ToolDefManager serialization
[oweals/minetest.git] / src / content_mapblock.cpp
index 1ae6886a5b123322fa8bb319e584534cb8c18755..ff6215a540abd08653fd3499ce7d4955619c34be 100644 (file)
@@ -1,4 +1,4 @@
- /*
+/*
 Minetest-c55
 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
 
@@ -19,9 +19,12 @@ 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 "main.h" // For g_settings
 #include "mineral.h"
 #include "mapblock_mesh.h" // For MapBlock_LightColor()
+#include "settings.h"
+#include "nodedef.h"
+#include "gamedef.h"
 
 #ifndef SERVER
 // Create a cuboid.
@@ -120,18 +123,21 @@ void makeCuboid(video::SMaterial &material, MeshCollector *collector,
 
 #ifndef SERVER
 void mapblock_mesh_generate_special(MeshMakeData *data,
-               MeshCollector &collector)
+               MeshCollector &collector, IGameDef *gamedef)
 {
+       ITextureSource *tsrc = gamedef->tsrc();
+       INodeDefManager *nodedef = gamedef->ndef();
+
        // 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");
+       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");
        
        float node_liquid_level = 1.0;
        if(new_style_water)
@@ -142,12 +148,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        // 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"));
+       AtlasPointer pa_leaves1 = tsrc->getTexture(
+                       tsrc->getTextureId("leaves.png"));
        material_leaves1.setTexture(0, pa_leaves1.atlas);
 
        // Glass material
@@ -156,8 +161,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        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"));
+       AtlasPointer pa_glass = tsrc->getTexture(
+                       tsrc->getTextureId("glass.png"));
        material_glass.setTexture(0, pa_glass.atlas);
 
        // Wood material
@@ -166,8 +171,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        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"));
+       AtlasPointer pa_wood = tsrc->getTexture(
+                       tsrc->getTextureId("wood.png"));
        material_wood.setTexture(0, pa_wood.atlas);
 
        // General ground material for special output
@@ -185,8 +190,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        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"));
+       AtlasPointer pa_papyrus = tsrc->getTexture(
+                       tsrc->getTextureId("papyrus.png"));
        material_papyrus.setTexture(0, pa_papyrus.atlas);
        
        // Apple material
@@ -195,18 +200,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        material_apple.setFlag(video::EMF_BILINEAR_FILTER, false);
        material_apple.setFlag(video::EMF_FOG_ENABLE, true);
        material_apple.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_apple = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("apple.png"));
+       AtlasPointer pa_apple = tsrc->getTexture(
+                       tsrc->getTextureId("apple.png"));
        material_apple.setTexture(0, pa_apple.atlas);
 
+
+       // Sapling material
+       video::SMaterial material_sapling;
+       material_sapling.setFlag(video::EMF_LIGHTING, false);
+       material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_sapling.setFlag(video::EMF_FOG_ENABLE, true);
+       material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       AtlasPointer pa_sapling = tsrc->getTexture(
+                       tsrc->getTextureId("sapling.png"));
+       material_sapling.setTexture(0, pa_sapling.atlas);
+
+
        // junglegrass material
        video::SMaterial material_junglegrass;
        material_junglegrass.setFlag(video::EMF_LIGHTING, false);
        material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
        material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
        material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_junglegrass = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("junglegrass.png"));
+       AtlasPointer pa_junglegrass = tsrc->getTexture(
+                       tsrc->getTextureId("junglegrass.png"));
        material_junglegrass.setTexture(0, pa_junglegrass.atlas);
 
        for(s16 z=0; z<MAP_BLOCKSIZE; z++)
@@ -216,25 +233,54 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                v3s16 p(x,y,z);
 
                MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-               
+
                /*
                        Add torches to mesh
                */
                if(n.getContent() == CONTENT_TORCH)
                {
+                       v3s16 dir = unpackDir(n.param2);
+                       
+                       const char *texturename = "torch.png";
+                       if(dir == v3s16(0,-1,0)){
+                               texturename = "torch_on_floor.png";
+                       } else if(dir == v3s16(0,1,0)){
+                               texturename = "torch_on_ceiling.png";
+                       // For backwards compatibility
+                       } else if(dir == v3s16(0,0,0)){
+                               texturename = "torch_on_floor.png";
+                       } else {
+                               texturename = "torch.png";
+                       }
+
+                       AtlasPointer ap = tsrc->getTexture(texturename);
+
+                       // 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, 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),
+                               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()),
                        };
 
-                       v3s16 dir = unpackDir(n.param2);
-
                        for(s32 i=0; i<4; i++)
                        {
                                if(dir == v3s16(1,0,0))
@@ -253,29 +299,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       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"));
-
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
                        collector.append(material, vertices, 4, indices, 6);
@@ -285,17 +308,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                */
                else if(n.getContent() == CONTENT_SIGN_WALL)
                {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+                       AtlasPointer ap = tsrc->getTexture("sign_wall.png");
+
+                       // 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;
+                       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, 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-d,-BS/2,-BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y1()),
+                               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.x1(), ap.y0()),
+                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y0()),
                        };
 
