Noise: Prevent unittest crash caused by division by zero
[oweals/minetest.git] / src / content_mapblock.cpp
index 18b4ef6dd3c74ed7509e1e4a6c746bd6f89a3291..935240dae72e119b967d7b757b415ce6b4cb5f0a 100644 (file)
@@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "client/tile.h"
 #include "mesh.h"
 #include <IMeshManipulator.h>
+#include "client/renderingengine.h"
 #include "client.h"
 #include "log.h"
 #include "noise.h"
@@ -54,7 +55,7 @@ static const v3s16 light_dirs[8] = {
 };
 
 // Standard index set to make a quad on 4 vertices
-static const u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
+static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
 
 const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
 
@@ -64,8 +65,7 @@ MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector
        collector = output;
 
        nodedef   = data->m_client->ndef();
-       smgr      = data->m_client->getSceneManager();
-       meshmanip = smgr->getMeshManipulator();
+       meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator();
 
        enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
                !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
@@ -73,31 +73,49 @@ MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector
        blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
 }
 
-void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling)
+void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
 {
-       tile = getNodeTileN(n, p, index, data);
+       if (special)
+               getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
+       else
+               getNodeTileN(n, p, index, data, tile);
        if (!data->m_smooth_lighting)
-               color = encode_light_and_color(light, tile.color, f->light_source);
-       if (disable_backface_culling)
-               tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
-       tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+               color = encode_light(light, f->light_source);
+       for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+               tile.layers[layer].material_flags |= set_flags;
+               tile.layers[layer].material_flags &= ~reset_flags;
+       }
 }
 
-void MapblockMeshGenerator::useDefaultTile(bool set_color)
+void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
 {
-       tile = getNodeTile(n, p, v3s16(0, 0, 0), data);
-       if (set_color && !data->m_smooth_lighting)
-               color = encode_light_and_color(light, tile.color, f->light_source);
+       getNodeTile(n, p, direction, data, *tile);
 }
 
-TileSpec MapblockMeshGenerator::getTile(const v3s16& direction)
+/*!
+ * Returns the i-th special tile for a map node.
+ */
+void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
 {
-       return getNodeTile(n, p, direction, data);
+       *tile = f->special_tiles[index];
+       TileLayer *top_layer = NULL;
+       for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+               TileLayer *layer = &tile->layers[layernum];
+               if (layer->texture_id == 0)
+                       continue;
+               top_layer = layer;
+               if (!layer->has_color)
+                       n.getColor(*f, &layer->color);
+       }
+       if (apply_crack)
+               top_layer->material_flags |= MATERIAL_FLAG_CRACK;
 }
 
-void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
+void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
+       float vertical_tiling)
 {
-       static const v2f tcoords[4] = {v2f(0, 1), v2f(1, 1), v2f(1, 0), v2f(0, 0)};
+       const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0),
+               v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)};
        video::S3DVertex vertices[4];
        bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
        v3f normal2(normal.X, normal.Y, normal.Z);
@@ -105,7 +123,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
                vertices[j].Pos = coords[j] + origin;
                vertices[j].Normal = normal2;
                if (data->m_smooth_lighting)
-                       vertices[j].Color = blendLight(coords[j], tile.color);
+                       vertices[j].Color = blendLightColor(coords[j]);
                else
                        vertices[j].Color = color;
                if (shade_face)
@@ -136,8 +154,7 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
        video::SColor colors[6];
        if (!data->m_smooth_lighting) {
                for (int face = 0; face != 6; ++face) {
-                       int tileindex = MYMIN(face, tilecount - 1);
-                       colors[face] = encode_light_and_color(light, tiles[tileindex].color, f->light_source);
+                       colors[face] = encode_light(light, f->light_source);
                }
                if (!f->light_source) {
                        applyFacesShading(colors[0], v3f(0, 1, 0));
@@ -239,9 +256,8 @@ void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
 
        if (data->m_smooth_lighting) {
                for (int 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, f->light_source);
+                       vertices[j].Color = encode_light(lights[light_indices[j]],
+                               f->light_source);
                        if (!f->light_source)
                                applyFacesShading(vertices[j].Color, vertices[j].Normal);
                }
@@ -288,17 +304,16 @@ u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
 // Calculates vertex color to be used in mapblock mesh
 //  vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
 //  tile_color - node's tile color
-video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos,
-       video::SColor tile_color)
+video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
 {
        u16 light = blendLight(vertex_pos);
-       return encode_light_and_color(light, tile_color, f->light_source);
+       return encode_light(light, f->light_source);
 }
 
