]> git.lizzy.rs Git - minetest.git/blobdiff - src/wieldmesh.cpp
Conf.example generation: Remove quotation marks from noise flags (#7844)
[minetest.git] / src / wieldmesh.cpp
index a2be55544f945c720ec192a18076928709d04cbb..7791a5a92e71482fd2eb1d8a6c3039ca75e58a49 100644 (file)
@@ -17,15 +17,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-#include "main.h"
-#include "settings.h"
 #include "wieldmesh.h"
+#include "settings.h"
+#include "shader.h"
 #include "inventory.h"
-#include "gamedef.h"
+#include "client.h"
 #include "itemdef.h"
 #include "nodedef.h"
 #include "mesh.h"
+#include "content_mapblock.h"
 #include "mapblock_mesh.h"
+#include "client/meshgen/collector.h"
 #include "client/tile.h"
 #include "log.h"
 #include "util/numeric.h"
@@ -35,10 +37,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define WIELD_SCALE_FACTOR 30.0
 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
 
-#define MIN_EXTRUSION_MESH_RESOLUTION 32   // not 16: causes too many "holes"
+#define MIN_EXTRUSION_MESH_RESOLUTION 16
 #define MAX_EXTRUSION_MESH_RESOLUTION 512
 
-static scene::IMeshcreateExtrusionMesh(int resolution_x, int resolution_y)
+static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
 {
        const f32 r = 0.5;
 
@@ -146,10 +148,8 @@ class ExtrusionMeshCache: public IReferenceCounted
        // Destructor
        virtual ~ExtrusionMeshCache()
        {
-               for (std::map<int, scene::IMesh*>::iterator
-                               it = m_extrusion_meshes.begin();
-                               it != m_extrusion_meshes.end(); ++it) {
-                       it->second->drop();
+               for (auto &extrusion_meshe : m_extrusion_meshes) {
+                       extrusion_meshe.second->drop();
                }
                m_cube->drop();
        }
@@ -170,7 +170,7 @@ class ExtrusionMeshCache: public IReferenceCounted
                if (it == m_extrusion_meshes.end()) {
                        // no viable resolution found; use largest one
                        it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
-                       assert(it != m_extrusion_meshes.end());
+                       sanity_check(it != m_extrusion_meshes.end());
                }
 
                scene::IMesh *mesh = it->second;
@@ -193,17 +193,10 @@ class ExtrusionMeshCache: public IReferenceCounted
 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
 
 
-WieldMeshSceneNode::WieldMeshSceneNode(
-               scene::ISceneNode *parent,
-               scene::ISceneManager *mgr,
-               s32 id,
-               bool lighting
-):
-       scene::ISceneNode(parent, mgr, id),
-       m_meshnode(NULL),
+WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting):
+       scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
        m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
-       m_lighting(lighting),
-       m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
+       m_lighting(lighting)
 {
        m_enable_shaders = g_settings->getBool("enable_shaders");
        m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
@@ -212,7 +205,7 @@ WieldMeshSceneNode::WieldMeshSceneNode(
 
        // If this is the first wield mesh scene node, create a cache
        // for extrusion meshes (and a cube mesh), otherwise reuse it
-       if (g_extrusion_mesh_cache == NULL)
+       if (!g_extrusion_mesh_cache)
                g_extrusion_mesh_cache = new ExtrusionMeshCache();
        else
                g_extrusion_mesh_cache->grab();
@@ -231,173 +224,249 @@ WieldMeshSceneNode::WieldMeshSceneNode(
 
 WieldMeshSceneNode::~WieldMeshSceneNode()
 {
-       assert(g_extrusion_mesh_cache);
+       sanity_check(g_extrusion_mesh_cache);
        if (g_extrusion_mesh_cache->drop())
-               g_extrusion_mesh_cache = NULL;
+               g_extrusion_mesh_cache = nullptr;
 }
 
