cube inventory texture rendering thing (not good yet)
[oweals/minetest.git] / src / mapblock.cpp
index a4da657d1ede796156797e2eb315a52bb42ffc8a..63f33ffc0d2d0cedb4a3264a728ced5a70946c3b 100644 (file)
@@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "mapblock.h"
 #include "map.h"
-// For g_materials
+// For g_settings and g_irrlicht
 #include "main.h"
 #include "light.h"
 #include <sstream>
@@ -29,6 +29,46 @@ with this program; if not, write to the Free Software Foundation, Inc.,
        MapBlock
 */
 
+MapBlock::MapBlock(NodeContainer *parent, v3s16 pos, bool dummy):
+               m_parent(parent),
+               m_pos(pos),
+               changed(true),
+               is_underground(false),
+               m_day_night_differs(false),
+               m_objects(this)
+{
+       data = NULL;
+       if(dummy == false)
+               reallocate();
+       
+       m_spawn_timer = -10000;
+
+#ifndef SERVER
+       m_mesh_expired = false;
+       mesh_mutex.Init();
+       mesh = NULL;
+       m_temp_mods_mutex.Init();
+#endif
+}
+
+MapBlock::~MapBlock()
+{
+#ifndef SERVER
+       {
+               JMutexAutoLock lock(mesh_mutex);
+               
+               if(mesh)
+               {
+                       mesh->drop();
+                       mesh = NULL;
+               }
+       }
+#endif
+
+       if(data)
+               delete[] data;
+}
+
 bool MapBlock::isValidPositionParent(v3s16 p)
 {
        if(isValidPosition(p))
@@ -68,10 +108,83 @@ void MapBlock::setNodeParent(v3s16 p, MapNode & n)
        }
 }
 
-FastFace * MapBlock::makeFastFace(u8 material, u8 light, v3f p,
-               v3f dir, v3f scale, v3f posRelative_f)
+MapNode MapBlock::getNodeParentNoEx(v3s16 p)
+{
+       if(isValidPosition(p) == false)
+       {
+               try{
+                       return m_parent->getNode(getPosRelative() + p);
+               }
+               catch(InvalidPositionException &e)
+               {
+                       return MapNode(CONTENT_IGNORE);
+               }
+       }
+       else
+       {
+               if(data == NULL)
+               {
+                       return MapNode(CONTENT_IGNORE);
+               }
+               return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
+       }
+}
+
+/*
+       Parameters must consist of air and !air.
+       Order doesn't matter.
+
+       If either of the nodes doesn't exist, light is 0.
+       
+       parameters:
+               daynight_ratio: 0...1000
+               n: getNodeParent(p)
+               n2: getNodeParent(p + face_dir)
+               face_dir: axis oriented unit vector from p to p2
+       
+       returns encoded light value.
+*/
+u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
+               v3s16 face_dir)
+{
+       try{
+               u8 light;
+               u8 l1 = n.getLightBlend(daynight_ratio);
+               u8 l2 = n2.getLightBlend(daynight_ratio);
+               if(l1 > l2)
+                       light = l1;
+               else
+                       light = l2;
+
+               // 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 light;
+       }
+       catch(InvalidPositionException &e)
+       {
+               return 0;
+       }
+}
+
+#ifndef SERVER
+
+void MapBlock::makeFastFace(TileSpec tile, u8 light, v3f p,
+               v3s16 dir, v3f scale, v3f posRelative_f,
+               core::array<FastFace> &dest)
 {
-       FastFace *f = new FastFace;
+       FastFace face;
        
        // Position is at the center of the cube.
        v3f pos = p * BS;
@@ -80,19 +193,44 @@ FastFace * MapBlock::makeFastFace(u8 material, u8 light, v3f p,
        v3f vertex_pos[4];
        // If looking towards z+, this is the face that is behind
        // the center point, facing towards z+.
-       vertex_pos[0] = v3f( BS/2,-BS/2,BS/2);
-       vertex_pos[1] = v3f(-BS/2,-BS/2,BS/2);
-       vertex_pos[2] = v3f(-BS/2, BS/2,BS/2);
-       vertex_pos[3] = v3f( BS/2, BS/2,BS/2);
-       
-       /*
-               TODO: Rotate it the right way (one side comes upside down)
-       */
-       core::CMatrix4<f32> m;
-       m.buildRotateFromTo(v3f(0,0,1), dir);
+       vertex_pos[0] = v3f(-BS/2,-BS/2,BS/2);
+       vertex_pos[1] = v3f( BS/2,-BS/2,BS/2);
+       vertex_pos[2] = v3f( BS/2, BS/2,BS/2);
+       vertex_pos[3] = v3f(-BS/2, BS/2,BS/2);
        
-       for(u16 i=0; i<4; i++){
-               m.rotateVect(vertex_pos[i]);
+       if(dir == v3s16(0,0,1))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateXZBy(0);
+       }
+       else if(dir == v3s16(0,0,-1))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateXZBy(180);
+       }
+       else if(dir == v3s16(1,0,0))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateXZBy(-90);
+       }
+       else if(dir == v3s16(-1,0,0))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateXZBy(90);
+       }
+       else if(dir == v3s16(0,1,0))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateYZBy(-90);
+       }
+       else if(dir == v3s16(0,-1,0))
+       {
+               for(u16 i=0; i<4; i++)
+                       vertex_pos[i].rotateYZBy(90);
+       }
+
+       for(u16 i=0; i<4; i++)
+       {
                vertex_pos[i].X *= scale.X;
                vertex_pos[i].Y *= scale.Y;
                vertex_pos[i].Z *= scale.Z;
@@ -106,85 +244,145 @@ FastFace * MapBlock::makeFastFace(u8 material, u8 light, v3f p,
 
        v3f zerovector = v3f(0,0,0);
        
-       u8 li = decode_light(light);
-       //u8 li = 150;
-
-       u8 alpha = 255;
+       //u8 li = decode_light(light);
+       u8 li = light;
+       //u8 li = 255; //DEBUG
 
-       if(material == MATERIAL_WATER)
-       {
-               alpha = 128;
-       }
+       u8 alpha = tile.alpha;
+       /*u8 alpha = 255;
+       if(tile.id == TILE_WATER)
+               alpha = WATER_ALPHA;*/
 
        video::SColor c = video::SColor(alpha,li,li,li);
 
