Restore finalColorBlend implementation in shaders.
[oweals/minetest.git] / src / mapblock_mesh.cpp
index cbc38ddb5114ada20836ab6612c8a64ba24a8973..0ca24a1f919b2f847142f354198edb4a5415c4a3 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -32,6 +32,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "util/directiontables.h"
 
+static void applyFacesShading(video::SColor& color, float factor)
+{
+       color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
+       color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
+}
+
 /*
        MeshMakeData
 */
@@ -40,7 +46,10 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
        m_vmanip(),
        m_blockpos(-1337,-1337,-1337),
        m_crack_pos_relative(-1337, -1337, -1337),
+       m_highlighted_pos_relative(-1337, -1337, -1337),
        m_smooth_lighting(false),
+       m_show_hud(false),
+       m_highlight_mesh_color(255, 255, 255, 255),
        m_gamedef(gamedef)
 {}
 
@@ -49,15 +58,16 @@ void MeshMakeData::fill(MapBlock *block)
        m_blockpos = block->getPos();
 
        v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
-       
+
        /*
                Copy data
        */
 
        // Allocate this block + neighbors
        m_vmanip.clear();
-       m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
-                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
+       VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
+                       blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
+       m_vmanip.addArea(voxel_area);
 
        {
                //TimeTaker timer("copy central block data");
@@ -74,7 +84,7 @@ void MeshMakeData::fill(MapBlock *block)
                        Copy neighbors. This is lightning fast.
                        Copying only the borders would be *very* slow.
                */
-               
+
                // Get map
                Map *map = block->getParent();
 
@@ -92,7 +102,7 @@ void MeshMakeData::fill(MapBlock *block)
 void MeshMakeData::fillSingleNode(MapNode *node)
 {
        m_blockpos = v3s16(0,0,0);
-       
+
        v3s16 blockpos_nodes = v3s16(0,0,0);
        VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
                        blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
@@ -126,6 +136,12 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
                m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
 }
 
+void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
+{
+       m_show_hud = show_hud;
+       m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
+}
+
 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
 {
        m_smooth_lighting = smooth_lighting;
@@ -140,9 +156,8 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting)
        Single light bank.
 */
 static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
-               MeshMakeData *data)
+               INodeDefManager *ndef)
 {
-       INodeDefManager *ndef = data->m_gamedef->ndef();
        u8 light = n.getLight(bank, ndef);
 
        while(increment > 0)
@@ -163,10 +178,10 @@ static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
        Calculate non-smooth lighting at interior of node.
        Both light banks.
 */
-u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
+u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
 {
-       u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
-       u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
+       u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
+       u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
        return day | (night << 8);
 }
 
@@ -175,10 +190,8 @@ u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
        Single light bank.
 */
 static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
-               v3s16 face_dir, MeshMakeData *data)
+               v3s16 face_dir, INodeDefManager *ndef)
 {
-       INodeDefManager *ndef = data->m_gamedef->ndef();
-
        u8 light;
        u8 l1 = n.getLight(bank, ndef);
        u8 l2 = n2.getLight(bank, ndef);
@@ -190,26 +203,9 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
        // Boost light level for light sources
        u8 light_source = MYMAX(ndef->get(n).light_source,
                        ndef->get(n2).light_source);
-       //if(light_source >= light)
-               //return decode_light(undiminish_light(light_source));
        if(light_source > light)
-               //return decode_light(light_source);
                light = light_source;
 
-       // Make some nice difference to different sides
-
-       // This makes light come from a corner
-       /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
-               light = diminish_light(diminish_light(light));
-       else if(face_dir.X == -1 || face_dir.Z == -1)
-               light = diminish_light(light);*/
-
-       // All neighboring faces have different shade (like in minecraft)
-       if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
-               light = diminish_light(diminish_light(light));
-       else if(face_dir.Z == 1 || face_dir.Z == -1)
-               light = diminish_light(light);
-
        return decode_light(light);
 }
 
@@ -217,20 +213,20 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
        Calculate non-smooth lighting at face of node.
        Both light banks.
 */
-u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
 {
-       u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
-       u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
+       u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
+       u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
        return day | (night << 8);
 }
 
 /*
        Calculate smooth lighting at the XYZ- corner of p.
-       Single light bank.
+       Both light banks
 */
-static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
+static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
 {
-       static v3s16 dirs8[8] = {
+       static const v3s16 dirs8[8] = {
                v3s16(0,0,0),
                v3s16(0,0,1),
                v3s16(0,1,0),
@@ -244,64 +240,68 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
        INodeDefManager *ndef = data->m_gamedef->ndef();
 
        u16 ambient_occlusion = 0;
-       u16 light = 0;
        u16 light_count = 0;
        u8 light_source_max = 0;
-       for(u32 i=0; i<8; i++)
+       u16 light_day = 0;
+       u16 light_night = 0;
+
+       for (u32 i = 0; i < 8; i++)
        {
                MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
+
+               // if it's CONTENT_IGNORE we can't do any light calculations
+               if (n.getContent() == CONTENT_IGNORE) {
+                       continue;
+               }
+
                const ContentFeatures &f = ndef->get(n);
-               if(f.light_source > light_source_max)
+               if (f.light_source > light_source_max)
                        light_source_max = f.light_source;
-               // Check f.solidness because fast-style leaves look
-               // better this way
-               if(f.param_type == CPT_LIGHT && f.solidness != 2)
-               {
-                       light += decode_light(n.getLight(bank, ndef));
+               // Check f.solidness because fast-style leaves look better this way
+               if (f.param_type == CPT_LIGHT && f.solidness != 2) {
+                       light_day += decode_light(n.getLight(LIGHTBANK_DAY, ndef));
+                       light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef));
                        light_count++;
-               }
-               else if(n.getContent() != CONTENT_IGNORE)
-               {
+               } else {
                        ambient_occlusion++;
                }
        }
 
        if(light_count == 0)
-               return 255;
-       
-       light /= light_count;
+               return 0xffff;
+
+       light_day /= light_count;
+       light_night /= light_count;
 
