continued.
[oweals/minetest.git] / src / mapblock.cpp
index f525ed3e9dda96708e69ccc7ccb5e011a8b03773..90ff05bd1468434066d23e51baa06dfe69b73ed6 100644 (file)
@@ -1,5 +1,20 @@
 /*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
+Minetest-c55
+Copyright (C) 2010 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 General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
 #include "mapblock.h"
        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))
@@ -53,10 +108,79 @@ 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
+*/
+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
+
+               /*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);*/
+
+               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;
@@ -70,14 +194,39 @@ FastFace * MapBlock::makeFastFace(u8 material, u8 light, v3f p,
        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);
-       
-       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;
@@ -91,85 +240,111 @@ FastFace * MapBlock::makeFastFace(u8 material, u8 light, v3f p,
 
        v3f zerovector = v3f(0,0,0);
        
-       u8 li = decode_light(light);
-       //u8 li = 150;
+       //u8 li = decode_light(light);
+       u8 li = light;
 
        u8 alpha = 255;
 
-       if(material == MATERIAL_WATER)
+       if(tile.id == TILE_WATER)
        {
                alpha = 128;
        }
 
        video::SColor c = video::SColor(alpha,li,li,li);
 
-       /*f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
+       face.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[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
                        core::vector2d<f32>(abs_scale,1));
-       f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
+       face.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,
-                       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[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
                        core::vector2d<f32>(0,0));
 
-       f->material = material;
-
-       return f;
+       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)
 {
-       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;
 
-               // 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);
+       /*//DEBUG
+       {
+               spec.id = TILE_STONE;
+               return spec;
+       }*/
 
-               return light;
-       }
-       catch(InvalidPositionException &e)
+       spec.feature = TILEFEAT_NONE;
+       //spec.id = TILE_STONE;
+       spec.id = 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)
        {
-               return 0;
+               struct NodeMod mod = n->getValue();
+               if(mod.type == NODEMOD_CHANGECONTENT)
+               {
+                       spec.id = content_tile(mod.param, face_dir);
+               }
+               if(mod.type == NODEMOD_CRACK)
+               {
+                       spec.feature = TILEFEAT_CRACK;
+                       spec.param.crack.progression = mod.param;
+               }
        }
+       
+       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)
 {
-       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)
        {
-               return MATERIAL_IGNORE;
+               struct NodeMod mod = n->getValue();
+               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;
 }
 
 /*
@@ -177,105 +352,111 @@ 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)
 {
-       /*
-               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);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir);
+
        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(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);
+                       tile1_next = getNodeTile(n1_next, p_next + face_dir, -face_dir);
+                       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++;
                
                if(next_is_different)
                {
                        /*
                                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);
+                       u8 content1 = getNodeContent(p + face_dir, n1);
+                       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;
                }
                
@@ -283,156 +464,332 @@ void MapBlock::updateFastFaceRow(v3s16 startpos,
        }
 }
 
-void MapBlock::updateMesh()
+/*
+       This is used because CMeshBuffer::append() is very slow
+*/
+struct PreMeshBuffer
+{
+       video::SMaterial material;
+       core::array<u16> indices;
+       core::array<video::S3DVertex> vertices;
+};
+
+class MeshCollector
 {
-       /*v3s16 p = getPosRelative();
-       std::cout<<"MapBlock("<<p.X<<","<<p.Y<<","<<p.Z<<")"
-                       <<"::updateMesh(): ";*/
-                       //<<"::updateMesh()"<<std::endl;
-       
+public:
+       void append(
+                       video::SMaterial material,
+                       const video::S3DVertex* const vertices,
+                       u32 numVertices,
+                       const u16* const indices,
+                       u32 numIndices
+               )
+       {
+               PreMeshBuffer *p = NULL;
+               for(u32 i=0; i<m_prebuffers.size(); i++)
+               {
+                       PreMeshBuffer &pp = m_prebuffers[i];
+                       if(pp.material != material)
+                               continue;
+
+                       p = &pp;
+                       break;
+               }
+
+               if(p == NULL)
+               {
+                       PreMeshBuffer pp;
+                       pp.material = material;
+                       m_prebuffers.push_back(pp);
+                       p = &m_prebuffers[m_prebuffers.size()-1];
+               }
+
+               u32 vertex_count = p->vertices.size();
+               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++)
+               {
+                       p->vertices.push_back(vertices[i]);
+               }
+       }
+
+       void fillMesh(scene::SMesh *mesh)
+       {
+               /*dstream<<"Filling mesh with "<<m_prebuffers.size()
+                               <<" meshbuffers"<<std::endl;*/
+               for(u32 i=0; i<m_prebuffers.size(); i++)
+               {
+                       PreMeshBuffer &p = m_prebuffers[i];
+
+                       /*dstream<<"p.vertices.size()="<<p.vertices.size()
+                                       <<", p.indices.size()="<<p.indices.size()
+                                       <<std::endl;*/
+                       
+                       // Create meshbuffer
+                       
+                       // This is a "Standard MeshBuffer",
+                       // it's a typedeffed CMeshBuffer<video::S3DVertex>
+                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+                       // Set material
+                       buf->Material = p.material;
+                       //((scene::SMeshBuffer*)buf)->Material = p.material;
+                       // Use VBO
+                       //buf->setHardwareMappingHint(scene::EHM_STATIC);
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       // Mesh grabbed it
+                       buf->drop();
+
+                       buf->append(p.vertices.pointer(), p.vertices.size(),
+                                       p.indices.pointer(), p.indices.size());
+               }
+       }
+
+private:
+       core::array<PreMeshBuffer> m_prebuffers;
+};
+
+void MapBlock::updateMesh(u32 daynight_ratio)
+{
+#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
        