-video::SColor MapblockMeshGenerator::blendLight(const v3f &vertex_pos,
-       const v3f &vertex_normal, video::SColor tile_color)
+video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
+       const v3f &vertex_normal)
 {
-       video::SColor color = blendLight(vertex_pos, tile_color);
+       video::SColor color = blendLightColor(vertex_pos);
        if (!f->light_source)
                applyFacesShading(color, vertex_normal);
        return color;
@@ -359,22 +374,10 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
        }
 }
 
-/*!
- * 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;
-}
-
-void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing)
+void MapblockMeshGenerator::prepareLiquidNodeDrawing()
 {
-       tile_liquid_top = getSpecialTile(*f, n, 0);
-       tile_liquid = getSpecialTile(*f, n, flowing ? 1 : 0);
+       getSpecialTile(0, &tile_liquid_top);
+       getSpecialTile(1, &tile_liquid);
 
        MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
        c_flowing = nodedef->getId(f->liquid_alternative_flowing);
@@ -394,20 +397,16 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing)
                light = getInteriorLight(ntop, 0, nodedef);
        }
 
-       color_liquid_top = encode_light_and_color(light, tile_liquid_top.color, f->light_source);
-       color = encode_light_and_color(light, tile_liquid.color, f->light_source);
+       color_liquid_top = encode_light(light, f->light_source);
+       color = encode_light(light, f->light_source);
 }
 
-void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing)
+void MapblockMeshGenerator::getLiquidNeighborhood()
 {
        u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
 
        for (int w = -1; w <= 1; w++)
        for (int u = -1; u <= 1; u++) {
-               // Skip getting unneeded data
-               if (!flowing && u && w)
-                       continue;
-
                NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
                v3s16 p2 = p + v3s16(u, 0, w);
                MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
@@ -442,13 +441,6 @@ void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing)
        }
 }
 
-void MapblockMeshGenerator::resetCornerLevels()
-{
-       for (int k = 0; k < 2; k++)
-       for (int i = 0; i < 2; i++)
-               corner_levels[k][i] = 0.5 * BS;
-}
-
 void MapblockMeshGenerator::calculateCornerLevels()
 {
        for (int k = 0; k < 2; k++)
@@ -489,7 +481,7 @@ f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
        return 0;
 }
 
-void MapblockMeshGenerator::drawLiquidSides(bool flowing)
+void MapblockMeshGenerator::drawLiquidSides()
 {
        struct LiquidFaceDesc {
                v3s16 dir; // XZ
@@ -518,17 +510,12 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing)
                // at the top to which it should be connected. Again, unless the face
                // there would be inside the liquid
                if (neighbor.is_same_liquid) {
-                       if (!flowing)
-                               continue;
                        if (!top_is_same_liquid)
                                continue;
                        if (neighbor.top_is_same_liquid)
                                continue;
                }
 
-               if (!flowing && (neighbor.content == CONTENT_IGNORE))
-                       continue;
-
                const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
                // Don't draw face if neighbor is blocking the view
                if (neighbor_features.solidness == 2)
@@ -546,7 +533,7 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing)
                        else
                                pos.Y =     !top_is_same_liquid ? corner_levels[base.Z][base.X] :  0.5 * BS;
                        if (data->m_smooth_lighting)
-                               color = blendLight(pos, tile_liquid.color);
+                               color = blendLightColor(pos);
                        pos += origin;
                        vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
                };
@@ -554,7 +541,7 @@ void MapblockMeshGenerator::drawLiquidSides(bool flowing)
        }
 }
 