        // Boost brightness around light sources
-       if(decode_light(light_source_max) >= light)
-               //return decode_light(undiminish_light(light_source_max));
-               return decode_light(light_source_max);
+       bool skip_ambient_occlusion_day = false;
+       if(decode_light(light_source_max) >= light_day) {
+               light_day = decode_light(light_source_max);
+               skip_ambient_occlusion_day = true;
+       }
 
-       if(ambient_occlusion > 4)
-       {
-               //ambient_occlusion -= 4;
-               //light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-               float light_amount = (8 - ambient_occlusion) / 4.0;
-               float light_f = (float)light / 255.0;
-               light_f = pow(light_f, 2.2f); // gamma -> linear space
-               light_f = light_f * light_amount;
-               light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
-               if(light_f > 1.0)
-                       light_f = 1.0;
-               light = 255.0 * light_f + 0.5;
+       bool skip_ambient_occlusion_night = false;
+       if(decode_light(light_source_max) >= light_night) {
+               light_night = decode_light(light_source_max);
+               skip_ambient_occlusion_night = true;
        }
 
-       return light;
-}
+       if (ambient_occlusion > 4)
+       {
+               //table of precalculated gamma space multiply factors
+               //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
+               static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 };
 
-/*
-       Calculate smooth lighting at the XYZ- corner of p.
-       Both light banks.
-*/
-static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
-{
-       u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
-       u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
-       return day | (night << 8);
+               //calculate table index for gamma space multiplier
+               ambient_occlusion -= 5;
+
+               if (!skip_ambient_occlusion_day)
+                       light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
+               if (!skip_ambient_occlusion_night)
+                       light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
+       }
+
+       return light_day | (light_night << 8);
 }
 
 /*
@@ -311,20 +311,20 @@ static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
 {
        if(corner.X == 1) p.X += 1;
-       else              assert(corner.X == -1);
+       // else corner.X == -1
        if(corner.Y == 1) p.Y += 1;
-       else              assert(corner.Y == -1);
+       // else corner.Y == -1
        if(corner.Z == 1) p.Z += 1;
-       else              assert(corner.Z == -1);
-       
-       return getSmoothLight(p, data);
+       // else corner.Z == -1
+
+       return getSmoothLightCombined(p, data);
 }
 
 /*
        Converts from day + night color values (0..255)
        and a given daynight_ratio to the final SColor shown on screen.
 */
-static void finalColorBlend(video::SColor& result,
+void finalColorBlend(video::SColor& result,
                u8 day, u8 night, u32 daynight_ratio)
 {
        s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
@@ -336,25 +336,19 @@ static void finalColorBlend(video::SColor& result,
 
        // Emphase blue a bit in darker places
        // Each entry of this array represents a range of 8 blue levels
-       static u8 emphase_blue_when_dark[32] = {
+       static const u8 emphase_blue_when_dark[32] = {
                1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        };
-       if(b < 0)
-               b = 0;
-       if(b > 255)
-               b = 255;
        b += emphase_blue_when_dark[b / 8];
+       b = irr::core::clamp (b, 0, 255);
 
        // Artificial light is yellow-ish
-       static u8 emphase_yellow_when_artificial[16] = {
+       static const u8 emphase_yellow_when_artificial[16] = {
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
        };
        rg += emphase_yellow_when_artificial[night/16];
-       if(rg < 0)
-               rg = 0;
-       if(rg > 255)
-               rg = 255;
+       rg = irr::core::clamp (rg, 0, 255);
 
        result.setRed(rg);
        result.setGreen(rg);
@@ -435,16 +429,134 @@ struct FastFace
 };
 
 static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
-               v3f p, v3s16 dir, v3f scale, core::array<FastFace> &dest)
+               v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
 {
        FastFace face;
-       
+
        // Position is at the center of the cube.
        v3f pos = p * BS;
 