-       /*f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
-                       core::vector2d<f32>(0,1));
-       f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
+       face.vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
                        core::vector2d<f32>(abs_scale,1));
-       f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
-                       core::vector2d<f32>(abs_scale,0));
-       f->vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
-                       core::vector2d<f32>(0,0));*/
-       f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
+       face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
                        core::vector2d<f32>(0,1));
-       f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
-                       core::vector2d<f32>(abs_scale,1));
-       f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
-                       core::vector2d<f32>(abs_scale,0));
-       f->vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
+       face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
                        core::vector2d<f32>(0,0));
-
-       f->material = material;
-
-       return f;
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
+                       core::vector2d<f32>(abs_scale,0));
+       
+       /*float x0 = (float)tile.tx/256.0;
+       float y0 = (float)tile.ty/256.0;
+       float w = ((float)tile.tw + 1.0)/256.0;
+       float h = ((float)tile.th + 1.0)/256.0;*/
+
+       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], zerovector, c,
+                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
+       face.vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
+                       core::vector2d<f32>(x0, y0+h));
+       face.vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
+                       core::vector2d<f32>(x0, y0));
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
+                       core::vector2d<f32>(x0+w*abs_scale, y0));
+
+       face.tile = tile;
+       //DEBUG
+       //f->tile = TILE_STONE;
+       
+       dest.push_back(face);
+       //return f;
 }
        
 /*
-       Parameters must consist of air and !air.
-       Order doesn't matter.
-
-       If either of the nodes doesn't exist, light is 0.
+       Gets node tile from any place relative to block.
+       Returns TILE_NODE if doesn't exist or should not be drawn.
 */
-u8 MapBlock::getFaceLight(v3s16 p, v3s16 face_dir)
+TileSpec MapBlock::getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
+               NodeModMap &temp_mods)
 {
-       try{
-               MapNode n = getNodeParent(p);
-               MapNode n2 = getNodeParent(p + face_dir);
-               u8 light;
-               if(n.solidness() < n2.solidness())
-                       light = n.getLight();
-               else
-                       light = n2.getLight();
+       TileSpec spec;
+       spec = mn.getTile(face_dir);
+       
+       /*
+               Check temporary modifications on this node
+       */
+       /*core::map<v3s16, NodeMod>::Node *n;
+       n = m_temp_mods.find(p);
+       // If modified
+       if(n != NULL)
+       {
+               struct NodeMod mod = n->getValue();*/
+       NodeMod mod;
+       if(temp_mods.get(p, &mod))
+       {
+               if(mod.type == NODEMOD_CHANGECONTENT)
+               {
+                       MapNode mn2(mod.param);
+                       spec = mn2.getTile(face_dir);
+               }
+               if(mod.type == NODEMOD_CRACK)
+               {
+                       /*
+                               Get texture id, translate it to name, append stuff to
+                               name, get texture id
+                       */
 
-               // Make some nice difference to different sides
-               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);
+                       // Get original texture name
+                       u32 orig_id = spec.texture.id;
+                       std::string orig_name = g_texturesource->getTextureName(orig_id);
 
-               return light;
-       }
-       catch(InvalidPositionException &e)
-       {
-               return 0;
+                       // Create new texture name
+                       std::ostringstream os;
+                       os<<orig_name<<"^[crack"<<mod.param;
+
+                       // Get new texture
+                       u32 new_id = g_texturesource->getTextureId(os.str());
+                       
+                       /*dstream<<"MapBlock::getNodeTile(): Switching from "
+                                       <<orig_name<<" to "<<os.str()<<" ("
+                                       <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
+                       
+                       spec.texture = g_texturesource->getTexture(new_id);
+               }
        }
+       
+       return spec;
 }
 
-/*
-       Gets node material from any place relative to block.
-       Returns MATERIAL_AIR if doesn't exist.
-*/
-u8 MapBlock::getNodeMaterial(v3s16 p)
+u8 MapBlock::getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
 {
-       try{
-               MapNode n = getNodeParent(p);
-               return n.d;
-       }
-       catch(InvalidPositionException &e)
+       /*
+               Check temporary modifications on this node
+       */
+       /*core::map<v3s16, NodeMod>::Node *n;
+       n = m_temp_mods.find(p);
+       // If modified
+       if(n != NULL)
+       {
+               struct NodeMod mod = n->getValue();*/
+       NodeMod mod;
+       if(temp_mods.get(p, &mod))
        {
-               return MATERIAL_IGNORE;
+               if(mod.type == NODEMOD_CHANGECONTENT)
+               {
+                       // Overrides content
+                       return mod.param;
+               }
+               if(mod.type == NODEMOD_CRACK)
+               {
+                       /*
+                               Content doesn't change.
+                               
+                               face_contents works just like it should, because
+                               there should not be faces between differently cracked
+                               nodes.
+
+                               If a semi-transparent node is cracked in front an
+                               another one, it really doesn't matter whether there
+                               is a cracked face drawn in between or not.
+                       */
+               }
        }
+
+       return mn.d;
 }
 
 /*
@@ -192,105 +390,138 @@ u8 MapBlock::getNodeMaterial(v3s16 p)
        translate_dir: unit vector with only one of x, y or z
        face_dir: unit vector with only one of x, y or z
 */
-void MapBlock::updateFastFaceRow(v3s16 startpos,
+void MapBlock::updateFastFaceRow(
+               u32 daynight_ratio,
+               v3f posRelative_f,
+               v3s16 startpos,
                u16 length,
                v3s16 translate_dir,
+               v3f translate_dir_f,
                v3s16 face_dir,
-               core::list<FastFace*> &dest)
+               v3f face_dir_f,
+               core::array<FastFace> &dest,
+               NodeModMap &temp_mods)
 {
-       /*
-               Precalculate some variables
-       */
-       v3f translate_dir_f(translate_dir.X, translate_dir.Y,
-                       translate_dir.Z); // floating point conversion
-       v3f face_dir_f(face_dir.X, face_dir.Y,
-                       face_dir.Z); // floating point conversion
-       v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
-                       getPosRelative().Z); // floating point conversion
-
        v3s16 p = startpos;
-       /*
-               The light in the air lights the surface is taken from
-               the node that is air.
-       */
-       u8 light = getFaceLight(p, face_dir);
        
-       u16 continuous_materials_count = 0;
+       u16 continuous_tiles_count = 0;
        
-       u8 material0 = getNodeMaterial(p);
-       u8 material1 = getNodeMaterial(p + face_dir);
+       MapNode n0 = getNodeParentNoEx(p);
+       MapNode n1 = getNodeParentNoEx(p + face_dir);
+
+       u8 light = getFaceLight(daynight_ratio, n0, n1, face_dir);
                
+       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+
        for(u16 j=0; j<length; j++)
        {
                bool next_is_different = true;
                
                v3s16 p_next;
-               u8 material0_next = 0;
-               u8 material1_next = 0;
+               MapNode n0_next;
+               MapNode n1_next;
+               TileSpec tile0_next;
+               TileSpec tile1_next;
                u8 light_next = 0;
-
-               if(j != length - 1){
+               
+               // If at last position, there is nothing to compare to and
+               // the face must be drawn anyway
+               if(j != length - 1)
+               {
                        p_next = p + translate_dir;
-                       material0_next = getNodeMaterial(p_next);
-                       material1_next = getNodeMaterial(p_next + face_dir);
-                       light_next = getFaceLight(p_next, face_dir);
-
-                       if(material0_next == material0
-                                       && material1_next == material1
+                       n0_next = getNodeParentNoEx(p_next);
+                       n1_next = getNodeParentNoEx(p_next + face_dir);
+                       tile0_next = getNodeTile(n0_next, p_next, face_dir, temp_mods);
+                       tile1_next = getNodeTile(n1_next,p_next+face_dir,-face_dir, temp_mods);
+                       light_next = getFaceLight(daynight_ratio, n0_next, n1_next, face_dir);
+
+                       if(tile0_next == tile0
+                                       && tile1_next == tile1
                                        && light_next == light)
                        {
                                next_is_different = false;
                        }
                }
 
