Node placement / mineral / serialization / iron freq / node_dig callback
[oweals/minetest.git] / src / content_mapblock.cpp
index d8bf71dc032ad3d77da461e9f19d763aeffe6c11..dc1e1daed1e5045d74eed5ccb8877337f8e74161 100644 (file)
@@ -18,186 +18,130 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "content_mapblock.h"
-#include "content_mapnode.h"
-#include "main.h" // For g_settings and g_texturesource
-#include "mineral.h"
 
-#ifndef SERVER
+#include "main.h" // For g_settings
+#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
+#include "settings.h"
+#include "nodedef.h"
+#include "tile.h"
+#include "gamedef.h"
+
 // Create a cuboid.
-//  material  - the material to use (for all 6 faces)
 //  collector - the MeshCollector for the resulting polygons
-//  pa        - texture atlas pointer for the material
+//  box       - the position and size of the box
+//  materials - the materials to use (for all 6 faces)
+//  pa        - texture atlas pointers for the materials
+//  matcount  - number of entries in "materials" and "pa", 1<=matcount<=6
 //  c         - vertex colour - used for all
-//  pos       - the position of the centre of the cuboid
-//  rz,ry,rz  - the radius of the cuboid in each dimension
 //  txc       - texture coordinates - this is a list of texture coordinates
 //              for the opposite corners of each face - therefore, there
 //              should be (2+2)*6=24 values in the list. Alternatively, pass
 //              NULL to use the entire texture for each face. The order of
-//              the faces in the list is top-backi-right-front-left-bottom
-//              If you specified 0,0,1,1 for each face, that would be the
-//              same as passing NULL.
-void makeCuboid(video::SMaterial &material, MeshCollector *collector,
-       AtlasPointer* pa, video::SColor &c,
-       v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
+//              the faces in the list is up-down-right-left-back-front
+//              (compatible with ContentFeatures). If you specified 0,0,1,1
+//              for each face, that would be the same as passing NULL.
+void makeCuboid(MeshCollector *collector, const aabb3f &box,
+       const video::SMaterial *materials, const AtlasPointer *pa, int matcount,        
+       video::SColor &c, const f32* txc)
 {
-       f32 tu0=pa->x0();
-       f32 tu1=pa->x1();
-       f32 tv0=pa->y0();
-       f32 tv1=pa->y1();
-       f32 txus=tu1-tu0;
-       f32 txvs=tv1-tv0;
-
-       video::S3DVertex v[4] =
+       assert(matcount >= 1);
+
+       v3f min = box.MinEdge;
+       v3f max = box.MaxEdge;
+
+       if(txc == NULL)
        {
-               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
-       };
+               static const f32 txc_default[24] = {
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1,
+                       0,0,1,1
+               };
+               txc = txc_default;
+       }
 
-       for(int i=0;i<6;i++)
+       video::S3DVertex vertices[24] =
        {
-               switch(i)
-               {
-                       case 0: // top
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 1: // back
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 2: //right
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 3: // front
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 4: // left
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 5: // bottom
-                               v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-               }
+               // up
+               video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
+               video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
+               video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
+               video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
+               // down
+               video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
+               video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
+               video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
+               video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
+               // right
+               video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
+               video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
+               video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
+               video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
+               // left
+               video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
+               video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
+               video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
+               video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
+               // back
+               video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
+               video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
+               video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
+               video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
+               // front
+               video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
+               video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
+               video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
+               video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
+       };
 
-               if(txc!=NULL)
-               {
-                       v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
-                       v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
-                       v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
-                       v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
-                       txc+=4;
-               }
+       for(s32 j=0; j<24; j++)
+       {
+               int matindex = MYMIN(j/4, matcount-1);
+               vertices[j].TCoords *= pa[matindex].size;
+               vertices[j].TCoords += pa[matindex].pos;
+       }
 
-               for(u16 i=0; i<4; i++)
-                       v[i].Pos += pos;
-               u16 indices[] = {0,1,2,2,3,0};
-               collector->append(material, v, 4, indices, 6);
+       u16 indices[] = {0,1,2,2,3,0};
 
+       // Add to mesh collector
+       for(s32 j=0; j<24; j+=4)
+       {
+               int matindex = MYMIN(j/4, matcount-1);
+               collector->append(materials[matindex],
+                               vertices+j, 4, indices, 6);
        }
-
 }
-#endif
 
-#ifndef SERVER
 void mapblock_mesh_generate_special(MeshMakeData *data,
-               MeshCollector &collector)
+               MeshCollector &collector, IGameDef *gamedef)
 {
+       INodeDefManager *nodedef = gamedef->ndef();
+       ITextureSource *tsrc = gamedef->getTextureSource();
+
        // 0ms
        //TimeTaker timer("mapblock_mesh_generate_special()");
 