-void MapblockMeshGenerator::drawLiquidTop(bool flowing)
+void MapblockMeshGenerator::drawLiquidTop()
 {
        // To get backface culling right, the vertices need to go
        // clockwise around the front of the face. And we happened to
@@ -573,54 +560,49 @@ void MapblockMeshGenerator::drawLiquidTop(bool flowing)
                int w = corner_resolve[i][1];
                vertices[i].Pos.Y += corner_levels[w][u];
                if (data->m_smooth_lighting)
-                       vertices[i].Color = blendLight(vertices[i].Pos, tile_liquid_top.color);
+                       vertices[i].Color = blendLightColor(vertices[i].Pos);
                vertices[i].Pos += origin;
        }
 
-       if (flowing) {
-               // 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
-               f32 dz = (corner_levels[0][0] + corner_levels[0][1]) -
-                        (corner_levels[1][0] + corner_levels[1][1]);
-               // Positive if liquid moves towards +X
-               f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
-                        (corner_levels[0][1] + corner_levels[1][1]);
-               f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
-               v2f tcoord_center(0.5, 0.5);
-               v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
-               tcoord_translate.rotateBy(tcoord_angle);
-               tcoord_translate.X -= floor(tcoord_translate.X);
-               tcoord_translate.Y -= floor(tcoord_translate.Y);
+       // 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
+       f32 dz = (corner_levels[0][0] + corner_levels[0][1]) -
+                (corner_levels[1][0] + corner_levels[1][1]);
+       // Positive if liquid moves towards +X
+       f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
+                (corner_levels[0][1] + corner_levels[1][1]);
+       f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
+       v2f tcoord_center(0.5, 0.5);
+       v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
+       tcoord_translate.rotateBy(tcoord_angle);
+       tcoord_translate.X -= floor(tcoord_translate.X);
+       tcoord_translate.Y -= floor(tcoord_translate.Y);
 
-               for (int i = 0; i < 4; i++) {
-                       vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center);
-                       vertices[i].TCoords += tcoord_translate;
-               }
-
-               std::swap(vertices[0].TCoords, vertices[2].TCoords);
+       for (int i = 0; i < 4; i++) {
+               vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center);
+               vertices[i].TCoords += tcoord_translate;
        }
 
+       std::swap(vertices[0].TCoords, vertices[2].TCoords);
+
        collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
 }
 
-void MapblockMeshGenerator::drawLiquidNode(bool flowing)
+void MapblockMeshGenerator::drawLiquidNode()
 {
-       prepareLiquidNodeDrawing(flowing);
-       getLiquidNeighborhood(flowing);
-       if (flowing)
-               calculateCornerLevels();
-       else
-               resetCornerLevels();
-       drawLiquidSides(flowing);
+       prepareLiquidNodeDrawing();
+       getLiquidNeighborhood();
+       calculateCornerLevels();
+       drawLiquidSides();
        if (!top_is_same_liquid)
-               drawLiquidTop(flowing);
+               drawLiquidTop();
 }
 
 void MapblockMeshGenerator::drawGlasslikeNode()
 {
-       useDefaultTile();
+       useTile(0, 0, 0);
 