-               continuous_materials_count++;
+               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.
+
+                       This check has to be made for both tiles, because this is
+                       a bit hackish and we know which one we're using only when
+                       the decision to make the faces is made.
+               */
+               if(tile0.texture.atlas != NULL && tile0.texture.tiled != 0)
+               {
+                       if(tile0.texture.tiled <= continuous_tiles_count)
+                               end_of_texture = true;
+               }
+               if(tile1.texture.atlas != NULL && tile1.texture.tiled != 0)
+               {
+                       if(tile1.texture.tiled <= continuous_tiles_count)
+                               end_of_texture = true;
+               }
                
-               if(next_is_different)
+               //end_of_texture = true; //DEBUG
+               
+               if(next_is_different || end_of_texture)
                {
                        /*
                                Create a face if there should be one
                        */
-                       u8 mf = face_materials(material0, material1);
+                       //u8 mf = face_contents(tile0, tile1);
+                       // This is hackish
+                       u8 content0 = getNodeContent(p, n0, temp_mods);
+                       u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
+                       u8 mf = face_contents(content0, content1);
                        
                        if(mf != 0)
                        {
                                // Floating point conversion of the position vector
                                v3f pf(p.X, p.Y, p.Z);
                                // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_materials_count / 2. - 0.5) * translate_dir_f;
+                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
                                v3f scale(1,1,1);
                                if(translate_dir.X != 0){
-                                       scale.X = continuous_materials_count;
+                                       scale.X = continuous_tiles_count;
                                }
                                if(translate_dir.Y != 0){
-                                       scale.Y = continuous_materials_count;
+                                       scale.Y = continuous_tiles_count;
                                }
                                if(translate_dir.Z != 0){
-                                       scale.Z = continuous_materials_count;
+                                       scale.Z = continuous_tiles_count;
                                }
                                
-                               FastFace *f;
+                               //FastFace *f;
 
-                               // If node at sp (material0) is more solid
+                               // If node at sp (tile0) is more solid
                                if(mf == 1)
                                {
-                                       f = makeFastFace(material0, light,
-                                                       sp, face_dir_f, scale,
-                                                       posRelative_f);
+                                       makeFastFace(tile0, decode_light(light),
+                                                       sp, face_dir, scale,
+                                                       posRelative_f, dest);
                                }
                                // If node at sp is less solid (mf == 2)
                                else
                                {
-                                       f = makeFastFace(material1, light,
-                                                       sp+face_dir_f, -1*face_dir_f, scale,
-                                                       posRelative_f);
+                                       makeFastFace(tile1, decode_light(light),
+                                                       sp+face_dir_f, -face_dir, scale,
+                                                       posRelative_f, dest);
                                }
-                               dest.push_back(f);
+                               //dest.push_back(f);
                        }
 
-                       continuous_materials_count = 0;
-                       material0 = material0_next;
-                       material1 = material1_next;
+                       continuous_tiles_count = 0;
+                       n0 = n0_next;
+                       n1 = n1_next;
+                       tile0 = tile0_next;
+                       tile1 = tile1_next;
                        light = light_next;
                }
                
@@ -391,152 +622,688 @@ private:
        core::array<PreMeshBuffer> m_prebuffers;
 };
 
-void MapBlock::updateMesh()
+void MapBlock::updateMesh(u32 daynight_ratio)
 {
-       /*v3s16 p = getPosRelative();
-       std::cout<<"MapBlock("<<p.X<<","<<p.Y<<","<<p.Z<<")"
-                       <<"::updateMesh(): ";*/
-                       //<<"::updateMesh()"<<std::endl;
-       
+#if 0
        /*
-               TODO: Change this to directly generate the mesh (and get rid
-                     of FastFaces)
+               DEBUG: If mesh has been generated, don't generate it again
        */
-
-       core::list<FastFace*> *fastfaces_new = new core::list<FastFace*>;
+       {
+               JMutexAutoLock meshlock(mesh_mutex);
+               if(mesh != NULL)
+                       return;
+       }
+#endif
        
-       /*
-               We are including the faces of the trailing edges of the block.
-               This means that when something changes, the caller must
-               also update the meshes of the blocks at the leading edges.
-       */
+       // 4-21ms for MAP_BLOCKSIZE=16
+       // 24-155ms for MAP_BLOCKSIZE=32
+       //TimeTaker timer1("updateMesh()");
 
+       core::array<FastFace> fastfaces_new;
+       
+       v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
+                       getPosRelative().Z); // floating point conversion
+       
        /*
-               Go through every y,z and get top faces in rows of x+
+               Avoid interlocks by copying m_temp_mods
        */
-       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-       //for(s16 y=-1; y<MAP_BLOCKSIZE; y++){
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                       updateFastFaceRow(v3s16(0,y,z), MAP_BLOCKSIZE,
-                                       v3s16(1,0,0),
-                                       v3s16(0,1,0),
-                                       *fastfaces_new);
-               }
+       NodeModMap temp_mods;
+       {
+               JMutexAutoLock lock(m_temp_mods_mutex);
+               m_temp_mods.copy(temp_mods);
        }
+       
        /*
-               Go through every x,y and get right faces in rows of z+
+               Some settings
        */
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-       //for(s16 x=-1; x<MAP_BLOCKSIZE; x++){
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                       updateFastFaceRow(v3s16(x,y,0), MAP_BLOCKSIZE,
-                                       v3s16(0,0,1),
-                                       v3s16(1,0,0),
-                                       *fastfaces_new);
-               }
-       }
+       bool new_style_water = g_settings.getBool("new_style_water");
+       bool new_style_leaves = g_settings.getBool("new_style_leaves");
+       
+       float node_water_level = 1.0;
+       if(new_style_water)
+               node_water_level = 0.85;
+       
        /*
-               Go through every y,z and get back faces in rows of x+
+               We are including the faces of the trailing edges of the block.
+               This means that when something changes, the caller must
+               also update the meshes of the blocks at the leading edges.
+
+               NOTE: This is the slowest part of this method.
        */
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-       //for(s16 z=-1; z<MAP_BLOCKSIZE; z++){
+       
+       {
+               // 4-23ms for MAP_BLOCKSIZE=16
+               //TimeTaker timer2("updateMesh() collect");
+
+               /*
+                       Go through every y,z and get top faces in rows of x+
+               */
                for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                       updateFastFaceRow(v3s16(0,y,z), MAP_BLOCKSIZE,
-                                       v3s16(1,0,0),
-                                       v3s16(0,0,1),
-                                       *fastfaces_new);
+                       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+                               updateFastFaceRow(daynight_ratio, posRelative_f,
+                                               v3s16(0,y,z), MAP_BLOCKSIZE,
+                                               v3s16(1,0,0), //dir
+                                               v3f  (1,0,0),
+                                               v3s16(0,1,0), //face dir
+                                               v3f  (0,1,0),
+                                               fastfaces_new,
+                                               temp_mods);
+                       }
+               }
+               /*
+                       Go through every x,y and get right faces in rows of z+
+               */
+               for(s16 x=0; x<MAP_BLOCKSIZE; x++){
+                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+                               updateFastFaceRow(daynight_ratio, posRelative_f,
+                                               v3s16(x,y,0), MAP_BLOCKSIZE,
+                                               v3s16(0,0,1),
+                                               v3f  (0,0,1),
+                                               v3s16(1,0,0),
+                                               v3f  (1,0,0),
+                                               fastfaces_new,
+                                               temp_mods);
+                       }
+               }
+               /*
+                       Go through every y,z and get back faces in rows of x+
+               */
+               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+                               updateFastFaceRow(daynight_ratio, posRelative_f,
+                                               v3s16(0,y,z), MAP_BLOCKSIZE,
+                                               v3s16(1,0,0),
+                                               v3f  (1,0,0),
+                                               v3s16(0,0,1),
+                                               v3f  (0,0,1),
+                                               fastfaces_new,
+                                               temp_mods);
+                       }
                }
        }
 