        /*
                Some settings
        */
-       bool new_style_water = g_settings.getBool("new_style_water");
-       bool new_style_leaves = g_settings.getBool("new_style_leaves");
-       //bool smooth_lighting = g_settings.getBool("smooth_lighting");
-       bool invisible_stone = g_settings.getBool("invisible_stone");
+       bool new_style_water = g_settings->getBool("new_style_water");
        
-       float node_water_level = 1.0;
+       float node_liquid_level = 1.0;
        if(new_style_water)
-               node_water_level = 0.85;
+               node_liquid_level = 0.85;
        
        v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
 
-       // Flowing water material
-       video::SMaterial material_water1;
-       material_water1.setFlag(video::EMF_LIGHTING, false);
-       material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_water1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-       AtlasPointer pa_water1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("water.png"));
-       material_water1.setTexture(0, pa_water1.atlas);
-
-       // New-style leaves material
-       video::SMaterial material_leaves1;
-       material_leaves1.setFlag(video::EMF_LIGHTING, false);
-       //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
-       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_leaves1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("leaves.png"));
-       material_leaves1.setTexture(0, pa_leaves1.atlas);
-
-       // Glass material
-       video::SMaterial material_glass;
-       material_glass.setFlag(video::EMF_LIGHTING, false);
-       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
-       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_glass = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("glass.png"));
-       material_glass.setTexture(0, pa_glass.atlas);
-
-       // Wood material
-       video::SMaterial material_wood;
-       material_wood.setFlag(video::EMF_LIGHTING, false);
-       material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_wood.setFlag(video::EMF_FOG_ENABLE, true);
-       material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_wood = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("wood.png"));
-       material_wood.setTexture(0, pa_wood.atlas);
-
-       // General ground material for special output
+       /*// General ground material for special output
        // Texture is modified just before usage
        video::SMaterial material_general;
        material_general.setFlag(video::EMF_LIGHTING, false);
        material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
        material_general.setFlag(video::EMF_FOG_ENABLE, true);
-       material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-
-       // Papyrus material
-       video::SMaterial material_papyrus;
-       material_papyrus.setFlag(video::EMF_LIGHTING, false);
-       material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
-       material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_papyrus = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("papyrus.png"));
-       material_papyrus.setTexture(0, pa_papyrus.atlas);
+       material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
+
        for(s16 z=0; z<MAP_BLOCKSIZE; z++)
        for(s16 y=0; y<MAP_BLOCKSIZE; y++)
        for(s16 x=0; x<MAP_BLOCKSIZE; x++)
@@ -205,150 +149,108 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                v3s16 p(x,y,z);
 
                MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+               const ContentFeatures &f = nodedef->get(n);
+
+               // Only solidness=0 stuff is drawn here
+               if(f.solidness != 0)
+                       continue;
                
-               /*
-                       Add torches to mesh
-               */
-               if(n.d == CONTENT_TORCH)
+               switch(f.drawtype){
+               default:
+                       infostream<<"Got "<<f.drawtype<<std::endl;
+                       assert(0);
+                       break;
+               case NDT_AIRLIKE:
+                       break;
+               case NDT_LIQUID:
                {
-                       video::SColor c(255,255,255,255);
-
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
-                       };
-
-                       v3s16 dir = unpackDir(n.dir);
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXZBy(45);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXZBy(-45);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
+                       /*
+                               Add water sources to mesh if using new style
+                       */
+                       assert(nodedef->get(n).special_materials[0]);
+                       //assert(nodedef->get(n).special_materials[1]);
+                       assert(nodedef->get(n).special_aps[0]);
 
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       video::SMaterial &liquid_material =
+                                       *nodedef->get(n).special_materials[0];
+                       /*video::SMaterial &liquid_material_bfculled =
+                                       *nodedef->get(n).special_materials[1];*/
+                       AtlasPointer &pa_liquid1 =
+                                       *nodedef->get(n).special_aps[0];
 
-                       if(dir == v3s16(0,-1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else if(dir == v3s16(0,1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_ceiling.png"));
-                       // For backwards compatibility
-                       else if(dir == v3s16(0,0,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else
-                               material.setTexture(0, 
-                                               g_texturesource->getTextureRaw("torch.png"));
+                       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;
 
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Signs on walls
-               */
-               else if(n.d == CONTENT_SIGN_WALL)
-               {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(255,l,l,l);
-                               
-                       float d = (float)BS/16;
-                       // Wall at X+ of node
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+                       video::SColor c = MapBlock_LightColor(
+                                       nodedef->get(n).alpha, l);
+                       
                        video::S3DVertex vertices[4] =
                        {
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
+                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                               pa_liquid1.x0(), pa_liquid1.y1()),
+                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                               pa_liquid1.x1(), pa_liquid1.y1()),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_liquid1.x1(), pa_liquid1.y0()),
+                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_liquid1.x0(), pa_liquid1.y0()),
                        };
 