-void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
-                       v3f wield_scale, ITextureSource *tsrc)
+void WieldMeshSceneNode::setCube(const ContentFeatures &f,
+                       v3f wield_scale)
 {
        scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
-       changeToMesh(cubemesh);
+       scene::SMesh *copy = cloneMesh(cubemesh);
        cubemesh->drop();
-
+       postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors, true);
+       changeToMesh(copy);
+       copy->drop();
        m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
-
-       // Customize materials
-       for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
-               assert(i < 6);
-               video::SMaterial &material = m_meshnode->getMaterial(i);
-               if (tiles[i].animation_frame_count == 1) {
-                       material.setTexture(0, tiles[i].texture);
-               } else {
-                       FrameSpec animation_frame = tiles[i].frames[0];
-                       material.setTexture(0, animation_frame.texture);
-               }
-               tiles[i].applyMaterialOptions(material);
-       }
 }
 
 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
-               v3f wield_scale, ITextureSource *tsrc)
+       const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
+       u8 num_frames)
 {
        video::ITexture *texture = tsrc->getTexture(imagename);
        if (!texture) {
-               changeToMesh(NULL);
+               changeToMesh(nullptr);
                return;
        }
+       video::ITexture *overlay_texture =
+               overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
+
        core::dimension2d<u32> dim = texture->getSize();
-       scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
+       // Detect animation texture and pull off top frame instead of using entire thing
+       if (num_frames > 1) {
+               u32 frame_height = dim.Height / num_frames;
+               dim = core::dimension2d<u32>(dim.Width, frame_height);
+       }
+       scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
+       scene::SMesh *mesh = cloneMesh(original);
+       original->drop();
+       //set texture
+       mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
+               tsrc->getTexture(imagename));
+       if (overlay_texture) {
+               scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
+               copy->getMaterial().setTexture(0, overlay_texture);
+               mesh->addMeshBuffer(copy);
+               copy->drop();
+       }
        changeToMesh(mesh);
        mesh->drop();
 
        m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
 
-       // Customize material
-       video::SMaterial &material = m_meshnode->getMaterial(0);
-       material.setTexture(0, texture);
-       material.MaterialType = m_material_type;
-       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
-       // Enable bi/trilinear filtering only for high resolution textures
-       if (dim.Width > 32) {
-               material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
-               material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
-       } else {
-               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               material.setFlag(video::EMF_TRILINEAR_FILTER, false);
-       }
-       material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
-       // mipmaps cause "thin black line" artifacts
+       // Customize materials
+       for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
+               video::SMaterial &material = m_meshnode->getMaterial(layer);
+               material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+               material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+               material.MaterialType = m_material_type;
+               material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+               // Enable bi/trilinear filtering only for high resolution textures
+               if (dim.Width > 32) {
+                       material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
+                       material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
+               } else {
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+               }
+               material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
+               // mipmaps cause "thin black line" artifacts
 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
-       material.setFlag(video::EMF_USE_MIP_MAPS, false);
+               material.setFlag(video::EMF_USE_MIP_MAPS, false);
 #endif
+               if (m_enable_shaders) {
+                       material.setTexture(2, tsrc->getShaderFlagsTexture(false));
+               }
+       }
+}
 
-#if 0
-//// TODO(RealBadAngel): Reactivate when shader is added for wield items
-       if (m_enable_shaders)
-               material.setTexture(2, tsrc->getTexture("disable_img.png"));
-#endif
+scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
+{
+       MeshMakeData mesh_make_data(client, false, false);
+       MeshCollector collector;
+       mesh_make_data.setSmoothLighting(false);
+       MapblockMeshGenerator gen(&mesh_make_data, &collector);
+       gen.renderSingle(id);
+       colors->clear();
+       scene::SMesh *mesh = new scene::SMesh();
+       for (auto &prebuffers : collector.prebuffers)
+               for (PreMeshBuffer &p : prebuffers) {
+                       if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
+                               const FrameSpec &frame = (*p.layer.frames)[0];
+                               p.layer.texture = frame.texture;
+                               p.layer.normal_texture = frame.normal_texture;
+                       }
+                       for (video::S3DVertex &v : p.vertices)
+                               v.Color.setAlpha(255);
+                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+                       buf->Material.setTexture(0, p.layer.texture);
+                       p.layer.applyMaterialOptions(buf->Material);
+                       mesh->addMeshBuffer(buf);
+                       buf->append(&p.vertices[0], p.vertices.size(),
+                                       &p.indices[0], p.indices.size());
+                       buf->drop();
+                       colors->push_back(
+                               ItemPartColor(p.layer.has_color, p.layer.color));
+               }
+       return mesh;
 }
 