+       float x0 = 0.0;
+       float y0 = 0.0;
+       float w = 1.0;
+       float h = 1.0;
+
        v3f vertex_pos[4];
        v3s16 vertex_dirs[4];
        getNodeVertexDirs(dir, vertex_dirs);
+
+       v3s16 t;
+       u16 t1;
+       switch (tile.rotation)
+       {
+       case 0:
+               break;
+       case 1: //R90
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[3];
+               vertex_dirs[3] = vertex_dirs[2];
+               vertex_dirs[2] = vertex_dirs[1];
+               vertex_dirs[1] = t;
+               t1=li0;
+               li0=li3;
+               li3=li2;
+               li2=li1;
+               li1=t1;
+               break;
+       case 2: //R180
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[2];
+               vertex_dirs[2] = t;
+               t = vertex_dirs[1];
+               vertex_dirs[1] = vertex_dirs[3];
+               vertex_dirs[3] = t;
+               t1  = li0;
+               li0 = li2;
+               li2 = t1;
+               t1  = li1;
+               li1 = li3;
+               li3 = t1;
+               break;
+       case 3: //R270
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[1];
+               vertex_dirs[1] = vertex_dirs[2];
+               vertex_dirs[2] = vertex_dirs[3];
+               vertex_dirs[3] = t;
+               t1  = li0;
+               li0 = li1;
+               li1 = li2;
+               li2 = li3;
+               li3 = t1;
+               break;
+       case 4: //FXR90
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[3];
+               vertex_dirs[3] = vertex_dirs[2];
+               vertex_dirs[2] = vertex_dirs[1];
+               vertex_dirs[1] = t;
+               t1  = li0;
+               li0 = li3;
+               li3 = li2;
+               li2 = li1;
+               li1 = t1;
+               y0 += h;
+               h *= -1;
+               break;
+       case 5: //FXR270
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[1];
+               vertex_dirs[1] = vertex_dirs[2];
+               vertex_dirs[2] = vertex_dirs[3];
+               vertex_dirs[3] = t;
+               t1  = li0;
+               li0 = li1;
+               li1 = li2;
+               li2 = li3;
+               li3 = t1;
+               y0 += h;
+               h *= -1;
+               break;
+       case 6: //FYR90
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[3];
+               vertex_dirs[3] = vertex_dirs[2];
+               vertex_dirs[2] = vertex_dirs[1];
+               vertex_dirs[1] = t;
+               t1  = li0;
+               li0 = li3;
+               li3 = li2;
+               li2 = li1;
+               li1 = t1;
+               x0 += w;
+               w *= -1;
+               break;
+       case 7: //FYR270
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[1];
+               vertex_dirs[1] = vertex_dirs[2];
+               vertex_dirs[2] = vertex_dirs[3];
+               vertex_dirs[3] = t;
+               t1  = li0;
+               li0 = li1;
+               li1 = li2;
+               li2 = li3;
+               li3 = t1;
+               x0 += w;
+               w *= -1;
+               break;
+       case 8: //FX
+               y0 += h;
+               h *= -1;
+               break;
+       case 9: //FY
+               x0 += w;
+               w *= -1;
+               break;
+       default:
+               break;
+       }
+
        for(u16 i=0; i<4; i++)
        {
                vertex_pos[i] = v3f(
@@ -462,7 +574,7 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                vertex_pos[i] += pos;
        }
 
-       f32 abs_scale = 1.;
+       f32 abs_scale = 1.0;
        if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
        else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
        else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
@@ -471,26 +583,20 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
 
        u8 alpha = tile.alpha;
 
-       float x0 = tile.texture.pos.X;
-       float y0 = tile.texture.pos.Y;
-       float w = tile.texture.size.X;
-       float h = tile.texture.size.Y;
-
        face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
-                       MapBlock_LightColor(alpha, li0),
+                       MapBlock_LightColor(alpha, li0, light_source),
                        core::vector2d<f32>(x0+w*abs_scale, y0+h));
        face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
-                       MapBlock_LightColor(alpha, li1),
+                       MapBlock_LightColor(alpha, li1, light_source),
                        core::vector2d<f32>(x0, y0+h));
        face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
-                       MapBlock_LightColor(alpha, li2),
+                       MapBlock_LightColor(alpha, li2, light_source),
                        core::vector2d<f32>(x0, y0));
        face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
-                       MapBlock_LightColor(alpha, li3),
+                       MapBlock_LightColor(alpha, li3, light_source),
                        core::vector2d<f32>(x0+w*abs_scale, y0));
 
        face.tile = tile;
-       
        dest.push_back(face);
 }
 
@@ -511,16 +617,16 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
 
        if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
                return 0;
-       
+
        bool contents_differ = (m1 != m2);
-       
+
        const ContentFeatures &f1 = ndef->get(m1);
        const ContentFeatures &f2 = ndef->get(m2);
 
        // Contents don't differ for different forms of same liquid
        if(f1.sameLiquid(f2))
                contents_differ = false;
-       
+
        u8 c1 = f1.solidness;
        u8 c2 = f2.solidness;
 
@@ -529,12 +635,12 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
 
        if(makes_face == false)
                return 0;
-       
+
        if(c1 == 0)
                c1 = f1.visual_solidness;
        if(c2 == 0)
                c2 = f2.visual_solidness;
-       
+
        if(c1 == c2){
                *equivalent = true;
                // If same solidness, liquid takes precense
@@ -543,7 +649,7 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
                if(f2.isLiquid())
                        return 2;
        }
-       
+
        if(c1 > c2)
                return 1;
        else
@@ -558,16 +664,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
        INodeDefManager *ndef = data->m_gamedef->ndef();
        TileSpec spec = ndef->get(mn).tiles[tileindex];
        // Apply temporary crack
-       if(p == data->m_crack_pos_relative)
-       {
+       if (p == data->m_crack_pos_relative)
                spec.material_flags |= MATERIAL_FLAG_CRACK;
-               spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
-       }
-       // If animated, replace tile texture with one without texture atlas
-       if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
-       {
-               spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
-       }
        return spec;
 }
 
@@ -591,60 +689,50 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
        //  5 = (0,0,-1)
        //  6 = (0,-1,0)
        //  7 = (-1,0,0)
-       u8 dir_i = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
+       u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
 