-                       v3s16 dir = unpackDir(n.dir);
-
                        for(s32 i=0; i<4; i++)
                        {
-                               if(dir == v3s16(1,0,0))
-                                       vertices[i].Pos.rotateXZBy(0);
-                               if(dir == v3s16(-1,0,0))
-                                       vertices[i].Pos.rotateXZBy(180);
-                               if(dir == v3s16(0,0,1))
-                                       vertices[i].Pos.rotateXZBy(90);
-                               if(dir == v3s16(0,0,-1))
-                                       vertices[i].Pos.rotateXZBy(-90);
-                               if(dir == v3s16(0,-1,0))
-                                       vertices[i].Pos.rotateXYBy(-90);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXYBy(90);
-
+                               vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
                                vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                        }
 
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       material.setTexture(0, 
-                                       g_texturesource->getTextureRaw("sign_wall.png"));
-
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Add flowing water to mesh
-               */
-               else if(n.d == CONTENT_WATER)
+                       collector.append(liquid_material, vertices, 4, indices, 6);
+               break;}
+               case NDT_FLOWINGLIQUID:
                {
-                       bool top_is_water = false;
+                       /*
+                               Add flowing liquid to mesh
+                       */
+                       assert(nodedef->get(n).special_materials[0]);
+                       assert(nodedef->get(n).special_materials[1]);
+                       assert(nodedef->get(n).special_aps[0]);
+
+                       video::SMaterial &liquid_material =
+                                       *nodedef->get(n).special_materials[0];
+                       video::SMaterial &liquid_material_bfculled =
+                                       *nodedef->get(n).special_materials[1];
+                       AtlasPointer &pa_liquid1 =
+                                       *nodedef->get(n).special_aps[0];
+
+                       bool top_is_same_liquid = false;
                        MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;
+                       content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing);
+                       content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
+                       if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
+                               top_is_same_liquid = true;
                        
                        u8 l = 0;
                        // Use the light of the node on top if possible
-                       if(content_features(ntop.d).param_type == CPT_LIGHT)
-                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
-                       // Otherwise use the light of this node (the water)
+                       if(nodedef->get(ntop).param_type == CPT_LIGHT)
+                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
+                       // Otherwise use the light of this node (the liquid)
                        else
-                               l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
+                               l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+                       video::SColor c = MapBlock_LightColor(
+                                       nodedef->get(n).alpha, l);
                        
-                       // Neighbor water levels (key = relative position)
+                       // Neighbor liquid levels (key = relative position)
                        // Includes current node
                        core::map<v3s16, f32> neighbor_levels;
-                       core::map<v3s16, u8> neighbor_contents;
+                       core::map<v3s16, content_t> neighbor_contents;
                        core::map<v3s16, u8> neighbor_flags;
-                       const u8 neighborflag_top_is_water = 0x01;
+                       const u8 neighborflag_top_is_same_liquid = 0x01;
                        v3s16 neighbor_dirs[9] = {
                                v3s16(0,0,0),
                                v3s16(0,0,1),
@@ -362,29 +264,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        };
                        for(u32 i=0; i<9; i++)
                        {
-                               u8 content = CONTENT_AIR;
+                               content_t content = CONTENT_AIR;
                                float level = -0.5 * BS;
                                u8 flags = 0;
                                // Check neighbor
                                v3s16 p2 = p + neighbor_dirs[i];
                                MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                               if(n2.d != CONTENT_IGNORE)
+                               if(n2.getContent() != CONTENT_IGNORE)
                                {
-                                       content = n2.d;
+                                       content = n2.getContent();
 
-                                       if(n2.d == CONTENT_WATERSOURCE)
-                                               level = (-0.5+node_water_level) * BS;
-                                       else if(n2.d == CONTENT_WATER)
-                                               level = (-0.5 + ((float)(n2.param2 & LIQUID_LEVEL_MASK) + 0.5) / 8.0
-                                                               * node_water_level) * BS;
+                                       if(n2.getContent() == c_source)
+                                               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;
 
                                        // Check node above neighbor.
                                        // NOTE: This doesn't get executed if neighbor
                                        //       doesn't exist
                                        p2.Y += 1;
                                        n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                                       if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
-                                               flags |= neighborflag_top_is_water;
+                                       if(n2.getContent() == c_source ||
+                                                       n2.getContent() == c_flowing)
+                                               flags |= neighborflag_top_is_same_liquid;
                                }
                                
                                neighbor_levels.insert(neighbor_dirs[i], level);
@@ -392,10 +295,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                neighbor_flags.insert(neighbor_dirs[i], flags);
                        }
 
-                       //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
-                       //float water_level = neighbor_levels[v3s16(0,0,0)];
-
-                       // Corner heights (average between four waters)
+                       // Corner heights (average between four liquids)
                        f32 corner_levels[4];
                        