-       scene::SMesh *mesh_new = NULL;
-       
-       if(fastfaces_new->getSize() > 0)
-       {
-               MeshCollector collector;
+       // End of slow part
+
+       /*
+               Convert FastFaces to SMesh
+       */
 
-               core::list<FastFace*>::Iterator i = fastfaces_new->begin();
+       MeshCollector collector;
 
-               for(; i != fastfaces_new->end(); i++)
+       if(fastfaces_new.size() > 0)
+       {
+               // avg 0ms (100ms spikes when loading textures the first time)
+               //TimeTaker timer2("updateMesh() mesh building");
+
+               video::SMaterial material;
+               material.Lighting = false;
+               material.BackfaceCulling = false;
+               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
+               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
+               material.setFlag(video::EMF_FOG_ENABLE, true);
+
+               for(u32 i=0; i<fastfaces_new.size(); i++)
                {
-                       FastFace *f = *i;
+                       FastFace &f = fastfaces_new[i];
 
                        const u16 indices[] = {0,1,2,2,3,0};
+                       
+                       //video::ITexture *texture = g_irrlicht->getTexture(f.tile.spec);
+                       video::ITexture *texture = f.tile.texture.atlas;
+                       if(texture == NULL)
+                               continue;
 
-                       collector.append(g_materials[f->material], f->vertices, 4,
-                                       indices, 6);
+                       material.setTexture(0, texture);
+                       
+                       f.tile.applyMaterialOptions(material);
+                       
+                       collector.append(material, f.vertices, 4, indices, 6);
                }
+       }
 
-               mesh_new = new scene::SMesh();
+       /*
+               Add special graphics:
+               - torches
+               - flowing water
+       */
+
+       // 0ms
+       //TimeTaker timer2("updateMesh() adding special stuff");
+
+       // Flowing water material
+       video::SMaterial material_water1;
+       material_water1.setFlag(video::EMF_LIGHTING, false);
+       //material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
+       material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_water1.setFlag(video::EMF_FOG_ENABLE, true);
+       material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+       //TODO
+       //material_water1.setTexture(0, g_irrlicht->getTexture("water.png"));
+       AtlasPointer pa_water1 = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("water.png"));
+       material_water1.setTexture(0, pa_water1.atlas);
+
+       // New-style leaves material
+       video::SMaterial material_leaves1;
+       material_leaves1.setFlag(video::EMF_LIGHTING, false);
+       //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
+       material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
+       material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       //TODO
+       //material_leaves1.setTexture(0, g_irrlicht->getTexture("leaves.png"));
+       AtlasPointer pa_leaves1 = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("leaves.png"));
+       material_leaves1.setTexture(0, pa_leaves1.atlas);
+
+       for(s16 z=0; z<MAP_BLOCKSIZE; z++)
+       for(s16 y=0; y<MAP_BLOCKSIZE; y++)
+       for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+       {
+               v3s16 p(x,y,z);
+
+               MapNode &n = getNodeRef(x,y,z);
                
-               collector.fillMesh(mesh_new);
+               /*
+                       Add torches to mesh
+               */
+               if(n.d == CONTENT_TORCH)
+               {
+                       video::SColor c(255,255,255,255);
 
-#if 0
-               scene::IMeshBuffer *buf = NULL;
+                       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),
+                       };
 
-               core::list<FastFace*>::Iterator i = fastfaces_new->begin();
+                       v3s16 dir = unpackDir(n.dir);
 
-               // MATERIAL_AIR shouldn't be used by any face
-               u8 material_in_use = MATERIAL_AIR;
+                       for(s32 i=0; i<4; i++)
+                       {
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXZBy(45);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXZBy(-45);
+
+                               vertices[i].Pos += intToFloat(p + getPosRelative());
+                       }
 
-               for(; i != fastfaces_new->end(); i++)
+                       // 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);
+               }
+               /*
+                       Add flowing water to mesh
+               */
+               else if(n.d == CONTENT_WATER)
                {
-                       FastFace *f = *i;
+                       bool top_is_water = false;
+                       try{
+                               MapNode n = getNodeParent(v3s16(x,y+1,z));
+                               if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                                       top_is_water = true;
+                       }catch(InvalidPositionException &e){}
                        