-void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
+void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
 {
-       ITextureSource *tsrc = gamedef->getTextureSource();
-       IItemDefManager *idef = gamedef->getItemDefManager();
-       //IShaderSource *shdrsrc = gamedef->getShaderSource();
-       INodeDefManager *ndef = gamedef->getNodeDefManager();
+       ITextureSource *tsrc = client->getTextureSource();
+       IItemDefManager *idef = client->getItemDefManager();
+       IShaderSource *shdrsrc = client->getShaderSource();
+       const NodeDefManager *ndef = client->getNodeDefManager();
        const ItemDefinition &def = item.getDefinition(idef);
        const ContentFeatures &f = ndef->get(def.name);
        content_t id = ndef->getId(def.name);
 
-#if 0
-//// TODO(RealBadAngel): Reactivate when shader is added for wield items
+       scene::SMesh *mesh = nullptr;
+
        if (m_enable_shaders) {
-               u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
+               u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
                m_material_type = shdrsrc->getShaderInfo(shader_id).material;
        }
-#endif
+
+       // Color-related
+       m_colors.clear();
+       m_base_color = idef->getItemstackColor(item, client);
 
        // If wield_image is defined, it overrides everything else
-       if (def.wield_image != "") {
-               setExtruded(def.wield_image, def.wield_scale, tsrc);
+       if (!def.wield_image.empty()) {
+               setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
+                       1);
+               m_colors.emplace_back();
+               // overlay is white, if present
+               m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
                return;
        }
+
        // Handle nodes
        // See also CItemDefManager::createClientCached()
-       else if (def.type == ITEM_NODE) {
+       if (def.type == ITEM_NODE) {
                if (f.mesh_ptr[0]) {
                        // e.g. mesh nodes and nodeboxes
-                       changeToMesh(f.mesh_ptr[0]);
-                       // mesh_ptr[0] is pre-scaled by BS * f->visual_scale
+                       mesh = cloneMesh(f.mesh_ptr[0]);
+                       postProcessNodeMesh(mesh, f, m_enable_shaders, true,
+                               &m_material_type, &m_colors);
+                       changeToMesh(mesh);
+                       mesh->drop();
+                       // mesh is pre-scaled by BS * f->visual_scale
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
                                        / (BS * f.visual_scale));
-               } else if (f.drawtype == NDT_AIRLIKE) {
-                       changeToMesh(NULL);
-               } else if (f.drawtype == NDT_PLANTLIKE) {
-                       setExtruded(tsrc->getTextureName(f.tiles[0].texture_id), def.wield_scale, tsrc);
-               } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
-                       setCube(f.tiles, def.wield_scale, tsrc);
                } else {
-                       //// TODO: Change false in the following constructor args to
-                       //// appropriate value when shader is added for wield items (if applicable)
-                       MeshMakeData mesh_make_data(gamedef, false);
-                       MapNode mesh_make_node(id, 255, 0);
-                       mesh_make_data.fillSingleNode(&mesh_make_node);
-                       MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
-                       changeToMesh(mapblock_mesh.getMesh());
-                       translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
-                       m_meshnode->setScale(
-                                       def.wield_scale * WIELD_SCALE_FACTOR
-                                       / (BS * f.visual_scale));
+                       switch (f.drawtype) {
+                               case NDT_AIRLIKE: {
+                                       changeToMesh(nullptr);
+                                       break;
+                               }
+                               case NDT_PLANTLIKE: {
+                                       setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+                                               tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
+                                               def.wield_scale, tsrc,
+                                               f.tiles[0].layers[0].animation_frame_count);
+                                       // Add color