                        v3s16 halfdirs[4] = {
@@ -409,29 +309,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 cornerdir = halfdirs[i];
                                float cornerlevel = 0;
                                u32 valid_count = 0;
+                               u32 air_count = 0;
                                for(u32 j=0; j<4; j++)
                                {
                                        v3s16 neighbordir = cornerdir - halfdirs[j];
-                                       u8 content = neighbor_contents[neighbordir];
-                                       // Special case for source nodes
-                                       if(content == CONTENT_WATERSOURCE)
+                                       content_t content = neighbor_contents[neighbordir];
+                                       // If top is liquid, draw starting from top of node
+                                       if(neighbor_flags[neighbordir] &
+                                                       neighborflag_top_is_same_liquid)
                                        {
-                                               cornerlevel = (-0.5+node_water_level)*BS;
+                                               cornerlevel = 0.5*BS;
                                                valid_count = 1;
                                                break;
                                        }
-                                       else if(content == CONTENT_WATER)
+                                       // Source is always the same height
+                                       else if(content == c_source)
+                                       {
+                                               cornerlevel = (-0.5+node_liquid_level)*BS;
+                                               valid_count = 1;
+                                               break;
+                                       }
+                                       // Flowing liquid has level information
+                                       else if(content == c_flowing)
                                        {
                                                cornerlevel += neighbor_levels[neighbordir];
                                                valid_count++;
                                        }
                                        else if(content == CONTENT_AIR)
                                        {
-                                               cornerlevel += -0.5*BS;
-                                               valid_count++;
+                                               air_count++;
                                        }
                                }
-                               if(valid_count > 0)
+                               if(air_count >= 2)
+                                       cornerlevel = -0.5*BS;
+                               else if(valid_count > 0)
                                        cornerlevel /= valid_count;
                                corner_levels[i] = cornerlevel;
                        }
@@ -457,47 +368,52 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 dir = side_dirs[i];
 
                                /*
-                                       If our topside is water and neighbor's topside
-                                       is water, don't draw side face
+                                       If our topside is liquid and neighbor's topside
+                                       is liquid, don't draw side face
                                */
-                               if(top_is_water &&
-                                               neighbor_flags[dir] & neighborflag_top_is_water)
+                               if(top_is_same_liquid &&
+                                               neighbor_flags[dir] & neighborflag_top_is_same_liquid)
                                        continue;
 
-                               u8 neighbor_content = neighbor_contents[dir];
+                               content_t neighbor_content = neighbor_contents[dir];
+                               const ContentFeatures &n_feat = nodedef->get(neighbor_content);
                                
-                               // Don't draw face if neighbor is not air or water
-                               if(neighbor_content != CONTENT_AIR
-                                               && neighbor_content != CONTENT_WATER)
+                               // Don't draw face if neighbor is blocking the view
+                               if(n_feat.solidness == 2)
                                        continue;
                                
-                               bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
+                               bool neighbor_is_same_liquid = (neighbor_content == c_source
+                                               || neighbor_content == c_flowing);
                                
-                               // Don't draw any faces if neighbor is water and top is water
-                               if(neighbor_is_water == true && top_is_water == false)
+                               // Don't draw any faces if neighbor same is liquid and top is
+                               // same liquid
+                               if(neighbor_is_same_liquid == true
+                                               && top_is_same_liquid == false)
                                        continue;
+
+                               // Use backface culled material if neighbor doesn't have a
+                               // solidness of 0
+                               video::SMaterial *current_material = &liquid_material;
+                               if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
+                                       current_material = &liquid_material_bfculled;
                                
                                video::S3DVertex vertices[4] =
                                {
-                                       /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y1()),
+                                                       pa_liquid1.x0(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
+                                                       pa_liquid1.x1(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
+                                                       pa_liquid1.x1(), pa_liquid1.y0()),
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
+                                                       pa_liquid1.x0(), pa_liquid1.y0()),
                                };
                                
                                /*
-                                       If our topside is water, set upper border of face
+                                       If our topside is liquid, set upper border of face
                                        at upper border of node
                                */
-                               if(top_is_water)
+                               if(top_is_same_liquid)
                                {
                                        vertices[2].Pos.Y = 0.5*BS;
                                        vertices[3].Pos.Y = 0.5*BS;
@@ -512,16 +428,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                }
                                