-                       if(f->material != material_in_use || buf == NULL)
+                       u8 l = decode_light(n.getLightBlend(daynight_ratio));
+                       video::SColor c(WATER_ALPHA,l,l,l);
+                       
+                       // Neighbor water levels (key = relative position)
+                       // Includes current node
+                       core::map<v3s16, f32> neighbor_levels;
+                       core::map<v3s16, u8> neighbor_contents;
+                       core::map<v3s16, u8> neighbor_flags;
+                       const u8 neighborflag_top_is_water = 0x01;
+                       v3s16 neighbor_dirs[9] = {
+                               v3s16(0,0,0),
+                               v3s16(0,0,1),
+                               v3s16(0,0,-1),
+                               v3s16(1,0,0),
+                               v3s16(-1,0,0),
+                               v3s16(1,0,1),
+                               v3s16(-1,0,-1),
+                               v3s16(1,0,-1),
+                               v3s16(-1,0,1),
+                       };
+                       for(u32 i=0; i<9; i++)
                        {
-                               // Try to get a meshbuffer associated with the material
-                               buf = mesh_new->getMeshBuffer(g_materials[f->material]);
-                               // If not found, create one
-                               if(buf == NULL)
-                               {
-                                       // This is a "Standard MeshBuffer",
-                                       // it's a typedeffed CMeshBuffer<video::S3DVertex>
-                                       buf = new scene::SMeshBuffer();
-                                       // Set material
-                                       ((scene::SMeshBuffer*)buf)->Material = g_materials[f->material];
-                                       // Use VBO
-                                       //buf->setHardwareMappingHint(scene::EHM_STATIC);
-                                       // Add to mesh
-                                       mesh_new->addMeshBuffer(buf);
-                                       // Mesh grabbed it
-                                       buf->drop();
-                               }
-                               material_in_use = f->material;
+                               u8 content = CONTENT_AIR;
+                               float level = -0.5 * BS;
+                               u8 flags = 0;
+                               try{
+                                       // Check neighbor
+                                       v3s16 p2 = p + neighbor_dirs[i];
+                                       MapNode n2 = getNodeParent(p2);
+
+                                       content = n2.d;
+
+                                       if(n2.d == CONTENT_WATERSOURCE)
+                                               level = (-0.5+node_water_level) * BS;
+                                       else if(n2.d == CONTENT_WATER)
+                                               level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
+                                                               * node_water_level) * BS;
+
+                                       // Check node above neighbor.
+                                       // NOTE: This doesn't get executed if neighbor
+                                       //       doesn't exist
+                                       p2.Y += 1;
+                                       n2 = getNodeParent(p2);
+                                       if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
+                                               flags |= neighborflag_top_is_water;
+                               }
+                               catch(InvalidPositionException &e){}
+                               
+                               neighbor_levels.insert(neighbor_dirs[i], level);
+                               neighbor_contents.insert(neighbor_dirs[i], content);
+                               neighbor_flags.insert(neighbor_dirs[i], flags);
                        }
-                       
-                       u16 new_indices[] = {0,1,2,2,3,0};
-                       
-                       //buf->append(f->vertices, 4, indices, 6);
-               }
-#endif
-
-               // Use VBO for mesh (this just would set this for ever buffer)
-               //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
-               
-               /*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
-                               <<"and uses "<<mesh_new->getMeshBufferCount()
-                               <<" materials (meshbuffers)"<<std::endl;*/
-       }
-
-       // TODO: Get rid of the FastFace stage
-       core::list<FastFace*>::Iterator i;
-       i = fastfaces_new->begin();
-       for(; i != fastfaces_new->end(); i++)
-       {
-               delete *i;
-       }
-       fastfaces_new->clear();
-       delete fastfaces_new;
-
-       /*
-               Replace the mesh
-       */
 
-       mesh_mutex.Lock();
+                       //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
+                       //float water_level = neighbor_levels[v3s16(0,0,0)];
 