                        v3s16 dir = unpackDir(n.param2);
@@ -318,19 +357,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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);
@@ -338,31 +364,34 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                /*
                        Add flowing liquid to mesh
                */
-               else if(content_features(n).liquid_type == LIQUID_FLOWING)
+               else if(nodedef->get(n).liquid_type == LIQUID_FLOWING)
                {
-                       assert(content_features(n).special_material);
+                       assert(nodedef->get(n).special_material);
                        video::SMaterial &liquid_material =
-                                       *content_features(n).special_material;
-                       assert(content_features(n).special_atlas);
+                                       *nodedef->get(n).special_material;
+                       video::SMaterial &liquid_material_bfculled =
+                                       *nodedef->get(n).special_material2;
+
+                       assert(nodedef->get(n).special_atlas);
                        AtlasPointer &pa_liquid1 =
-                                       *content_features(n).special_atlas;
+                                       *nodedef->get(n).special_atlas;
 
                        bool top_is_same_liquid = false;
                        MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       content_t c_flowing = content_features(n).liquid_alternative_flowing;
-                       content_t c_source = content_features(n).liquid_alternative_source;
+                       content_t c_flowing = nodedef->get(n).liquid_alternative_flowing;
+                       content_t c_source = 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).param_type == CPT_LIGHT)
-                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
+                       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));
+                               l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
                        video::SColor c = MapBlock_LightColor(
-                                       content_features(n).vertex_alpha, l);
+                                       nodedef->get(n).vertex_alpha, l);
                        
                        // Neighbor liquid levels (key = relative position)
                        // Includes current node
@@ -495,10 +524,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        continue;
 
                                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 liquid
-                               if(neighbor_content != CONTENT_AIR
-                                               && content_liquid(neighbor_content) == false)
+                               // Don't draw face if neighbor is blocking the view
+                               if(n_feat.solidness == 2)
                                        continue;
                                
                                bool neighbor_is_same_liquid = (neighbor_content == c_source
@@ -509,13 +538,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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_liquid1.x0(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
@@ -576,17 +607,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                
                                        // Do this to not cause glitches when two liquids are
                                        // side-by-side
-                                       if(neighbor_is_same_liquid == false){
+                                       /*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(liquid_material, vertices, 4, indices, 6);
+                               collector.append(*current_material, vertices, 4, indices, 6);
                        }
                        
                        /*
@@ -597,10 +628,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        {
                                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_liquid1.x0(), pa_liquid1.y1()),
                                        video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
@@ -631,15 +658,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                /*
                        Add water sources to mesh if using new style
                */
-               else if(content_features(n).liquid_type == LIQUID_SOURCE
+               else if(nodedef->get(n).liquid_type == LIQUID_SOURCE
                                && new_style_water)
                {
-                       assert(content_features(n).special_material);
+                       assert(nodedef->get(n).special_material);
                        video::SMaterial &liquid_material =
-                                       *content_features(n).special_material;
-                       assert(content_features(n).special_atlas);
+                                       *nodedef->get(n).special_material;
+                       assert(nodedef->get(n).special_atlas);
                        AtlasPointer &pa_liquid1 =
-                                       *content_features(n).special_atlas;
+                                       *nodedef->get(n).special_atlas;
 
                        bool top_is_air = false;
                        MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
@@ -649,16 +676,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        if(top_is_air == false)
                                continue;
 
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
                        video::SColor c = MapBlock_LightColor(
-                                       content_features(n).vertex_alpha, l);
+                                       nodedef->get(n).vertex_alpha, 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_liquid1.x0(), pa_liquid1.y1()),
                                video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
@@ -684,18 +707,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                */
                else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
                {
-                       /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));*/
+                       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++)
                        {
                                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()),
                                        video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
@@ -752,7 +771,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                */
                else if(n.getContent() == CONTENT_GLASS)
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       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++)
@@ -815,7 +834,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                */
                else if(n.getContent() == CONTENT_FENCE)
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       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;
@@ -892,7 +911,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                /*
                        Add stones with minerals if stone is invisible
                */
-               else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
+               else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral(nodedef) != MINERAL_NONE)
                {
                        for(u32 j=0; j<6; j++)
                        {
@@ -900,24 +919,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16 dir = g_6dirs[j];
                                /*u8 l = 0;
                                MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
-                               if(content_features(n2).param_type == CPT_LIGHT)
-                                       l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
+                               if(nodedef->get(n2).param_type == CPT_LIGHT)
+                                       l = decode_light(n2.getLightBlend(data->m_daynight_ratio, nodedef));
                                else
                                        l = 255;*/
                                u8 l = 255;
                                video::SColor c = MapBlock_LightColor(255, l);
                                