                                /*
-                                       If neighbor is water, lower border of face is corner
-                                       water levels
+                                       If neighbor is liquid, lower border of face is corner
+                                       liquid levels
                                */
-                               if(neighbor_is_water)
+                               if(neighbor_is_same_liquid)
                                {
                                        vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
                                        vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
                                }
                                /*
-                                       If neighbor is not water, lower border of face is
+                                       If neighbor is not liquid, lower border of face is
                                        lower border of node
                                */
                                else
@@ -540,35 +456,38 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                vertices[j].Pos.rotateXZBy(90);
                                        if(dir == v3s16(1,0,-0))
                                                vertices[j].Pos.rotateXZBy(-90);
+                                               
+                                       // Do this to not cause glitches when two liquids are
+                                       // side-by-side
+                                       /*if(neighbor_is_same_liquid == false){
+                                               vertices[j].Pos.X *= 0.98;
+                                               vertices[j].Pos.Z *= 0.98;
+                                       }*/
 
                                        vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
+                               collector.append(*current_material, vertices, 4, indices, 6);
                        }
                        
                        /*
                                Generate top side, if appropriate
                        */
                        
-                       if(top_is_water == false)
+                       if(top_is_same_liquid == false)
                        {
                                video::S3DVertex vertices[4] =
                                {
-                                       /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
                                        video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y1()),
+                                                       pa_liquid1.x0(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y1()),
+                                                       pa_liquid1.x1(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x1(), pa_water1.y0()),
+                                                       pa_liquid1.x1(), pa_liquid1.y0()),
                                        video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                                       pa_water1.x0(), pa_water1.y0()),
+                                                       pa_liquid1.x0(), pa_liquid1.y0()),
                                };
                                
                                // This fixes a strange bug
@@ -576,7 +495,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                for(s32 i=0; i<4; i++)
                                {
-                                       //vertices[i].Pos.Y += water_level;
+                                       //vertices[i].Pos.Y += liquid_level;
                                        //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
                                        s32 j = corner_resolve[i];
                                        vertices[i].Pos.Y += corner_levels[j];
@@ -585,221 +504,338 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_water1, vertices, 4, indices, 6);
+                               collector.append(liquid_material, vertices, 4, indices, 6);
                        }
-               }
-               /*
-                       Add water sources to mesh if using new style
-               */
-               else if(n.d == CONTENT_WATERSOURCE && new_style_water)
-               {
-                       //bool top_is_water = false;
-                       bool top_is_air = false;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;*/
-                       if(n.d == CONTENT_AIR)
-                               top_is_air = true;
-                       
-                       /*if(top_is_water == true)
-                               continue;*/
-                       if(top_is_air == false)
-                               continue;
-
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(WATER_ALPHA,l,l,l);
-                       
-                       video::S3DVertex vertices[4] =
-                       {
-                               /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
-                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y1()),
-                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y1()),
-                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x1(), pa_water1.y0()),
-                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
-                                               pa_water1.x0(), pa_water1.y0()),
-                       };
-
-                       for(s32 i=0; i<4; i++)
-                       {
-                               vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material_water1, vertices, 4, indices, 6);
-               }
-               /*
-                       Add leaves if using new style
-               */
-               else if(n.d == CONTENT_LEAVES && new_style_leaves)
+               break;}
+               case NDT_GLASSLIKE:
                {
-                       /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
+                       video::SMaterial material_glass;
+                       material_glass.setFlag(video::EMF_LIGHTING, false);
+                       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0),
+                                       &data->m_temp_mods, tsrc, nodedef);
+                       AtlasPointer pa_glass = tile_glass.texture;
+                       material_glass.setTexture(0, pa_glass.atlas);
+
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+                       video::SColor c = MapBlock_LightColor(255, l);
 
                        for(u32 j=0; j<6; j++)
                        {
+                               // Check this neighbor
+                               v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+                               MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
+                               // Don't make face if neighbor is of same type
+                               if(n2.getContent() == n.getContent())
+                                       continue;
+
+                               // The face at Z+
                                video::S3DVertex vertices[4] =
                                {
-                                       /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
                                        video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y1()),
+                                               pa_glass.x0(), pa_glass.y1()),
                                        video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y1()),
+                                               pa_glass.x1(), pa_glass.y1()),
                                        video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x1(), pa_leaves1.y0()),
+                                               pa_glass.x1(), pa_glass.y0()),
                                        video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_leaves1.x0(), pa_leaves1.y0()),
+                                               pa_glass.x0(), pa_glass.y0()),
                                };
-
-                               if(j == 0)
-                               {
+                               
+                               // Rotations in the g_6dirs format
+                               if(j == 0) // Z+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
+                               else if(j == 1) // Y+
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
+                                               vertices[i].Pos.rotateYZBy(-90);
+                               else if(j == 2) // X+
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
+                               else if(j == 3) // Z-
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
+                                               vertices[i].Pos.rotateXZBy(180);
+                               else if(j == 4) // Y-
                                        for(u16 i=0; i<4; i++)
                                                vertices[i].Pos.rotateYZBy(90);
-                               }
+                               else if(j == 5) // X-
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(90);
 