-       scene::SMesh *mesh_old = mesh;
+                       // Corner heights (average between four waters)
+                       f32 corner_levels[4];
+                       
+                       v3s16 halfdirs[4] = {
+                               v3s16(0,0,0),
+                               v3s16(1,0,0),
+                               v3s16(1,0,1),
+                               v3s16(0,0,1),
+                       };
+                       for(u32 i=0; i<4; i++)
+                       {
+                               v3s16 cornerdir = halfdirs[i];
+                               float cornerlevel = 0;
+                               u32 valid_count = 0;
+                               for(u32 j=0; j<4; j++)
+                               {
+                                       v3s16 neighbordir = cornerdir - halfdirs[j];
+                                       u8 content = neighbor_contents[neighbordir];
+                                       // Special case for source nodes
+                                       if(content == CONTENT_WATERSOURCE)
+                                       {
+                                               cornerlevel = (-0.5+node_water_level)*BS;
+                                               valid_count = 1;
+                                               break;
+                                       }
+                                       else if(content == CONTENT_WATER)
+                                       {
+                                               cornerlevel += neighbor_levels[neighbordir];
+                                               valid_count++;
+                                       }
+                                       else if(content == CONTENT_AIR)
+                                       {
+                                               cornerlevel += -0.5*BS;
+                                               valid_count++;
+                                       }
+                               }
+                               if(valid_count > 0)
+                                       cornerlevel /= valid_count;
+                               corner_levels[i] = cornerlevel;
+                       }
+
+                       /*
+                               Generate sides
+                       */
+
+                       v3s16 side_dirs[4] = {
+                               v3s16(1,0,0),
+                               v3s16(-1,0,0),
+                               v3s16(0,0,1),
+                               v3s16(0,0,-1),
+                       };
+                       s16 side_corners[4][2] = {
+                               {1, 2},
+                               {3, 0},
+                               {2, 3},
+                               {0, 1},
+                       };
+                       for(u32 i=0; i<4; i++)
+                       {
+                               v3s16 dir = side_dirs[i];
+
+                               /*
+                                       If our topside is water and neighbor's topside
+                                       is water, don't draw side face
+                               */
+                               if(top_is_water &&
+                                               neighbor_flags[dir] & neighborflag_top_is_water)
+                                       continue;
+
+                               u8 neighbor_content = neighbor_contents[dir];
+                               
+                               // Don't draw face if neighbor is not air or water
+                               if(neighbor_content != CONTENT_AIR
+                                               && neighbor_content != CONTENT_WATER)
+                                       continue;
+                               
+                               bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
+                               
+                               // Don't draw any faces if neighbor is water and top is water
+                               if(neighbor_is_water == true && top_is_water == false)
+                                       continue;
+                               
+                               video::S3DVertex vertices[4] =
+                               {
+                                       /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x0(), pa_water1.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x1(), pa_water1.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x1(), pa_water1.y0()),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x0(), pa_water1.y0()),
+                               };
+                               
+                               /*
+                                       If our topside is water, set upper border of face
+                                       at upper border of node
+                               */
+                               if(top_is_water)
+                               {
+                                       vertices[2].Pos.Y = 0.5*BS;
+                                       vertices[3].Pos.Y = 0.5*BS;
+                               }
+                               /*
+                                       Otherwise upper position of face is corner levels
+                               */
+                               else
+                               {
+                                       vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
+                                       vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
+                               }
+                               
+                               /*
+                                       If neighbor is water, lower border of face is corner
+                                       water levels
+                               */
+                               if(neighbor_is_water)
+                               {
+                                       vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
+                                       vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
+                               }
+                               /*
+                                       If neighbor is not water, lower border of face is
+                                       lower border of node
+                               */
+                               else
+                               {
+                                       vertices[0].Pos.Y = -0.5*BS;
+                                       vertices[1].Pos.Y = -0.5*BS;
+                               }
+                               
+                               for(s32 j=0; j<4; j++)
+                               {
+                                       if(dir == v3s16(0,0,1))
+                                               vertices[j].Pos.rotateXZBy(0);
+                                       if(dir == v3s16(0,0,-1))
+                                               vertices[j].Pos.rotateXZBy(180);
+                                       if(dir == v3s16(-1,0,0))
+                                               vertices[j].Pos.rotateXZBy(90);
+                                       if(dir == v3s16(1,0,-0))
+                                               vertices[j].Pos.rotateXZBy(-90);
+
+                                       vertices[j].Pos += intToFloat(p + getPosRelative());
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_water1, vertices, 4, indices, 6);
+                       }
+                       
+                       /*
+                               Generate top side, if appropriate
+                       */
+                       
+                       if(top_is_water == false)
+                       {
+                               video::S3DVertex vertices[4] =
+                               {
+                                       /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
+                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x0(), pa_water1.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_water1.x1(), pa_water1.y1()),
+                                       video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+                                                       pa_water1.x1(), pa_water1.y0()),
+                                       video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+                                                       pa_water1.x0(), pa_water1.y0()),
+                               };
+                               
+                               // This fixes a strange bug
+                               s32 corner_resolve[4] = {3,2,1,0};
+
+                               for(s32 i=0; i<4; i++)
+                               {
+                                       //vertices[i].Pos.Y += water_level;
+                                       //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
+                                       s32 j = corner_resolve[i];
+                                       vertices[i].Pos.Y += corner_levels[j];
+                                       vertices[i].Pos += intToFloat(p + getPosRelative());
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_water1, vertices, 4, indices, 6);
+                       }
+               }
+               /*
+                       Add water sources to mesh if using new style
+               */
+               else if(n.d == CONTENT_WATERSOURCE && new_style_water)
+               {
+                       //bool top_is_water = false;
+                       bool top_is_air = false;
+                       try{
+                               MapNode n = getNodeParent(v3s16(x,y+1,z));
+                               /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                                       top_is_water = true;*/
+                               if(n.d == CONTENT_AIR)
+                                       top_is_air = true;
+                       }catch(InvalidPositionException &e){}
+                       
+                       /*if(top_is_water == true)
+                               continue;*/
+                       if(top_is_air == false)
+                               continue;
+
+                       u8 l = decode_light(n.getLightBlend(daynight_ratio));
+                       video::SColor c(WATER_ALPHA,l,l,l);
+                       
+                       video::S3DVertex vertices[4] =
+                       {
+                               /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
+                               video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                               pa_water1.x0(), pa_water1.y1()),
+                               video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                               pa_water1.x1(), pa_water1.y1()),
+                               video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_water1.x1(), pa_water1.y0()),
+                               video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+                                               pa_water1.x0(), pa_water1.y0()),
+                       };
+
+                       for(s32 i=0; i<4; i++)
+                       {
+                               vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
+                               vertices[i].Pos += intToFloat(p + getPosRelative());
+                       }
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material_water1, vertices, 4, indices, 6);
+               }
+               /*
+                       Add leaves if using new style
+               */
+               else if(n.d == CONTENT_LEAVES && new_style_leaves)
+               {
+                       /*u8 l = decode_light(n.getLightBlend(daynight_ratio));*/
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(daynight_ratio)));
+                       video::SColor c(255,l,l,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,
+                                               pa_leaves1.x1(), pa_leaves1.y1()),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_leaves1.x1(), pa_leaves1.y0()),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_leaves1.x0(), pa_leaves1.y0()),
+                               };
+
+                               if(j == 0)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(0);
+                               }
+                               else if(j == 1)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(180);
+                               }
+                               else if(j == 2)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(-90);
+                               }
+                               else if(j == 3)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateXZBy(90);
+                               }
+                               else if(j == 4)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateYZBy(-90);
+                               }
+                               else if(j == 5)
+                               {
+                                       for(u16 i=0; i<4; i++)
+                                               vertices[i].Pos.rotateYZBy(90);
+                               }
+
+                               for(u16 i=0; i<4; i++)
+                               {
+                                       vertices[i].Pos += intToFloat(p + getPosRelative());
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_leaves1, vertices, 4, indices, 6);
+                       }
+               }
+       }
+
+       /*
+               Add stuff from collector to mesh
+       */
+       
+       scene::SMesh *mesh_new = NULL;
+       mesh_new = new scene::SMesh();
+       
+       collector.fillMesh(mesh_new);
+
+       /*
+               Do some stuff to the mesh
+       */
+
+       mesh_new->recalculateBoundingBox();
+
+       /*
+               Delete new mesh if it is empty
+       */
+
+       if(mesh_new->getMeshBufferCount() == 0)
+       {
+               mesh_new->drop();
+               mesh_new = NULL;
+       }
+
+       if(mesh_new)
+       {
+#if 0
+               // Usually 1-700 faces and 1-7 materials
+               std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
+                               <<"and uses "<<mesh_new->getMeshBufferCount()
+                               <<" materials (meshbuffers)"<<std::endl;
+#endif
+
+               // Use VBO for mesh (this just would set this for ever buffer)
+               // This will lead to infinite memory usage because or irrlicht.
+               //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
+
+               /*
+                       NOTE: If that is enabled, some kind of a queue to the main
+                       thread should be made which would call irrlicht to delete
+                       the hardware buffer and then delete the mesh
+               */
+       }
+       
+       /*
+               Replace the mesh
+       */
+
+       mesh_mutex.Lock();
 
+       //scene::SMesh *mesh_old = mesh[daynight_i];
+       //mesh[daynight_i] = mesh_new;
+
+       scene::SMesh *mesh_old = mesh;
        mesh = mesh_new;
+       setMeshExpired(false);
        
        if(mesh_old != NULL)
        {
@@ -547,8 +1314,20 @@ void MapBlock::updateMesh()
                {
                        IMeshBuffer *buf = mesh_old->getMeshBuffer(i);
                }*/
+               
+               /*dstream<<"mesh_old->getReferenceCount()="
+                               <<mesh_old->getReferenceCount()<<std::endl;
+               u32 c = mesh_old->getMeshBufferCount();
+               for(u32 i=0; i<c; i++)
+               {
+                       scene::IMeshBuffer *buf = mesh_old->getMeshBuffer(i);
+                       dstream<<"buf->getReferenceCount()="
+                                       <<buf->getReferenceCount()<<std::endl;
+               }*/
+
                // Drop the mesh
                mesh_old->drop();
+
                //delete mesh_old;
        }
 
@@ -557,6 +1336,20 @@ void MapBlock::updateMesh()
        //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
 }
 
+/*void MapBlock::updateMeshes(s32 first_i)
+{
+       assert(first_i >= 0 && first_i <= DAYNIGHT_CACHE_COUNT);
+       updateMesh(first_i);
+       for(s32 i=0; i<DAYNIGHT_CACHE_COUNT; i++)
+       {
+               if(i == first_i)
+                       continue;
+               updateMesh(i);
+       }
+}*/
+
+#endif // !SERVER
+
 /*
        Propagates sunlight down through the block.
        Doesn't modify nodes that are not affected by sunlight.
@@ -566,12 +1359,21 @@ void MapBlock::updateMesh()
 
        If there is a block above, continues from it.
        If there is no block above, assumes there is sunlight, unless
-       is_underground is set.
+       is_underground is set or highest node is water.
 
