                       default:
+                               break;
+                       }
 
                        TileSpec tile = getNodeTileN(n, p, tileindex, data);
                        tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
@@ -908,7 +1171,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        AtlasPointer ap = tile.texture;
                        
                        u16 l = getInteriorLight(n, 0, data);
-                       video::SColor c = MapBlock_LightColor(255, l);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
                        float d = (float)BS/64;
                        
@@ -928,66 +1191,91 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                        ap.x0(), ap.y0()),
                        };
 
-
-                       // Rotate textures
-                       int angle = 0;
-
-                       if(adjacencies == 1)
+                       for(s32 i=0; i<4; i++)
                        {
-                               if(is_rail_x_all[0] || is_rail_x_all[1])
-                                       angle = 90;
+                               if(angle != 0)
+                                       vertices[i].Pos.rotateXZBy(angle);
+                               vertices[i].Pos += intToFloat(p, BS);
                        }
-                       if(adjacencies == 2)
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       collector.append(tile, vertices, 4, indices, 6);
+               break;}
+               case NDT_NODEBOX:
+               {
+                       static const v3s16 tile_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)
+                       };
+                       TileSpec tiles[6];
+                       
+                       u16 l = getInteriorLight(n, 0, data);
+                       video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+
+                       v3f pos = intToFloat(p, BS);
+
+                       std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
+                       for(std::vector<aabb3f>::iterator
+                                       i = boxes.begin();
+                                       i != boxes.end(); i++)
                        {
-                               if(is_rail_x_all[0] && is_rail_x_all[1])
+                       for(int j = 0; j < 6; j++)
                                {
-                                       angle = 90;
+                               // Handles facedir rotation for textures
+                               tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
                                }
-                               if(is_rail_z_all[0] && is_rail_z_all[1])
+                               aabb3f box = *i;
+                               box.MinEdge += pos;
+                               box.MaxEdge += pos;
+                               
+                               f32 temp;
+                               if (box.MinEdge.X > box.MaxEdge.X)
                                {
-                                       if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
+                                       temp=box.MinEdge.X;
+                                       box.MinEdge.X=box.MaxEdge.X;
+                                       box.MaxEdge.X=temp;
+                               }
+                               if (box.MinEdge.Y > box.MaxEdge.Y)
+                               {
+                                       temp=box.MinEdge.Y;
+                                       box.MinEdge.Y=box.MaxEdge.Y;
+                                       box.MaxEdge.Y=temp;
+                               }
+                               if (box.MinEdge.Z > box.MaxEdge.Z)
+                               {
+                                       temp=box.MinEdge.Z;
+                                       box.MinEdge.Z=box.MaxEdge.Z;
+                                       box.MaxEdge.Z=temp;
                                }
-                               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])
-                                       angle = 180;
-                               else if(is_rail_x_all[1] && is_rail_z_all[1])
-                                       angle = 90;
-                       }
-                       if(adjacencies == 3)
-                       {
-                               if(!is_rail_x_all[0])
-                                       angle=0;
-                               if(!is_rail_x_all[1])
-                                       angle=180;
-                               if(!is_rail_z_all[0])
-                                       angle=90;
-                               if(!is_rail_z_all[1])
-                                       angle=270;
-                       }
-                       //adjacencies 4: Crossing
-                       if(adjacencies == 5) //sloped
-                       {
-                               if(is_rail_z_plus_y[0])
-                                       angle = 180;
-                               if(is_rail_x_plus_y[0])
-                                       angle = 90;
-                               if(is_rail_x_plus_y[1])
-                                       angle = -90;
-                       }
-
-                       if(angle != 0) {
-                               for(u16 i=0; i<4; i++)
-                                       vertices[i].Pos.rotateXZBy(angle);
-                       }
 
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos += intToFloat(p, BS);
+                               //
+                               // Compute texture coords
+                               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] = {
+                                       // up
+                                       tx1, 1-tz2, tx2, 1-tz1,
+                                       // down
+                                       tx1, tz1, tx2, tz2,
+                                       // right
+                                       tz1, 1-ty2, tz2, 1-ty1,
+                                       // left
+                                       1-tz2, 1-ty2, 1-tz1, 1-ty1,
+                                       // back
+                                       1-tx2, 1-ty2, 1-tx1, 1-ty1,
+                                       // front
+                                       tx1, 1-ty2, tx2, 1-ty1,
+                               };
+                               makeCuboid(&collector, box, tiles, 6, c, txc);
                        }
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       collector.append(tile, vertices, 4, indices, 6);
                break;}
                }
        }