-                               for(u16 i=0; i<4; i++)
-                               {
+                               for(u16 i=0; i<4; i++){
                                        vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_leaves1, vertices, 4, indices, 6);
+                               collector.append(material_glass, vertices, 4, indices, 6);
                        }
-               }
-               /*
-                       Add glass
-               */
-               else if(n.d == CONTENT_GLASS)
+               break;}
+               case NDT_ALLFACES:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
+                       video::SMaterial material_leaves1;
+                       material_leaves1.setFlag(video::EMF_LIGHTING, false);
+                       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0),
+                                       &data->m_temp_mods, tsrc, nodedef);
+                       AtlasPointer pa_leaves1 = tile_leaves1.texture;
+                       material_leaves1.setTexture(0, pa_leaves1.atlas);
+
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+                       video::SColor c = MapBlock_LightColor(255, l);
 
-                       for(u32 j=0; j<6; j++)
+                       v3f pos = intToFloat(p+blockpos_nodes, BS);
+                       aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
+                       box.MinEdge += pos;
+                       box.MaxEdge += pos;
+                       makeCuboid(&collector, box,
+                                       &material_leaves1, &pa_leaves1, 1,
+                                       c, NULL);
+               break;}
+               case NDT_ALLFACES_OPTIONAL:
+                       // This is always pre-converted to something else
+                       assert(0);
+                       break;
+               case NDT_TORCHLIKE:
+               {
+                       v3s16 dir = n.getWallMountedDir(nodedef);
+                       
+                       AtlasPointer ap(0);
+                       if(dir == v3s16(0,-1,0)){
+                               ap = f.tiles[0].texture; // floor
+                       } else if(dir == v3s16(0,1,0)){
+                               ap = f.tiles[1].texture; // ceiling
+                       // For backwards compatibility
+                       } else if(dir == v3s16(0,0,0)){
+                               ap = f.tiles[0].texture; // floor
+                       } else {
+                               ap = f.tiles[2].texture; // side
+                       }
+
+                       // Set material
+                       video::SMaterial material;
+                       material.setFlag(video::EMF_LIGHTING, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_FOG_ENABLE, true);
+                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       material.MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       material.setTexture(0, ap.atlas);
+
+                       video::SColor c(255,255,255,255);
+
+                       // Wall at X+ of node
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+                                               ap.x0(), ap.y1()),
+                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+                                               ap.x1(), ap.y1()),
+                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+                                               ap.x1(), ap.y0()),
+                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+                                               ap.x0(), ap.y0()),
+                       };
+
+                       for(s32 i=0; i<4; i++)
+                       {
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXZBy(45);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXZBy(-45);
+
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                       }
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material, vertices, 4, indices, 6);
+               break;}
+               case NDT_SIGNLIKE:
+               {
+                       // Set material
+                       video::SMaterial material;
+                       material.setFlag(video::EMF_LIGHTING, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_FOG_ENABLE, true);
+                       material.MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       AtlasPointer ap = f.tiles[0].texture;
+                       material.setTexture(0, ap.atlas);
+
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+                       video::SColor c = MapBlock_LightColor(255, l);
+                               
+                       float d = (float)BS/16;
+                       // Wall at X+ of node
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y0()),
+                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
+                                               ap.x1(), ap.y0()),
+                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
+                                               ap.x1(), ap.y1()),
+                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y1()),
+                       };
+
+                       v3s16 dir = n.getWallMountedDir(nodedef);
+
+                       for(s32 i=0; i<4; i++)
+                       {
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXYBy(-90);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXYBy(90);
+
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                       }
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material, vertices, 4, indices, 6);
+               break;}
+               case NDT_PLANTLIKE:
+               {
+                       video::SMaterial material_papyrus;
+                       material_papyrus.setFlag(video::EMF_LIGHTING, false);
+                       material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_papyrus.MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       AtlasPointer pa_papyrus = f.tiles[0].texture;
+                       material_papyrus.setTexture(0, pa_papyrus.atlas);
+                       
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+                       video::SColor c = MapBlock_LightColor(255, l);
+
+                       for(u32 j=0; j<4; j++)
                        {
                                video::S3DVertex vertices[4] =
                                {
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.y0()),
+                                       video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
+                                               pa_papyrus.x0(), pa_papyrus.y1()),
+                                       video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
+                                               pa_papyrus.x1(), pa_papyrus.y1()),
+                                       video::S3DVertex( BS/2*f.visual_scale,
+                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
+                                               pa_papyrus.x1(), pa_papyrus.y0()),
+                                       video::S3DVertex(-BS/2*f.visual_scale,
+                                               -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
+                                               pa_papyrus.x0(), pa_papyrus.y0()),
                                };
 