                                // Get the right texture
-                               TileSpec ts = n.getTile(dir);
+                               TileSpec ts = n.getTile(dir, tsrc, nodedef);
                                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,
@@ -963,7 +978,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 #endif
                else if(n.getContent() == CONTENT_PAPYRUS)
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       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++)
@@ -1013,7 +1028,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                }
                else if(n.getContent() == CONTENT_JUNGLEGRASS)
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       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++)
@@ -1021,13 +1036,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                video::S3DVertex vertices[4] =
                                {
                                        video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.y1()),
+                                               pa_junglegrass.x0(), pa_junglegrass.y1()),
                                        video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y1()),
+                                               pa_junglegrass.x1(), pa_junglegrass.y1()),
                                        video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
-                                               pa_papyrus.x1(), pa_papyrus.y0()),
+                                               pa_junglegrass.x1(), pa_junglegrass.y0()),
                                        video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
-                                               pa_papyrus.x0(), pa_papyrus.y0()),
+                                               pa_junglegrass.x0(), pa_junglegrass.y0()),
                                };
 
                                if(j == 0)
@@ -1064,9 +1079,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                }
                else if(n.getContent() == CONTENT_RAIL)
                {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c = MapBlock_LightColor(255, l);
-
                        bool is_rail_x [] = { false, false };  /* x-1, x+1 */
                        bool is_rail_z [] = { false, false };  /* z-1, z+1 */
 
@@ -1084,18 +1096,25 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        if(n_plus_z.getContent() == CONTENT_RAIL)
                                is_rail_z[1] = true;
 
-                       float d = (float)BS/16;
-                       video::S3DVertex vertices[4] =
+                       int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
+
+                       // Assign textures
+                       const char *texturename = "rail.png";
+                       if(adjacencies < 2)
+                               texturename = "rail.png";
+                       else if(adjacencies == 2)
                        {
-                               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),
-                       };
+                               if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
+                                       texturename = "rail.png";
+                               else
+                                       texturename = "rail_curved.png";
+                       }
+                       else if(adjacencies == 3)
+                               texturename = "rail_t_junction.png";
+                       else if(adjacencies == 4)
+                               texturename = "rail_crossing.png";
+                       
+                       AtlasPointer ap = tsrc->getTexture(texturename);
 
                        video::SMaterial material_rail;
                        material_rail.setFlag(video::EMF_LIGHTING, false);
@@ -1104,23 +1123,23 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        material_rail.setFlag(video::EMF_FOG_ENABLE, true);
                        material_rail.MaterialType
                                        = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       material_rail.setTexture(0, ap.atlas);
 
-                       int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+                       video::SColor c = MapBlock_LightColor(255, l);
 
-                       // Assign textures
-                       if(adjacencies < 2)
-                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
-                       else if(adjacencies == 2)
+                       float d = (float)BS/16;
+                       video::S3DVertex vertices[4] =
                        {
-                               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"));
-                               else
-                                       material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
-                       }
-                       else if(adjacencies == 3)
-                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
-                       else if(adjacencies == 4)
-                               material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
+                               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;
@@ -1167,7 +1186,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        collector.append(material_rail, vertices, 4, indices, 6);
                }
                else if (n.getContent() == CONTENT_LADDER) {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+                       AtlasPointer ap = tsrc->getTexture("ladder.png");
+                       
+                       // Set material
+                       video::SMaterial material_ladder;
+                       material_ladder.setFlag(video::EMF_LIGHTING, false);
+                       material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
+                       material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       material_ladder.setTexture(0, ap.atlas);
+
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
                        video::SColor c(255,l,l,l);
 
                        float d = (float)BS/16;
@@ -1175,10 +1205,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        // Assume wall is at X+
                        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-d,-BS/2,-BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y1()),
+                               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.x1(), ap.y0()),
+                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
+                                               ap.x0(), ap.y0()),
                        };
 
                        v3s16 dir = unpackDir(n.param2);
@@ -1201,21 +1235,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
                        }
 
-                       video::SMaterial material_ladder;
-                       material_ladder.setFlag(video::EMF_LIGHTING, false);
-                       material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
-                       material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-                       material_ladder.setTexture(0, g_texturesource->getTextureRaw("ladder.png"));
-
                        u16 indices[] = {0,1,2,2,3,0};
                        // Add to mesh collector
                        collector.append(material_ladder, vertices, 4, indices, 6);
                }
                else if(n.getContent() == CONTENT_APPLE)
                {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       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++)
@@ -1263,6 +1289,55 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                collector.append(material_apple, vertices, 4, indices, 6);
                        }
                }
+               else if(n.getContent() == CONTENT_SAPLING) {
+                       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/2,0, 0,0,0, c,
+                                               pa_sapling.x0(), pa_sapling.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+                                               pa_sapling.x1(), pa_sapling.y1()),
+                                       video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
+                                               pa_sapling.x1(), pa_sapling.y0()),
+                                       video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
+                                               pa_sapling.x0(), pa_sapling.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_sapling, vertices, 4, indices, 6);
+                       }
+               }
        }
 }
 #endif