        for (int face = 0; face < 6; face++) {
                // Check this neighbor
@@ -630,22 +612,22 @@ void MapblockMeshGenerator::drawGlasslikeNode()
                // Don't make face if neighbor is of same type
                if (neighbor.getContent() == n.getContent())
                        continue;
+               // Face at Z-
                v3f vertices[4] = {
-                       v3f(-BS / 2, -BS / 2, BS / 2),
-                       v3f( BS / 2, -BS / 2, BS / 2),
-                       v3f( BS / 2,  BS / 2, BS / 2),
-                       v3f(-BS / 2,  BS / 2, BS / 2),
+                       v3f(-BS / 2,  BS / 2, -BS / 2),
+                       v3f( BS / 2,  BS / 2, -BS / 2),
+                       v3f( BS / 2, -BS / 2, -BS / 2),
+                       v3f(-BS / 2, -BS / 2, -BS / 2),
                };
                for (int i = 0; i < 4; i++) {
-                       // Rotations in the g_6dirs format
                        switch (face) {
-                               case 0: vertices[i].rotateXZBy(  0); break; // Z+
-                               case 1: vertices[i].rotateYZBy(-90); break; // Y+
-                               case 2: vertices[i].rotateXZBy(-90); break; // X+
-                               case 3: vertices[i].rotateXZBy(180); break; // Z-
-                               case 4: vertices[i].rotateYZBy( 90); break; // Y-
-                               case 5: vertices[i].rotateXZBy( 90); break; // X-
-                       };
+                               case D6D_ZP: vertices[i].rotateXZBy(180); break;
+                               case D6D_YP: vertices[i].rotateYZBy( 90); break;
+                               case D6D_XP: vertices[i].rotateXZBy( 90); break;
+                               case D6D_ZN: vertices[i].rotateXZBy(  0); break;
+                               case D6D_YN: vertices[i].rotateYZBy(-90); break;
+                               case D6D_XN: vertices[i].rotateXZBy(-90); break;
+                       }
                }
                drawQuad(vertices, dir);
        }
@@ -655,10 +637,12 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
 {
        TileSpec tiles[6];
        for (int face = 0; face < 6; face++)
-               tiles[face] = getTile(g_6dirs[face]);
+               getTile(g_6dirs[face], &tiles[face]);
 
        TileSpec glass_tiles[6];
-       if (tiles[0].texture && tiles[3].texture && tiles[4].texture) {
+       if (tiles[1].layers[0].texture &&
+                       tiles[2].layers[0].texture &&
+                       tiles[3].layers[0].texture) {
                glass_tiles[0] = tiles[4];
                glass_tiles[1] = tiles[0];
                glass_tiles[2] = tiles[4];
@@ -759,11 +743,14 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
                drawAutoLightedCuboid(glass_faces[face]);
        }
 
-       if (param2 > 0 && f->special_tiles[0].texture) {
-               // Interior volume level is in range 0 .. 63,
+       // Optionally render internal liquid level defined by param2
+       // Liquid is textured with 1 tile defined in nodedef 'special_tiles'
+       if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
+                       f->special_tiles[0].layers[0].texture) {
+               // Internal liquid level has param2 range 0 .. 63,
                // convert it to -0.5 .. 0.5
                float vlev = (param2 / 63.0) * 2.0 - 1.0;
-               tile = getSpecialTile(*f, n, 0);
+               getSpecialTile(0, &tile);
                drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
                                             -(nb[4] ? g : b),
                                             -(nb[3] ? g : b),
@@ -776,7 +763,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
 void MapblockMeshGenerator::drawAllfacesNode()
 {
        static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
-       useDefaultTile(false);
+       useTile(0, 0, 0);
        drawAutoLightedCuboid(box);
 }
 
@@ -789,14 +776,14 @@ void MapblockMeshGenerator::drawTorchlikeNode()
                case DWM_YN: tileindex = 0; break; // floor
                default:     tileindex = 2; // side (or invalid—should we care?)
        }
-       useTile(tileindex, true);
+       useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
 