                                if(j == 0)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
+                                               vertices[i].Pos.rotateXZBy(45);
                                }
                                else if(j == 1)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
+                                               vertices[i].Pos.rotateXZBy(-45);
                                }
                                else if(j == 2)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
+                                               vertices[i].Pos.rotateXZBy(135);
                                }
                                else if(j == 3)
                                {
                                        for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(-90);
-                               }
-                               else if(j == 5)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateYZBy(90);
+                                               vertices[i].Pos.rotateXZBy(-135);
                                }
 
                                for(u16 i=0; i<4; i++)
                                {
+                                       vertices[i].Pos *= f.visual_scale;
                                        vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                                }
 
                                u16 indices[] = {0,1,2,2,3,0};
                                // Add to mesh collector
-                               collector.append(material_glass, vertices, 4, indices, 6);
+                               collector.append(material_papyrus, vertices, 4, indices, 6);
                        }
-               }
-               /*
-                       Add fence
-               */
-               else if(n.d == CONTENT_FENCE)
+               break;}
+               case NDT_FENCELIKE:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
+                       video::SMaterial material_wood;
+                       material_wood.setFlag(video::EMF_LIGHTING, false);
+                       material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_wood.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       TileSpec tile_wood = getNodeTile(n, p, v3s16(0,0,0),
+                                       &data->m_temp_mods, tsrc, nodedef);
+                       AtlasPointer pa_wood = tile_wood.texture;
+                       material_wood.setTexture(0, pa_wood.atlas);
+
+                       video::SMaterial material_wood_nomod;
+                       material_wood_nomod.setFlag(video::EMF_LIGHTING, false);
+                       material_wood_nomod.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_wood_nomod.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_wood_nomod.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+                       TileSpec tile_wood_nomod = getNodeTile(n, p, v3s16(0,0,0),
+                                       NULL, tsrc, nodedef);
+                       AtlasPointer pa_wood_nomod = tile_wood_nomod.texture;
+                       material_wood_nomod.setTexture(0, pa_wood_nomod.atlas);
+
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+                       video::SColor c = MapBlock_LightColor(255, l);
 
                        const f32 post_rad=(f32)BS/10;
                        const f32 bar_rad=(f32)BS/20;
                        const f32 bar_len=(f32)(BS/2)-post_rad;
 
-                       // The post - always present
                        v3f pos = intToFloat(p+blockpos_nodes, BS);
+
+                       // The post - always present
+                       aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
+                       post.MinEdge += pos;
+                       post.MaxEdge += pos;
                        f32 postuv[24]={
+                                       0.4,0.4,0.6,0.6,
                                        0.4,0.4,0.6,0.6,
                                        0.35,0,0.65,1,
                                        0.35,0,0.65,1,
                                        0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.4,0.4,0.6,0.6};
-                       makeCuboid(material_wood, &collector,
-                               &pa_wood, c, pos,
-                               post_rad,BS/2,post_rad, postuv);
+                                       0.35,0,0.65,1};
+                       makeCuboid(&collector, post, &material_wood,
+                                       &pa_wood, 1, c, postuv);
 
                        // Now a section of fence, +X, if there's a post there
                        v3s16 p2 = p;
                        p2.X++;
                        MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.d == CONTENT_FENCE)
+                       const ContentFeatures *f2 = &nodedef->get(n2);
+                       if(f2->drawtype == NDT_FENCELIKE)
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.X += BS/2;
-                               pos.Y += BS/4;
+                               aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
+                                               bar_len+BS/2,bar_rad+BS/4,bar_rad);
+                               bar.MinEdge += pos;
+                               bar.MaxEdge += pos;
                                f32 xrailuv[24]={
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
@@ -807,25 +843,25 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
-
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
+                               makeCuboid(&collector, bar, &material_wood_nomod,
+                                               &pa_wood_nomod, 1, c, xrailuv);
+                               bar.MinEdge.Y -= BS/2;
+                               bar.MaxEdge.Y -= BS/2;
+                               makeCuboid(&collector, bar, &material_wood_nomod,
+                                               &pa_wood_nomod, 1, c, xrailuv);
                        }
 
                        // Now a section of fence, +Z, if there's a post there
                        p2 = p;
                        p2.Z++;
                        n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.d == CONTENT_FENCE)
+                       f2 = &nodedef->get(n2);
+                       if(f2->drawtype == NDT_FENCELIKE)
                        {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.Z += BS/2;
-                               pos.Y += BS/4;
+                               aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
+                                               bar_rad,bar_rad+BS/4,bar_len+BS/2);
+                               bar.MinEdge += pos;
+                               bar.MaxEdge += pos;
                                f32 zrailuv[24]={
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
@@ -833,144 +869,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6,
                                        0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
-
-                       }
-
-               }
-#if 1
-               /*
-                       Add stones with minerals if stone is invisible
-               */
-               else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
-               {
-                       for(u32 j=0; j<6; j++)
-                       {
-                               // NOTE: Hopefully g_6dirs[j] is the right direction...
-                               v3s16 dir = g_6dirs[j];
-                               /*u8 l = 0;
-                               MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
-                               if(content_features(n2.d).param_type == CPT_LIGHT)
-                                       l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
-                               else
-                                       l = 255;*/
-                               u8 l = 255;
-                               video::SColor c(255,l,l,l);
-                               
-                               // Get the right texture
-                               TileSpec ts = n.getTile(dir);
-                               AtlasPointer ap = ts.texture;
-                               material_general.setTexture(0, ap.atlas);
-                               video::S3DVertex vertices[4] =
-                               {
-                                       /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
-                                       video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               ap.x1(), ap.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               ap.x0(), ap.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(0);
-                               }
-                               else if(j == 1)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(180);
-                               }
-                               else if(j == 2)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(-90);
-                               }
-                               else if(j == 3)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(90);
-                               }
-                               else if(j == 4)
-
-                               for(u16 i=0; i<4; i++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
 