+                                       const TileLayer &l0 = f.tiles[0].layers[0];
+                                       m_colors.emplace_back(l0.has_color, l0.color);
+                                       const TileLayer &l1 = f.tiles[0].layers[1];
+                                       m_colors.emplace_back(l1.has_color, l1.color);
+                                       break;
+                               }
+                               case NDT_PLANTLIKE_ROOTED: {
+                                       setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
+                                               "", def.wield_scale, tsrc,
+                                               f.special_tiles[0].layers[0].animation_frame_count);
+                                       // Add color
+                                       const TileLayer &l0 = f.special_tiles[0].layers[0];
+                                       m_colors.emplace_back(l0.has_color, l0.color);
+                                       break;
+                               }
+                               case NDT_NORMAL:
+                               case NDT_ALLFACES:
+                               case NDT_LIQUID:
+                               case NDT_FLOWINGLIQUID: {
+                                       setCube(f, def.wield_scale);
+                                       break;
+                               }
+                               default: {
+                                       mesh = createSpecialNodeMesh(client, id, &m_colors);
+                                       changeToMesh(mesh);
+                                       mesh->drop();
+                                       m_meshnode->setScale(
+                                                       def.wield_scale * WIELD_SCALE_FACTOR
+                                                       / (BS * f.visual_scale));
+                               }
+                       }
                }
-               for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
-                       assert(i < 6);
+               u32 material_count = m_meshnode->getMaterialCount();
+               for (u32 i = 0; i < material_count; ++i) {
                        video::SMaterial &material = m_meshnode->getMaterial(i);
+                       material.MaterialType = m_material_type;
                        material.setFlag(video::EMF_BACK_FACE_CULLING, true);
                        material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
                        material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
-                       bool animated = (f.tiles[i].animation_frame_count > 1);
-                       if (animated) {
-                               FrameSpec animation_frame = f.tiles[i].frames[0];
-                               material.setTexture(0, animation_frame.texture);
-                       } else {
-                               material.setTexture(0, f.tiles[i].texture);
-                       }
-                       material.MaterialType = m_material_type;
-#if 0
-//// TODO(RealBadAngel): Reactivate when shader is added for wield items
-                       if (m_enable_shaders) {
-                               if (f.tiles[i].normal_texture) {
-                                       if (animated) {
-                                               FrameSpec animation_frame = f.tiles[i].frames[0];
-                                               material.setTexture(1, animation_frame.normal_texture);
-                                       } else {
-                                               material.setTexture(1, f.tiles[i].normal_texture);
-                                       }
-                                       material.setTexture(2, tsrc->getTexture("enable_img.png"));
-                               } else {
-                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
-                               }
-                       }
-#endif
                }
                return;
        }
-       else if (def.inventory_image != "") {
-               setExtruded(def.inventory_image, def.wield_scale, tsrc);
+       else if (!def.inventory_image.empty()) {
+               setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
+                       tsrc, 1);
+               m_colors.emplace_back();
+               // overlay is white, if present
+               m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
                return;
        }
 
        // no wield mesh found
-       changeToMesh(NULL);
+       changeToMesh(nullptr);
 }
 