        // Get rotation for things like chests
        u8 facedir = mn.getFaceDir(ndef);
-       assert(facedir <= 3);
-       
-       static const u8 dir_to_tile[4 * 8] =
+       if (facedir > 23)
+               facedir = 0;
+       static const u16 dir_to_tile[24 * 16] =
        {
-               // 0  +X  +Y  +Z   0  -Z  -Y  -X
-                  0,  2,  0,  4,  0,  5,  1,  3,  // facedir = 0
-                  0,  4,  0,  3,  0,  2,  1,  5,  // facedir = 1
-                  0,  3,  0,  5,  0,  4,  1,  2,  // facedir = 2
-                  0,  5,  0,  2,  0,  3,  1,  4,  // facedir = 3
+               // 0     +X    +Y    +Z           -Z    -Y    -X   ->   value=tile,rotation
+                  0,0,  2,0 , 0,0 , 4,0 ,  0,0,  5,0 , 1,0 , 3,0 ,  // rotate around y+ 0 - 3
+                  0,0,  4,0 , 0,3 , 3,0 ,  0,0,  2,0 , 1,1 , 5,0 ,
+                  0,0,  3,0 , 0,2 , 5,0 ,  0,0,  4,0 , 1,2 , 2,0 ,
+                  0,0,  5,0 , 0,1 , 2,0 ,  0,0,  3,0 , 1,3 , 4,0 ,
+
+                  0,0,  2,3 , 5,0 , 0,2 ,  0,0,  1,0 , 4,2 , 3,1 ,  // rotate around z+ 4 - 7
+                  0,0,  4,3 , 2,0 , 0,1 ,  0,0,  1,1 , 3,2 , 5,1 ,
+                  0,0,  3,3 , 4,0 , 0,0 ,  0,0,  1,2 , 5,2 , 2,1 ,
+                  0,0,  5,3 , 3,0 , 0,3 ,  0,0,  1,3 , 2,2 , 4,1 ,
+
+                  0,0,  2,1 , 4,2 , 1,2 ,  0,0,  0,0 , 5,0 , 3,3 ,  // rotate around z- 8 - 11
+                  0,0,  4,1 , 3,2 , 1,3 ,  0,0,  0,3 , 2,0 , 5,3 ,
+                  0,0,  3,1 , 5,2 , 1,0 ,  0,0,  0,2 , 4,0 , 2,3 ,
+                  0,0,  5,1 , 2,2 , 1,1 ,  0,0,  0,1 , 3,0 , 4,3 ,
+
+                  0,0,  0,3 , 3,3 , 4,1 ,  0,0,  5,3 , 2,3 , 1,3 ,  // rotate around x+ 12 - 15
+                  0,0,  0,2 , 5,3 , 3,1 ,  0,0,  2,3 , 4,3 , 1,0 ,
+                  0,0,  0,1 , 2,3 , 5,1 ,  0,0,  4,3 , 3,3 , 1,1 ,
+                  0,0,  0,0 , 4,3 , 2,1 ,  0,0,  3,3 , 5,3 , 1,2 ,
+
+                  0,0,  1,1 , 2,1 , 4,3 ,  0,0,  5,1 , 3,1 , 0,1 ,  // rotate around x- 16 - 19
+                  0,0,  1,2 , 4,1 , 3,3 ,  0,0,  2,1 , 5,1 , 0,0 ,
+                  0,0,  1,3 , 3,1 , 5,3 ,  0,0,  4,1 , 2,1 , 0,3 ,
+                  0,0,  1,0 , 5,1 , 2,3 ,  0,0,  3,1 , 4,1 , 0,2 ,
+
+                  0,0,  3,2 , 1,2 , 4,2 ,  0,0,  5,2 , 0,2 , 2,2 ,  // rotate around y- 20 - 23
+                  0,0,  5,2 , 1,3 , 3,2 ,  0,0,  2,2 , 0,1 , 4,2 ,
+                  0,0,  2,2 , 1,0 , 5,2 ,  0,0,  4,2 , 0,0 , 3,2 ,
+                  0,0,  4,2 , 1,1 , 2,2 ,  0,0,  3,2 , 0,3 , 5,2
+
        };
-       u8 tileindex = dir_to_tile[facedir*8 + dir_i];
-
-       // If not rotated or is side tile, we're done
-       if(facedir == 0 || (tileindex != 0 && tileindex != 1))
-               return getNodeTileN(mn, p, tileindex, data);
-
-       // This is the top or bottom tile, and it shall be rotated; thus rotate it
-       TileSpec spec = getNodeTileN(mn, p, tileindex, data);
-       if(tileindex == 0){
-               if(facedir == 1){ // -90
-                       std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
-                       name += "^[transformR270";
-                       spec.texture = data->m_gamedef->tsrc()->getTexture(name);
-               }
-               else if(facedir == 2){ // 180
-                       spec.texture.pos += spec.texture.size;
-                       spec.texture.size *= -1;
-               }
-               else if(facedir == 3){ // 90
-                       std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
-                       name += "^[transformR90";
-                       spec.texture = data->m_gamedef->tsrc()->getTexture(name);
-               }
-       }
-       else if(tileindex == 1){
-               if(facedir == 1){ // -90
-                       std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
-                       name += "^[transformR90";
-                       spec.texture = data->m_gamedef->tsrc()->getTexture(name);
-               }
-               else if(facedir == 2){ // 180
-                       spec.texture.pos += spec.texture.size;
-                       spec.texture.size *= -1;
-               }
-               else if(facedir == 3){ // 90
-                       std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
-                       name += "^[transformR270";
-                       spec.texture = data->m_gamedef->tsrc()->getTexture(name);
-               }
-       }
+       u16 tile_index=facedir*16 + dir_i;
+       TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
+       spec.rotation=dir_to_tile[tile_index + 1];
+       spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
        return spec;
 }
 