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_general, vertices, 4, indices, 6);
+                               makeCuboid(&collector, bar, &material_wood_nomod,
+                                               &pa_wood_nomod, 1, c, zrailuv);
+                               bar.MinEdge.Y -= BS/2;
+                               bar.MaxEdge.Y -= BS/2;
+                               makeCuboid(&collector, bar, &material_wood_nomod,
+                                               &pa_wood_nomod, 1, c, zrailuv);
                        }
-               }
-#endif
-               else if(n.d == CONTENT_PAPYRUS)
+               break;}
+               case NDT_RAILLIKE:
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
-
-                       for(u32 j=0; j<4; j++)
-                       {
-                               video::S3DVertex vertices[4] =
-                               {
-                                       video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y1()),
-                                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.y0()),
-                               };
-
-                               if(j == 0)
-                               {
-                                       for(u16 i=0; i<4; i++)
-                                               vertices[i].Pos.rotateXZBy(45);
-                               }
-                               else if(j == 1)
-                               {
-                                       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++)
-                               {
-                                       vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_papyrus, vertices, 4, indices, 6);
-                       }
-               }
-               else if(n.d == CONTENT_RAIL)
-               {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(255,l,l,l);
-
                        bool is_rail_x [] = { false, false };  /* x-1, x+1 */
                        bool is_rail_z [] = { false, false };  /* z-1, z+1 */
 
@@ -978,53 +887,59 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
                        MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
                        MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
-
-                       if(n_minus_x.d == CONTENT_RAIL)
+                       
+                       content_t thiscontent = n.getContent();
+                       if(n_minus_x.getContent() == thiscontent)
                                is_rail_x[0] = true;
-                       if(n_plus_x.d == CONTENT_RAIL)
+                       if(n_plus_x.getContent() == thiscontent)
                                is_rail_x[1] = true;
-                       if(n_minus_z.d == CONTENT_RAIL)
+                       if(n_minus_z.getContent() == thiscontent)
                                is_rail_z[0] = true;
-                       if(n_plus_z.d == CONTENT_RAIL)
+                       if(n_plus_z.getContent() == thiscontent)
                                is_rail_z[1] = true;
 
-                       float d = (float)BS/16;
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                       0, 1),
-                               video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
-                                       1, 1),
-                               video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                       1, 0),
-                               video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
-                                       0, 0),
-                       };
-
-                       video::SMaterial material_rail;
-                       material_rail.setFlag(video::EMF_LIGHTING, false);
-                       material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_rail.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_rail.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
                        int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
 
                        // Assign textures
+                       AtlasPointer ap = f.tiles[0].texture; // straight
                        if(adjacencies < 2)
-                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
+                               ap = f.tiles[0].texture; // straight
                        else if(adjacencies == 2)
                        {
                                if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
-                                       material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
+                                       ap = f.tiles[0].texture; // straight
                                else
-                                       material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
+                                       ap = f.tiles[1].texture; // curved
                        }
                        else if(adjacencies == 3)
-                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
+                               ap = f.tiles[2].texture; // t-junction
                        else if(adjacencies == 4)
-                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
+                               ap = f.tiles[3].texture; // crossing
+                       
+                       video::SMaterial material_rail;
+                       material_rail.setFlag(video::EMF_LIGHTING, false);
+                       material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_rail.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_rail.MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       material_rail.setTexture(0, ap.atlas);
+
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+                       video::SColor c = MapBlock_LightColor(255, l);
+
+                       float d = (float)BS/16;
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y1()),
+                               video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
+                                               ap.x1(), ap.y1()),
+                               video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
+                                               ap.x1(), ap.y0()),
+                               video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y0()),
+                       };
 
                        // Rotate textures
                        int angle = 0;
@@ -1069,8 +984,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
                        u16 indices[] = {0,1,2,2,3,0};
                        collector.append(material_rail, vertices, 4, indices, 6);
+               break;}
                }
        }
 }
-#endif