        float size = BS / 2 * f->visual_scale;
        v3f vertices[4] = {
-               v3f(-size, -size, 0),
-               v3f( size, -size, 0),
-               v3f( size,  size, 0),
                v3f(-size,  size, 0),
+               v3f( size,  size, 0),
+               v3f( size, -size, 0),
+               v3f(-size, -size, 0),
        };
        for (int i = 0; i < 4; i++) {
                switch (wall) {
@@ -814,7 +801,7 @@ void MapblockMeshGenerator::drawTorchlikeNode()
 void MapblockMeshGenerator::drawSignlikeNode()
 {
        u8 wall = n.getWallMounted(nodedef);
-       useTile(0, true);
+       useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
        static const float offset = BS / 16;
        float size = BS / 2 * f->visual_scale;
        // Wall at X+ of node
@@ -841,34 +828,34 @@ void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
        bool offset_top_only)
 {
        v3f vertices[4] = {
-               v3f(-scale, -BS / 2, 0),
+               v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0),
+               v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0),
                v3f( scale, -BS / 2, 0),
-               v3f( scale, -BS / 2 + scale * 2, 0),
-               v3f(-scale, -BS / 2 + scale * 2, 0),
+               v3f(-scale, -BS / 2, 0),
        };
        if (random_offset_Y) {
                PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
-               offset.Y = BS * ((yrng.next() % 16 / 16.0) * 0.125);
+               offset.Y = -BS * ((yrng.next() % 16 / 16.0) * 0.125);
        }
-       int offset_first_index = offset_top_only ? 2 : 0;
+       int offset_count = offset_top_only ? 2 : 4;
+       for (int i = 0; i < offset_count; i++)
+               vertices[i].Z += quad_offset;
        for (int i = 0; i < 4; i++) {
-               if (i >= offset_first_index)
-                       vertices[i].Z += quad_offset;
                vertices[i].rotateXZBy(rotation + rotate_degree);
                vertices[i] += offset;
        }
-       drawQuad(vertices);
+       drawQuad(vertices, v3s16(0, 0, 0), plant_height);
 }
 
-void MapblockMeshGenerator::drawPlantlikeNode()
+void MapblockMeshGenerator::drawPlantlike()
 {
-       useTile(0, false);
        draw_style = PLANT_STYLE_CROSS;
        scale = BS / 2 * f->visual_scale;
        offset = v3f(0, 0, 0);
        rotate_degree = 0;
        random_offset_Y = false;
        face_num = 0;
+       plant_height = 1.0;
 
        switch (f->param_type_2) {
        case CPT2_MESHOPTIONS:
@@ -888,6 +875,10 @@ void MapblockMeshGenerator::drawPlantlikeNode()
                rotate_degree = n.param2 * 2;
                break;
 
+       case CPT2_LEVELED:
+               plant_height = n.param2 / 16.0;
+               break;
+
        default:
                break;
        }
@@ -925,14 +916,35 @@ void MapblockMeshGenerator::drawPlantlikeNode()
        }
 }
 
+void MapblockMeshGenerator::drawPlantlikeNode()
+{
+       useTile();
+       drawPlantlike();
+}
+
+void MapblockMeshGenerator::drawPlantlikeRootedNode()
+{
+       useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);
+       origin += v3f(0.0, BS, 0.0);
+       p.Y++;
+       if (data->m_smooth_lighting) {
+               getSmoothLightFrame();
+       } else {
+               MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
+               light = getInteriorLight(ntop, 1, nodedef);
+       }
+       drawPlantlike();
+       p.Y--;
+}
+
 void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
        float offset_h, float offset_v)
 {
        v3f vertices[4] = {
-               v3f(-scale, -BS / 2, 0),
-               v3f( scale, -BS / 2, 0),
-               v3f( scale, -BS / 2 + scale * 2, 0),
                v3f(-scale, -BS / 2 + scale * 2, 0),
+               v3f( scale, -BS / 2 + scale * 2, 0),
+               v3f( scale, -BS / 2, 0),
+               v3f(-scale, -BS / 2, 0),
        };
        for (int i = 0; i < 4; i++) {
                vertices[i].rotateYZBy(opening_angle);
@@ -945,7 +957,7 @@ void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle
 
 void MapblockMeshGenerator::drawFirelikeNode()
 {
-       useTile(0, false);
+       useTile();
        scale = BS / 2 * f->visual_scale;
 
        // Check for adjacent nodes
@@ -992,9 +1004,10 @@ void MapblockMeshGenerator::drawFirelikeNode()
 
 void MapblockMeshGenerator::drawFencelikeNode()
 {
-       useDefaultTile(false);
+       useTile(0, 0, 0);
        TileSpec tile_nocrack = tile;
-       tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
+       for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
+               tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK;
 
        // Put wood the right way around in the posts
        TileSpec tile_rot = tile;
@@ -1141,16 +1154,16 @@ void MapblockMeshGenerator::drawRaillikeNode()
                angle = rail_kinds[code].angle;
        }
 