@@ -658,7 +746,8 @@ static void getTileInfo(
                v3s16 &p_corrected,
                v3s16 &face_dir_corrected,
                u16 *lights,
-               TileSpec &tile
+               TileSpec &tile,
+               u8 &light_source
        )
 {
        VoxelManipulator &vmanip = data->m_vmanip;
@@ -666,10 +755,14 @@ static void getTileInfo(
        v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
 
        MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+
+       // Don't even try to get n1 if n0 is already CONTENT_IGNORE
+       if (n0.getContent() == CONTENT_IGNORE ) {
+               makes_face = false;
+               return;
+       }
        MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
-       
+
        // This is hackish
        bool equivalent = false;
        u8 mf = face_contents(n0.getContent(), n1.getContent(),
@@ -682,28 +775,30 @@ static void getTileInfo(
        }
 
        makes_face = true;
-       
+
        if(mf == 1)
        {
-               tile = tile0;
+               tile = getNodeTile(n0, p, face_dir, data);
                p_corrected = p;
                face_dir_corrected = face_dir;
+               light_source = ndef->get(n0).light_source;
        }
        else
        {
-               tile = tile1;
+               tile = getNodeTile(n1, p + face_dir, -face_dir, data);
                p_corrected = p + face_dir;
                face_dir_corrected = -face_dir;
+               light_source = ndef->get(n1).light_source;
        }
-       
+
        // eg. water and glass
        if(equivalent)
                tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
-       
+
        if(data->m_smooth_lighting == false)
        {
                lights[0] = lights[1] = lights[2] = lights[3] =
-                               getFaceLight(n0, n1, face_dir, data);
+                               getFaceLight(n0, n1, face_dir, ndef);
        }
        else
        {
@@ -716,7 +811,7 @@ static void getTileInfo(
                                        vertex_dirs[i], data);
                }
        }
-       
+
        return;
 }
 
@@ -732,45 +827,47 @@ static void updateFastFaceRow(
                v3f translate_dir_f,
                v3s16 face_dir,
                v3f face_dir_f,
-               core::array<FastFace> &dest)
+               std::vector<FastFace> &dest)
 {
        v3s16 p = startpos;
-       
+
        u16 continuous_tiles_count = 0;
-       
+
        bool makes_face = false;
        v3s16 p_corrected;
        v3s16 face_dir_corrected;
        u16 lights[4] = {0,0,0,0};
        TileSpec tile;
-       getTileInfo(data, p, face_dir, 
+       u8 light_source = 0;
+       getTileInfo(data, p, face_dir,
                        makes_face, p_corrected, face_dir_corrected,
-                       lights, tile);
+                       lights, tile, light_source);
 
        for(u16 j=0; j<MAP_BLOCKSIZE; j++)
        {
                // If tiling can be done, this is set to false in the next step
                bool next_is_different = true;
-               
+
                v3s16 p_next;
-               
+
                bool next_makes_face = false;
                v3s16 next_p_corrected;
                v3s16 next_face_dir_corrected;
                u16 next_lights[4] = {0,0,0,0};
                TileSpec next_tile;
-               
+               u8 next_light_source = 0;
+
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
                if(j != MAP_BLOCKSIZE - 1)
                {
                        p_next = p + translate_dir;
-                       
+
                        getTileInfo(data, p_next, face_dir,
                                        next_makes_face, next_p_corrected,
                                        next_face_dir_corrected, next_lights,
-                                       next_tile);
-                       
+                                       next_tile, next_light_source);
+
                        if(next_makes_face == makes_face
                                        && next_p_corrected == p_corrected + translate_dir
                                        && next_face_dir_corrected == face_dir_corrected
@@ -778,7 +875,9 @@ static void updateFastFaceRow(
                                        && next_lights[1] == lights[1]
                                        && next_lights[2] == lights[2]
                                        && next_lights[3] == lights[3]
-                                       && next_tile == tile)
+                                       && next_tile == tile
+                                       && tile.rotation == 0
+                                       && next_light_source == light_source)
                        {
                                next_is_different = false;
                        }
@@ -808,24 +907,8 @@ static void updateFastFaceRow(
                }
 
                continuous_tiles_count++;
-               
-               // This is set to true if the texture doesn't allow more tiling
-               bool end_of_texture = false;
-               /*
-                       If there is no texture, it can be tiled infinitely.
-                       If tiled==0, it means the texture can be tiled infinitely.
-                       Otherwise check tiled agains continuous_tiles_count.
-               */
-               if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
-               {
-                       if(tile.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               
-               // Do this to disable tiling textures
-               //end_of_texture = true; //DEBUG
-               
-               if(next_is_different || end_of_texture)
+
+               if(next_is_different)
                {
                        /*
                                Create a face if there should be one
@@ -835,36 +918,33 @@ static void updateFastFaceRow(
                                // Floating point conversion of the position vector
                                v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
+                               v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
                                if(continuous_tiles_count != 1)
                                        sp += translate_dir_f;
                                v3f scale(1,1,1);
 