-void WieldMeshSceneNode::setColor(video::SColor color)
+void WieldMeshSceneNode::setColor(video::SColor c)
 {
        assert(!m_lighting);
-       setMeshColor(m_meshnode->getMesh(), color);
+       scene::IMesh *mesh = m_meshnode->getMesh();
+       if (!mesh)
+               return;
+
+       u8 red = c.getRed();
+       u8 green = c.getGreen();
+       u8 blue = c.getBlue();
+       u32 mc = mesh->getMeshBufferCount();
+       for (u32 j = 0; j < mc; j++) {
+               video::SColor bc(m_base_color);
+               if ((m_colors.size() > j) && (m_colors[j].override_base))
+                       bc = m_colors[j].color;
+               video::SColor buffercolor(255,
+                       bc.getRed() * red / 255,
+                       bc.getGreen() * green / 255,
+                       bc.getBlue() * blue / 255);
+               scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+               colorizeMeshBuffer(buf, &buffercolor);
+       }
 }
 
 void WieldMeshSceneNode::render()
@@ -408,25 +477,13 @@ void WieldMeshSceneNode::render()
 
 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
 {
-       if (mesh == NULL) {
+       if (!mesh) {
                scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
                m_meshnode->setVisible(false);
                m_meshnode->setMesh(dummymesh);
                dummymesh->drop();  // m_meshnode grabbed it
        } else {
-               if (m_lighting) {
-                       m_meshnode->setMesh(mesh);
-               } else {
-                       /*
-                               Lighting is disabled, this means the caller can (and probably will)
-                               call setColor later. We therefore need to clone the mesh so that
-                               setColor will only modify this scene node's mesh, not others'.
-                       */
-                       scene::IMeshManipulator *meshmanip = SceneManager->getMeshManipulator();
-                       scene::IMesh *new_mesh = meshmanip->createMeshCopy(mesh);
-                       m_meshnode->setMesh(new_mesh);
-                       new_mesh->drop();  // m_meshnode grabbed it
-               }
+               m_meshnode->setMesh(mesh);
        }
 