        At the moment, all sunlighted nodes are added to light_sources.
-       TODO: This could be optimized.
+       - SUGG: This could be optimized
+
+       Turns sunglighted mud into grass.
+
+       if remove_light==true, sets non-sunlighted nodes black.
+
+       if black_air_left!=NULL, it is set to true if non-sunlighted
+       air is left in block.
 */
-bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
+bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
+               bool remove_light, bool *black_air_left,
+               bool grow_grass)
 {
        // Whether the sunlight at the top of the bottom block is valid
        bool block_below_is_valid = true;
@@ -582,17 +1384,14 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
        {
                for(s16 z=0; z<MAP_BLOCKSIZE; z++)
                {
+#if 1
                        bool no_sunlight = false;
                        bool no_top_block = false;
                        // Check if node above block has sunlight
                        try{
                                MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
-                               if(n.getLight() != LIGHT_SUN)
+                               if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN)
                                {
-                                       /*if(is_underground)
-                                       {
-                                               no_sunlight = true;
-                                       }*/
                                        no_sunlight = true;
                                }
                        }
@@ -600,18 +1399,41 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
                        {
                                no_top_block = true;
                                
-                               // TODO: This makes over-ground roofed places sunlighted
+                               // NOTE: This makes over-ground roofed places sunlighted
                                // Assume sunlight, unless is_underground==true
                                if(is_underground)
                                {
                                        no_sunlight = true;
                                }
-                               
-                               // TODO: There has to be some way to allow this behaviour
-                               // As of now, it just makes everything dark.
+                               else
+                               {
+                                       MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
+                                       if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                                       {
+                                               no_sunlight = true;
+                                       }
+                               }
+                               // NOTE: As of now, this just would make everything dark.
                                // No sunlight here
                                //no_sunlight = true;
                        }
+#endif
+#if 0 // Doesn't work; nothing gets light.
+                       bool no_sunlight = true;
+                       bool no_top_block = false;
+                       // Check if node above block has sunlight
+                       try{
+                               MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
+                               if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN)
+                               {
+                                       no_sunlight = false;
+                               }
+                       }
+                       catch(InvalidPositionException &e)
+                       {
+                               no_top_block = true;
+                       }
+#endif
 
                        /*std::cout<<"("<<x<<","<<z<<"): "
                                        <<"no_top_block="<<no_top_block
@@ -621,45 +1443,81 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
                
                        s16 y = MAP_BLOCKSIZE-1;
                        
-                       if(no_sunlight == false)
+                       // This makes difference to diminishing in water.
+                       bool stopped_to_solid_object = false;
+                       
+                       u8 current_light = no_sunlight ? 0 : LIGHT_SUN;
+
+                       for(; y >= 0; y--)
                        {
-                               // Continue spreading sunlight downwards through transparent
-                               // nodes
-                               for(; y >= 0; y--)
+                               v3s16 pos(x, y, z);
+                               MapNode &n = getNodeRef(pos);
+                               
+                               if(current_light == 0)
                                {
-                                       v3s16 pos(x, y, z);
-                                       
-                                       MapNode &n = getNodeRef(pos);
-
-                                       if(n.sunlight_propagates())
+                                       // Do nothing
+                               }
+                               else if(current_light == LIGHT_SUN && n.sunlight_propagates())
+                               {
+                                       // Do nothing: Sunlight is continued
+                               }
+                               else if(n.light_propagates() == false)
+                               {
+                                       if(grow_grass)
                                        {
-                                               n.setLight(LIGHT_SUN);
-
-                                               light_sources.insert(pos_relative + pos, true);
-                                       }
-                                       else{
-                                               break;
+                                               bool upper_is_air = false;
+                                               try
+                                               {
+                                                       if(getNodeParent(pos+v3s16(0,1,0)).d == CONTENT_AIR)
+                                                               upper_is_air = true;
+                                               }
+                                               catch(InvalidPositionException &e)
+                                               {
+                                               }
+                                               // Turn mud into grass
+                                               if(upper_is_air && n.d == CONTENT_MUD
+                                                               && current_light == LIGHT_SUN)
+                                               {
+                                                       n.d = CONTENT_GRASS;
+                                               }
                                        }
+
+                                       // A solid object is on the way.
+                                       stopped_to_solid_object = true;
+                                       
+                                       // Light stops.
+                                       current_light = 0;
+                               }
+                               else
+                               {
+                                       // Diminish light
+                                       current_light = diminish_light(current_light);
                                }
-                       }
 
-                       bool sunlight_should_go_down = (y==-1);
+                               u8 old_light = n.getLight(LIGHTBANK_DAY);
 
-                       // Fill rest with black (only transparent ones)
-                       for(; y >= 0; y--){
-                               v3s16 pos(x, y, z);
+                               if(current_light > old_light || remove_light)
+                               {
+                                       n.setLight(LIGHTBANK_DAY, current_light);
+                               }
                                
-                               MapNode &n = getNodeRef(pos);
-
-                               if(n.light_propagates())
+                               if(diminish_light(current_light) != 0)
                                {
-                                       n.setLight(0);
+                                       light_sources.insert(pos_relative + pos, true);
                                }
-                               else{
-                                       break;
+
+                               if(current_light == 0 && stopped_to_solid_object)
+                               {
+                                       if(black_air_left)
+                                       {
+                                               *black_air_left = true;
+                                       }
                                }
                        }
 
+                       // Whether or not the block below should see LIGHT_SUN
+                       bool sunlight_should_go_down = (current_light == LIGHT_SUN);
+
                        /*
                                If the block below hasn't already been marked invalid:
 
@@ -675,10 +1533,10 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
                                MapNode n = getNodeParent(v3s16(x, -1, z));
                                if(n.light_propagates())
                                {
-                                       if(n.getLight() == LIGHT_SUN
+                                       if(n.getLight(LIGHTBANK_DAY) == LIGHT_SUN
                                                        && sunlight_should_go_down == false)
                                                block_below_is_valid = false;
-                                       else if(n.getLight() != LIGHT_SUN
+                                       else if(n.getLight(LIGHTBANK_DAY) != LIGHT_SUN
                                                        && sunlight_should_go_down == true)
                                                block_below_is_valid = false;
                                }
@@ -696,6 +1554,147 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
        return block_below_is_valid;
 }
 