-                               if(translate_dir.X != 0)
-                               {
+                               if(translate_dir.X != 0) {
                                        scale.X = continuous_tiles_count;
                                }
-                               if(translate_dir.Y != 0)
-                               {
+                               if(translate_dir.Y != 0) {
                                        scale.Y = continuous_tiles_count;
                                }
-                               if(translate_dir.Z != 0)
-                               {
+                               if(translate_dir.Z != 0) {
                                        scale.Z = continuous_tiles_count;
                                }
-                               
+
                                makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
-                                               sp, face_dir_corrected, scale,
+                                               sp, face_dir_corrected, scale, light_source,
                                                dest);
-                               
+
                                g_profiler->avg("Meshgen: faces drawn by tiling", 0);
-                               for(int i=1; i<continuous_tiles_count; i++){
+                               for(int i = 1; i < continuous_tiles_count; i++){
                                        g_profiler->avg("Meshgen: faces drawn by tiling", 1);
                                }
                        }
 
                        continuous_tiles_count = 0;
-                       
+
                        makes_face = next_makes_face;
                        p_corrected = next_p_corrected;
                        face_dir_corrected = next_face_dir_corrected;
@@ -873,20 +953,21 @@ static void updateFastFaceRow(
                        lights[2] = next_lights[2];
                        lights[3] = next_lights[3];
                        tile = next_tile;
+                       light_source = next_light_source;
                }
-               
+
                p = p_next;
        }
 }
 
 static void updateAllFastFaceRows(MeshMakeData *data,
-               core::array<FastFace> &dest)
+               std::vector<FastFace> &dest)
 {
        /*
                Go through every y,z and get top(y+) faces in rows of x+
        */
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+       for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
+               for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
                        updateFastFaceRow(data,
                                        v3s16(0,y,z),
                                        v3s16(1,0,0), //dir
@@ -900,8 +981,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                Go through every x,y and get right(x+) faces in rows of z+
        */
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+       for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
+               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
                        updateFastFaceRow(data,
                                        v3s16(x,y,0),
                                        v3s16(0,0,1), //dir
@@ -915,8 +996,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                Go through every y,z and get back(z+) faces in rows of x+
        */
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+       for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
+               for(s16 y = 0; y < MAP_BLOCKSIZE; y++) {
                        updateFastFaceRow(data,
                                        v3s16(0,y,z),
                                        v3s16(1,0,0), //dir
@@ -932,20 +1013,24 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        MapBlockMesh
 */
 
-MapBlockMesh::MapBlockMesh(MeshMakeData *data):
+MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_mesh(new scene::SMesh()),
        m_gamedef(data->m_gamedef),
        m_animation_force_timer(0), // force initial animation
        m_last_crack(-1),
        m_crack_materials(),
+       m_highlighted_materials(),
        m_last_daynight_ratio((u32) -1),
        m_daynight_diffs()
 {
+       m_enable_shaders = g_settings->getBool("enable_shaders");
+       m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+
        // 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
        // 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
        //TimeTaker timer1("MapBlockMesh()");
 
-       core::array<FastFace> fastfaces_new;
+       std::vector<FastFace> fastfaces_new;
 
        /*
                We are including the faces of the trailing edges of the block.
@@ -978,12 +1063,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
 
                        const u16 indices[] = {0,1,2,2,3,0};
                        const u16 indices_alternate[] = {0,1,3,2,3,1};
-                       
-                       if(f.tile.texture.atlas == NULL)
+
+                       if(f.tile.texture == NULL)
                                continue;
 
                        const u16 *indices_p = indices;
-                       
+
                        /*
                                Revert triangles for nicer looking gradient if vertices
                                1 and 3 have same color or 0 and 2 have different color.
@@ -992,7 +1077,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                        if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
                                        || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
                                indices_p = indices_alternate;
-                       
+
                        collector.append(f.tile, f.vertices, 4, indices_p, 6);
                }
        }
@@ -1006,37 +1091,38 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
        */
 
        mapblock_mesh_generate_special(data, collector);
-       
+
+       m_highlight_mesh_color = data->m_highlight_mesh_color;
 
        /*
                Convert MeshCollector to SMesh
-               Also store animation info
        */
-       video::E_MATERIAL_TYPE shadermat = m_gamedef->getShaderSource()->
-                       getShader("the_darkness_of_light").material;
+       ITextureSource *tsrc = m_gamedef->tsrc();
+       IShaderSource *shdrsrc = m_gamedef->getShaderSource();
+
        for(u32 i = 0; i < collector.prebuffers.size(); i++)
        {
                PreMeshBuffer &p = collector.prebuffers[i];
-               /*dstream<<"p.vertices.size()="<<p.vertices.size()
-                               <<", p.indices.size()="<<p.indices.size()
-                               <<std::endl;*/
 