-       useTile(tile_index, true);
+       useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
 
        static const float offset = BS / 64;
        static const float size   = BS / 2;
        float y2 = sloped ? size : -size;
        v3f vertices[4] = {
-               v3f(-size, -size + offset, -size),
-               v3f( size, -size + offset, -size),
-               v3f( size,    y2 + offset,  size),
                v3f(-size,    y2 + offset,  size),
+               v3f( size,    y2 + offset,  size),
+               v3f( size, -size + offset, -size),
+               v3f(-size, -size + offset, -size),
        };
        if (angle)
                for (int i = 0; i < 4; i++)
@@ -1182,7 +1195,7 @@ void MapblockMeshGenerator::drawNodeboxNode()
        TileSpec tiles[6];
        for (int face = 0; face < 6; face++) {
                // Handles facedir rotation for textures
-               tiles[face] = getTile(tile_dirs[face]);
+               getTile(tile_dirs[face], &tiles[face]);
        }
 
        // locate possible neighboring nodes to connect to
@@ -1239,7 +1252,7 @@ void MapblockMeshGenerator::drawMeshNode()
 
        int mesh_buffer_count = mesh->getMeshBufferCount();
        for (int j = 0; j < mesh_buffer_count; j++) {
-               useTile(j, false);
+               useTile(j);
                scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
                video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
                int vertex_count = buf->getVertexCount();
@@ -1249,7 +1262,7 @@ void MapblockMeshGenerator::drawMeshNode()
                        // vertex right here.
                        for (int k = 0; k < vertex_count; k++) {
                                video::S3DVertex &vertex = vertices[k];
-                               vertex.Color = blendLight(vertex.Pos, vertex.Normal, tile.color);
+                               vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
                                vertex.Pos += origin;
                        }
                        collector->append(tile, vertices, vertex_count,
@@ -1275,19 +1288,29 @@ void MapblockMeshGenerator::errorUnknownDrawtype()
 
 void MapblockMeshGenerator::drawNode()
 {
+       // skip some drawtypes early
+       switch (f->drawtype) {
+               case NDT_NORMAL:   // Drawn by MapBlockMesh
+               case NDT_AIRLIKE:  // Not drawn at all
+               case NDT_LIQUID:   // Drawn by MapBlockMesh
+                       return;
+               default:
+                       break;
+       }
+       origin = intToFloat(p, BS);
        if (data->m_smooth_lighting)
                getSmoothLightFrame();
        else
                light = getInteriorLight(n, 1, nodedef);
        switch (f->drawtype) {
-               case NDT_LIQUID:            drawLiquidNode(false); break;
-               case NDT_FLOWINGLIQUID:     drawLiquidNode(true); break;
+               case NDT_FLOWINGLIQUID:     drawLiquidNode(); break;
                case NDT_GLASSLIKE:         drawGlasslikeNode(); break;
                case NDT_GLASSLIKE_FRAMED:  drawGlasslikeFramedNode(); break;
                case NDT_ALLFACES:          drawAllfacesNode(); break;
                case NDT_TORCHLIKE:         drawTorchlikeNode(); break;
                case NDT_SIGNLIKE:          drawSignlikeNode(); break;
                case NDT_PLANTLIKE:         drawPlantlikeNode(); break;
+               case NDT_PLANTLIKE_ROOTED:  drawPlantlikeRootedNode(); break;
                case NDT_FIRELIKE:          drawFirelikeNode(); break;
                case NDT_FENCELIKE:         drawFencelikeNode(); break;
                case NDT_RAILLIKE:          drawRaillikeNode(); break;
@@ -1308,12 +1331,6 @@ void MapblockMeshGenerator::generate()
        for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
                n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
                f = &nodedef->get(n);
-               // Solid nodes are drawn by MapBlockMesh
-               if (f->solidness != 0)
-                       continue;
-               if (f->drawtype == NDT_AIRLIKE)
-                       continue;
-               origin = intToFloat(p, BS);
                drawNode();
        }
 }