        m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
@@ -434,3 +491,195 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
        m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
        m_meshnode->setVisible(true);
 }
+
+void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
+{
+       ITextureSource *tsrc = client->getTextureSource();
+       IItemDefManager *idef = client->getItemDefManager();
+       const NodeDefManager *ndef = client->getNodeDefManager();
+       const ItemDefinition &def = item.getDefinition(idef);
+       const ContentFeatures &f = ndef->get(def.name);
+       content_t id = ndef->getId(def.name);
+
+       FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
+       
+       scene::SMesh *mesh = nullptr;
+
+       // Shading is on by default
+       result->needs_shading = true;
+
+       // If inventory_image is defined, it overrides everything else
+       if (!def.inventory_image.empty()) {
+               mesh = getExtrudedMesh(tsrc, def.inventory_image,
+                       def.inventory_overlay);
+               result->buffer_colors.emplace_back();
+               // overlay is white, if present
+               result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
+               // Items with inventory images do not need shading
+               result->needs_shading = false;
+       } else if (def.type == ITEM_NODE) {
+               if (f.mesh_ptr[0]) {
+                       mesh = cloneMesh(f.mesh_ptr[0]);
+                       scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
+                       postProcessNodeMesh(mesh, f, false, false, nullptr,
+                               &result->buffer_colors);
+               } else {
+                       switch (f.drawtype) {
+                               case NDT_PLANTLIKE: {
+                                       mesh = getExtrudedMesh(tsrc,
+                                               tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
+                                               tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
+                                       // Add color
+                                       const TileLayer &l0 = f.tiles[0].layers[0];
+                                       result->buffer_colors.emplace_back(l0.has_color, l0.color);
+                                       const TileLayer &l1 = f.tiles[0].layers[1];
+                                       result->buffer_colors.emplace_back(l1.has_color, l1.color);
+                                       break;
+                               }
+                               case NDT_PLANTLIKE_ROOTED: {
+                                       mesh = getExtrudedMesh(tsrc,
+                                               tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
+                                       // Add color
+                                       const TileLayer &l0 = f.special_tiles[0].layers[0];
+                                       result->buffer_colors.emplace_back(l0.has_color, l0.color);
+                                       break;
+                               }
+                               case NDT_NORMAL:
+                               case NDT_ALLFACES:
+                               case NDT_LIQUID:
+                               case NDT_FLOWINGLIQUID: {
+                                       scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
+                                       mesh = cloneMesh(cube);
+                                       cube->drop();
+                                       scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
+                                       // add overlays
+                                       postProcessNodeMesh(mesh, f, false, false, nullptr,
+                                               &result->buffer_colors);
+                                       break;
+                               }
+                               default: {
+                                       mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
+                                       scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
+                               }
+                       }
+               }
+
+               u32 mc = mesh->getMeshBufferCount();
+               for (u32 i = 0; i < mc; ++i) {
+                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+                       video::SMaterial &material = buf->getMaterial();
+                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+                       material.setFlag(video::EMF_LIGHTING, false);
+               }
+
+               rotateMeshXZby(mesh, -45);
+               rotateMeshYZby(mesh, -30);
+       }
+       result->mesh = mesh;
+}
+
+
+
+scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
+       const std::string &imagename, const std::string &overlay_name)
+{
+       // check textures
+       video::ITexture *texture = tsrc->getTextureForMesh(imagename);
+       if (!texture) {
+               return NULL;
+       }
+       video::ITexture *overlay_texture =
+               (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
+
+       // get mesh
+       core::dimension2d<u32> dim = texture->getSize();
+       scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
+       scene::SMesh *mesh = cloneMesh(original);
+       original->drop();
+
+       //set texture
+       mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
+               tsrc->getTexture(imagename));
+       if (overlay_texture) {
+               scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
+               copy->getMaterial().setTexture(0, overlay_texture);
+               mesh->addMeshBuffer(copy);
+               copy->drop();
+       }
+       // Customize materials
+       for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
+               video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
+               material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+               material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+               material.setFlag(video::EMF_TRILINEAR_FILTER, false);
+               material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+               material.setFlag(video::EMF_LIGHTING, false);
+               material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+       }
+       scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
+
+       return mesh;
+}
+
+void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
+       bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
+       std::vector<ItemPartColor> *colors, bool apply_scale)
+{
+       u32 mc = mesh->getMeshBufferCount();
+       // Allocate colors for existing buffers
+       colors->clear();
+       for (u32 i = 0; i < mc; ++i)
+               colors->push_back(ItemPartColor());
+
+       for (u32 i = 0; i < mc; ++i) {
+               const TileSpec *tile = &(f.tiles[i]);
+               scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+               for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+                       const TileLayer *layer = &tile->layers[layernum];
+                       if (layer->texture_id == 0)
+                               continue;
+                       if (layernum != 0) {
+                               scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
+                               copy->getMaterial() = buf->getMaterial();
+                               mesh->addMeshBuffer(copy);
+                               copy->drop();
+                               buf = copy;
+                               colors->push_back(
+                                       ItemPartColor(layer->has_color, layer->color));
+                       } else {
+                               (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
+                       }
+                       video::SMaterial &material = buf->getMaterial();
+                       if (set_material)
+                               layer->applyMaterialOptions(material);
+                       if (mattype) {
+                               material.MaterialType = *mattype;
+                       }
+                       if (layer->animation_frame_count > 1) {
+                               const FrameSpec &animation_frame = (*layer->frames)[0];
+                               material.setTexture(0, animation_frame.texture);
+                       } else {
+                               material.setTexture(0, layer->texture);
+                       }
+                       if (use_shaders) {
+                               if (layer->normal_texture) {
+                                       if (layer->animation_frame_count > 1) {
+                                               const FrameSpec &animation_frame = (*layer->frames)[0];
+                                               material.setTexture(1, animation_frame.normal_texture);
+                                       } else
+                                               material.setTexture(1, layer->normal_texture);
+                               }
+                               material.setTexture(2, layer->flags_texture);
+                       }
+                       if (apply_scale && tile->world_aligned) {
+                               u32 n = buf->getVertexCount();
+                               for (u32 k = 0; k != n; ++k)
+                                       buf->getTCoords(k) /= layer->scale;
+                       }
+               }
+       }
+}