                // Generate animation data
                // - Cracks
                if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
                {
-                       ITextureSource *tsrc = data->m_gamedef->tsrc();
-                       std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
+                       // Find the texture name plus ^[crack:N:
+                       std::ostringstream os(std::ios::binary);
+                       os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
                        if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
-                               crack_basename += "^[cracko";
-                       else
-                               crack_basename += "^[crack";
-                       m_crack_materials.insert(std::make_pair(i, crack_basename));
+                               os<<"o";  // use ^[cracko
+                       os<<":"<<(u32)p.tile.animation_frame_count<<":";
+                       m_crack_materials.insert(std::make_pair(i, os.str()));
+                       // Replace tile texture with the cracked one
+                       p.tile.texture = tsrc->getTexture(
+                                       os.str()+"0",
+                                       &p.tile.texture_id);
                }
                // - Texture animation
                if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
                {
-                       ITextureSource *tsrc = data->m_gamedef->tsrc();
                        // Add to MapBlockMesh in order to animate these tiles
                        m_animation_tiles[i] = p.tile;
                        m_animation_frames[i] = 0;
@@ -1050,41 +1136,70 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                                m_animation_frame_offsets[i] = 0;
                        }
                        // Replace tile texture with the first animation frame
-                       std::ostringstream os(std::ios::binary);
-                       os<<tsrc->getTextureName(p.tile.texture.id);
-                       os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
-                       p.tile.texture = tsrc->getTexture(os.str());
+                       FrameSpec animation_frame = p.tile.frames.find(0)->second;
+                       p.tile.texture = animation_frame.texture;
                }
-               // - Lighting
+
+               if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
+                       m_highlighted_materials.push_back(i);   
+
                for(u32 j = 0; j < p.vertices.size(); j++)
                {
+                       // Note applyFacesShading second parameter is precalculated sqrt
+                       // value for speed improvement
+                       // Skip it for lightsources and top faces.
                        video::SColor &vc = p.vertices[j].Color;
-                       u8 day = vc.getRed();
-                       u8 night = vc.getGreen();
-                       finalColorBlend(vc, day, night, 1000);
-                       if(day != night)
-                               m_daynight_diffs[i][j] = std::make_pair(day, night);
+                       if (!vc.getBlue()) {
+                               if (p.vertices[j].Normal.Y < -0.5) {
+                                       applyFacesShading (vc, 0.447213);
+                               } else if (p.vertices[j].Normal.X > 0.5) {
+                                       applyFacesShading (vc, 0.670820);
+                               } else if (p.vertices[j].Normal.X < -0.5) {
+                                       applyFacesShading (vc, 0.670820);
+                               } else if (p.vertices[j].Normal.Z > 0.5) {
+                                       applyFacesShading (vc, 0.836660);
+                               } else if (p.vertices[j].Normal.Z < -0.5) {
+                                       applyFacesShading (vc, 0.836660);
+                               }
+                       }
+                       if(!m_enable_shaders)
+                       {
+                               // - Classic lighting (shaders handle this by themselves)
+                               // Set initial real color and store for later updates
+                               u8 day = vc.getRed();
+                               u8 night = vc.getGreen();
+                               finalColorBlend(vc, day, night, 1000);
+                               if(day != night)
+                                       m_daynight_diffs[i][j] = std::make_pair(day, night);
+                       }
                }
 
-
                // Create material
                video::SMaterial material;
                material.setFlag(video::EMF_LIGHTING, false);
                material.setFlag(video::EMF_BACK_FACE_CULLING, true);
                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                material.setFlag(video::EMF_FOG_ENABLE, true);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-               material.MaterialType
-                               = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               material.setTexture(0, p.tile.texture.atlas);
-               p.tile.applyMaterialOptions(material);
+               material.setTexture(0, p.tile.texture);
 
-               //if(material.MaterialType == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF)
-                       material.MaterialType = shadermat;
+               if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
+                       material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
+               } else {
+                       if (m_enable_shaders) {
+                               material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+                               p.tile.applyMaterialOptionsWithShaders(material);
+                               if (p.tile.normal_texture) {
+                                       material.setTexture(1, p.tile.normal_texture);
+                                       material.setTexture(2, tsrc->getTexture("enable_img.png"));
+                               } else {
+                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
+                               }
+                       } else {
+                               p.tile.applyMaterialOptions(material);
+                       }
+               }
 
                // Create meshbuffer
-
                // This is a "Standard MeshBuffer",
                // it's a typedeffed CMeshBuffer<video::S3DVertex>
                scene::SMeshBuffer *buf = new scene::SMeshBuffer();
@@ -1094,16 +1209,17 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                m_mesh->addMeshBuffer(buf);
                // Mesh grabbed it
                buf->drop();
-               buf->append(p.vertices.pointer(), p.vertices.size(),
-                               p.indices.pointer(), p.indices.size());
+               buf->append(&p.vertices[0], p.vertices.size(),
+                               &p.indices[0], p.indices.size());
        }
 
+       m_camera_offset = camera_offset;
+
        /*
                Do some stuff to the mesh
        */
 
-       translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
-       m_mesh->recalculateBoundingBox(); // translateMesh already does this
+       translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
 
        if(m_mesh)
        {
@@ -1124,14 +1240,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                        the hardware buffer and then delete the mesh
                */
        }
-       
+
        //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
 
        // Check if animation is required for this mesh
        m_has_animation =
                !m_crack_materials.empty() ||
                !m_daynight_diffs.empty() ||
-               !m_animation_tiles.empty();
+               !m_animation_tiles.empty() ||
+               !m_highlighted_materials.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
@@ -1142,6 +1259,7 @@ MapBlockMesh::~MapBlockMesh()
 
 bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
 {
+
        if(!m_has_animation)
        {
                m_animation_force_timer = 100000;
@@ -1164,13 +1282,27 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                        ITextureSource *tsrc = m_gamedef->getTextureSource();
                        std::ostringstream os;
                        os<<basename<<crack;
-                       AtlasPointer ap = tsrc->getTexture(os.str());
-                       buf->getMaterial().setTexture(0, ap.atlas);
+                       u32 new_texture_id = 0;
+                       video::ITexture *new_texture =
+                               tsrc->getTexture(os.str(), &new_texture_id);
+                       buf->getMaterial().setTexture(0, new_texture);
+
+                       // If the current material is also animated,
+                       // update animation info
+                       std::map<u32, TileSpec>::iterator anim_iter =
+                               m_animation_tiles.find(i->first);
+                       if(anim_iter != m_animation_tiles.end()){
+                               TileSpec &tile = anim_iter->second;
+                               tile.texture = new_texture;
+                               tile.texture_id = new_texture_id;
+                               // force animation update
+                               m_animation_frames[i->first] = -1;
+                       }
                }
 
                m_last_crack = crack;
        }
-       
+
        // Texture animation
        for(std::map<u32, TileSpec>::iterator
                        i = m_animation_tiles.begin();
@@ -1190,17 +1322,20 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
                ITextureSource *tsrc = m_gamedef->getTextureSource();
 
-               // Create new texture name from original
-               std::ostringstream os(std::ios::binary);
-               os<<tsrc->getTextureName(tile.texture.id);
-               os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
-               // Set the texture
-               AtlasPointer ap = tsrc->getTexture(os.str());
-               buf->getMaterial().setTexture(0, ap.atlas);
+               FrameSpec animation_frame = tile.frames.find(frame)->second;
+               buf->getMaterial().setTexture(0, animation_frame.texture);
+               if (m_enable_shaders) {
+                       if (animation_frame.normal_texture) {
+                               buf->getMaterial().setTexture(1, animation_frame.normal_texture);
+                               buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+                       } else {
+                               buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
+                       }
+               }
        }
 
        // Day-night transition
-       if(daynight_ratio != m_last_daynight_ratio)
+       if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
        {
                for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
                                i = m_daynight_diffs.begin();
@@ -1222,9 +1357,41 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                m_last_daynight_ratio = daynight_ratio;
        }
 
+       // Node highlighting
+       if (m_enable_highlighting) {
+               u8 day = m_highlight_mesh_color.getRed();
+               u8 night = m_highlight_mesh_color.getGreen();   
+               video::SColor hc;
+               finalColorBlend(hc, day, night, daynight_ratio);
+               float sin_r = 0.07 * sin(1.5 * time);
+               float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
+               float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
+               hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
+               hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
+               hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
+
+               for(std::list<u32>::iterator
+                       i = m_highlighted_materials.begin();
+                       i != m_highlighted_materials.end(); i++)
+               {
+                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
+                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       for (u32 j = 0; j < buf->getVertexCount() ;j++)
+                               vertices[j].Color = hc;
+               }
+       }
+
        return true;
 }
 
+void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
+{
+       if (camera_offset != m_camera_offset) {
+               translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
+               m_camera_offset = camera_offset;
+       }
+}
+
 /*
        MeshCollector
 */
@@ -1233,12 +1400,20 @@ void MeshCollector::append(const TileSpec &tile,
                const video::S3DVertex *vertices, u32 numVertices,
                const u16 *indices, u32 numIndices)
 {
+       if(numIndices > 65535)
+       {
+               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               return;
+       }
+
        PreMeshBuffer *p = NULL;
        for(u32 i=0; i<prebuffers.size(); i++)
        {
                PreMeshBuffer &pp = prebuffers[i];
                if(pp.tile != tile)
                        continue;
+               if(pp.indices.size() + numIndices > 65535)
+                       continue;
 
                p = &pp;
                break;
@@ -1256,11 +1431,6 @@ void MeshCollector::append(const TileSpec &tile,
        for(u32 i=0; i<numIndices; i++)
        {
                u32 j = indices[i] + vertex_count;
-               if(j > 65535)
-               {
-                       dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
-                       // NOTE: Fix is to just add an another MeshBuffer
-               }
                p->indices.push_back(j);
        }
        for(u32 i=0; i<numVertices; i++)
@@ -1268,3 +1438,54 @@ void MeshCollector::append(const TileSpec &tile,
                p->vertices.push_back(vertices[i]);
        }
 }
+
+/*
+       MeshCollector - for meshnodes and converted drawtypes.
+*/
+
+void MeshCollector::append(const TileSpec &tile,
+               const video::S3DVertex *vertices, u32 numVertices,
+               const u16 *indices, u32 numIndices,
+               v3f pos, video::SColor c)
+{
+       if(numIndices > 65535)
+       {
+               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               return;
+       }
+
+       PreMeshBuffer *p = NULL;
+       for(u32 i=0; i<prebuffers.size(); i++)
+       {
+               PreMeshBuffer &pp = prebuffers[i];
+               if(pp.tile != tile)
+                       continue;
+               if(pp.indices.size() + numIndices > 65535)
+                       continue;
+
+               p = &pp;
+               break;
+       }
+
+       if(p == NULL)
+       {
+               PreMeshBuffer pp;
+               pp.tile = tile;
+               prebuffers.push_back(pp);
+               p = &prebuffers[prebuffers.size()-1];
+       }
+
+       u32 vertex_count = p->vertices.size();
+       for(u32 i=0; i<numIndices; i++)
+       {
+               u32 j = indices[i] + vertex_count;
+               p->indices.push_back(j);
+       }
+       for(u32 i=0; i<numVertices; i++)
+       {
+               video::S3DVertex vert = vertices[i];
+               vert.Pos += pos;
+               vert.Color = c;         
+               p->vertices.push_back(vert);
+       }
+}