+void MapBlock::copyTo(VoxelManipulator &dst)
+{
+       v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
+       VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
+       
+       // Copy from data to VoxelManipulator
+       dst.copyFrom(data, data_area, v3s16(0,0,0),
+                       getPosRelative(), data_size);
+}
+
+void MapBlock::copyFrom(VoxelManipulator &dst)
+{
+       v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
+       VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
+       
+       // Copy from VoxelManipulator to data
+       dst.copyTo(data, data_area, v3s16(0,0,0),
+                       getPosRelative(), data_size);
+}
+
+void MapBlock::stepObjects(float dtime, bool server, u32 daynight_ratio)
+{
+       /*
+               Step objects
+       */
+       m_objects.step(dtime, server, daynight_ratio);
+       
+       /*
+               Spawn some objects at random.
+
+               Use dayNightDiffed() to approximate being near ground level
+       */
+       if(m_spawn_timer < -999)
+       {
+               m_spawn_timer = 60;
+       }
+       if(dayNightDiffed() == true && getObjectCount() == 0)
+       {
+               m_spawn_timer -= dtime;
+               if(m_spawn_timer <= 0.0)
+               {
+                       m_spawn_timer += myrand() % 300;
+                       
+                       v2s16 p2d(
+                               (myrand()%(MAP_BLOCKSIZE-1))+0,
+                               (myrand()%(MAP_BLOCKSIZE-1))+0
+                       );
+
+                       s16 y = getGroundLevel(p2d);
+                       
+                       if(y >= 0)
+                       {
+                               v3s16 p(p2d.X, y+1, p2d.Y);
+
+                               if(getNode(p).d == CONTENT_AIR
+                                               && getNode(p).getLightBlend(daynight_ratio) <= 11)
+                               {
+                                       RatObject *obj = new RatObject(NULL, -1, intToFloat(p));
+                                       addObject(obj);
+                               }
+                       }
+               }
+       }
+
+       setChangedFlag();
+}
+
+
+void MapBlock::updateDayNightDiff()
+{
+       if(data == NULL)
+       {
+               m_day_night_differs = false;
+               return;
+       }
+
+       bool differs = false;
+
+       /*
+               Check if any lighting value differs
+       */
+       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+       {
+               MapNode &n = data[i];
+               if(n.getLight(LIGHTBANK_DAY) != n.getLight(LIGHTBANK_NIGHT))
+               {
+                       differs = true;
+                       break;
+               }
+       }
+
+       /*
+               If some lighting values differ, check if the whole thing is
+               just air. If it is, differ = false
+       */
+       if(differs)
+       {
+               bool only_air = true;
+               for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+               {
+                       MapNode &n = data[i];
+                       if(n.d != CONTENT_AIR)
+                       {
+                               only_air = false;
+                               break;
+                       }
+               }
+               if(only_air)
+                       differs = false;
+       }
+
+       // Set member variable
+       m_day_night_differs = differs;
+}
+
+s16 MapBlock::getGroundLevel(v2s16 p2d)
+{
+       if(isDummy())
+               return -3;
+       try
+       {
+               s16 y = MAP_BLOCKSIZE-1;
+               for(; y>=0; y--)
+               {
+                       //if(is_ground_content(getNodeRef(p2d.X, y, p2d.Y).d))
+                       if(content_features(getNodeRef(p2d.X, y, p2d.Y).d).walkable)
+                       {
+                               if(y == MAP_BLOCKSIZE-1)
+                                       return -2;
+                               else
+                                       return y;
+                       }
+               }
+               return -1;
+       }
+       catch(InvalidPositionException &e)
+       {
+               return -3;
+       }
+}
+
 /*
        Serialization
 */
@@ -727,8 +1726,7 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                
                os.write((char*)*dest, dest.getSize());
        }
-       // All otherversions
-       else
+       else if(version <= 10)
        {
                /*
                        With compression.
@@ -748,13 +1746,69 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                }
                compress(materialdata, os, version);
 
-               // Get and compress params
-               SharedBuffer<u8> paramdata(nodecount);
+               // Get and compress lights
+               SharedBuffer<u8> lightdata(nodecount);
                for(u32 i=0; i<nodecount; i++)
                {
-                       paramdata[i] = data[i].param;
+                       lightdata[i] = data[i].param;
+               }
+               compress(lightdata, os, version);
+               
+               if(version >= 10)
+               {
+                       // Get and compress param2
+                       SharedBuffer<u8> param2data(nodecount);
+                       for(u32 i=0; i<nodecount; i++)
+                       {
+                               param2data[i] = data[i].param2;
+                       }
+                       compress(param2data, os, version);
                }
-               compress(paramdata, os, version);
+       }
+       // All other versions (newest)
+       else
+       {
+               // First byte
+               u8 flags = 0;
+               if(is_underground)
+                       flags |= 1;
+               if(m_day_night_differs)
+                       flags |= 2;
+               if(m_lighting_expired)
+                       flags |= 3;
+               os.write((char*)&flags, 1);
+
+               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+
+               /*
+                       Get data
+               */
+
+               SharedBuffer<u8> databuf(nodecount*3);
+
+               // Get contents
+               for(u32 i=0; i<nodecount; i++)
+               {
+                       databuf[i] = data[i].d;
+               }
+
+               // Get params
+               for(u32 i=0; i<nodecount; i++)
+               {
+                       databuf[i+nodecount] = data[i].param;
+               }
+
+               // Get param2
+               for(u32 i=0; i<nodecount; i++)
+               {
+                       databuf[i+nodecount*2] = data[i].param2;
+               }
+
+               /*
+                       Compress data to output stream
+               */
+
+               compress(databuf, os, version);
        }
 }
 
@@ -784,8 +1838,7 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                        data[i].deSerialize(*d, version);
                }
        }
-       // All other versions
-       else
+       else if(version <= 10)
        {
                u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
 
@@ -819,6 +1872,73 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                                data[i].param = s[i];
                        }
                }
+       
+               if(version >= 10)
+               {
+                       // Uncompress and set param2 data
+                       std::ostringstream os(std::ios_base::binary);
+                       decompress(is, os, version);
+                       std::string s = os.str();
+                       if(s.size() != nodecount)
+                               throw SerializationError
+                                               ("MapBlock::deSerialize: invalid format");
+                       for(u32 i=0; i<s.size(); i++)
+                       {
+                               data[i].param2 = s[i];
+                       }
+               }
+       }
+       // All other versions (newest)
+       else
+       {
+               u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+
+               u8 flags;
+               is.read((char*)&flags, 1);
+               is_underground = (flags & 1) ? true : false;
+               m_day_night_differs = (flags & 2) ? true : false;
+               m_lighting_expired = (flags & 3) ? true : false;
+
+               // Uncompress data
+               std::ostringstream os(std::ios_base::binary);
+               decompress(is, os, version);
+               std::string s = os.str();
+               if(s.size() != nodecount*3)
+                       throw SerializationError
+                                       ("MapBlock::deSerialize: invalid format");
+
+               // Set contents
+               for(u32 i=0; i<nodecount; i++)
+               {
+                       data[i].d = s[i];
+               }
+               // Set params
+               for(u32 i=0; i<nodecount; i++)
+               {
+                       data[i].param = s[i+nodecount];
+               }
+               // Set param2
+               for(u32 i=0; i<nodecount; i++)
+               {
+                       data[i].param2 = s[i+nodecount*2];
+               }
+       }
+       
+       /*
+               Translate nodes as specified in the translate_to fields of
+               node features
+       */
+       for(u32 i=0; i<MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE; i++)
+       {
+               MapNode &n = data[i];
+
+               MapNode *translate_to = content_features(n.d).translate_to;
+               if(translate_to)
+               {
+                       dstream<<"MapBlock: WARNING: Translating node "<<n.d<<" to "
+                                       <<translate_to->d<<std::endl;
+                       n = *translate_to;
+               }
        }
 }