-       //TimeTaker timer1("updateMesh1", g_device);
+       // 4-21ms
+       //TimeTaker timer1("updateMesh()", g_device);
 
+       core::array<FastFace> fastfaces_new;
+       
+       v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
+                       getPosRelative().Z); // floating point conversion
+       
        /*
                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.
-       */
 
-       /*
-               Go through every y,z and get top faces in rows of x+
-       */
-       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);
-               }
-       }
-       /*
-               Go through every x,y and get right faces in rows of z+
+               NOTE: This is the slowest part of this method.
        */
-       for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-       //for(s16 x=-1; x<MAP_BLOCKSIZE; x++){
+       
+       {
+               // Lock this, as m_temp_mods will be used directly
+               JMutexAutoLock lock(m_temp_mods_mutex);
+
+               /*
+                       Go through every y,z and get top faces in rows of 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);
+                       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);
+                       }
                }
-       }
-       /*
-               Go through every y,z and get back faces in rows of x+
-       */
-       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-       //for(s16 z=-1; z<MAP_BLOCKSIZE; z++){
-               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);
+               /*
+                       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);
+                       }
+               }
+               /*
+                       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);
+                       }
                }
        }
 
-       //timer1.stop();
-       //TimeTaker timer2("updateMesh2", g_device);
+       // End of slow part
 
-       scene::SMesh *mesh_new = NULL;
+       /*
+               Convert FastFaces to SMesh
+       */
 
-       //s32 appendtime = 0;
+       scene::SMesh *mesh_new = NULL;
+       
+       mesh_new = new scene::SMesh();
        
-       if(fastfaces_new->getSize() > 0)
+       if(fastfaces_new.size() > 0)
        {
-               mesh_new = new scene::SMesh();
-               scene::IMeshBuffer *buf = NULL;
-               
-               /*
-                       Buffer for lesser calls to
-                       mesh_new->getMeshBuffer(g_materials[f->material]),
-                       which is slow.
-
-                       key = material id, value = meshbuffer of that material
-               */
-               core::map<u8, scene::IMeshBuffer*> bufs;
-
-               core::list<FastFace*>::Iterator i = fastfaces_new->begin();
+               MeshCollector collector;
 
-               // MATERIAL_AIR shouldn't be used by any face
-               u8 material_in_use = MATERIAL_AIR;
-
-               for(; i != fastfaces_new->end(); i++)
+               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};
                        
-                       if(f->material != material_in_use || buf == NULL)
+                       if(f.tile.feature == TILEFEAT_NONE)
                        {
-                               // Try to get a meshbuffer associated with the material
-                               core::map<u8, scene::IMeshBuffer*>::Node*
-                                               n = bufs.find(f->material);
-
-                               if(n != NULL)
-                               {
-                                       buf = n->getValue();
-                               }
-                               else
-                               {
-                                       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();
-                                               bufs[f->material] = buf;
-                                               // 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;
+                               collector.append(tile_material_get(f.tile.id), f.vertices, 4,
+                                               indices, 6);
                        }
+                       else if(f.tile.feature == TILEFEAT_CRACK)
+                       {
+                               const char *path = tile_texture_path_get(f.tile.id);
 
-                       u16 indices[] = {0,1,2,2,3,0};
+                               u16 progression = f.tile.param.crack.progression;
 
-                       //TimeTaker timer("", g_device);
+                               std::string name = (std::string)path + "_cracked_"
+                                               + (char)('0' + progression);
 
-                       buf->append(f->vertices, 4, indices, 6);
-                       
-                       //appendtime += timer.stop(true);
+                               TextureMod *mod = new CrackTextureMod(progression);
+
+                               video::ITexture *texture = g_irrlicht->getTexture(
+                                               TextureSpec(name, path, mod));
+
+                               video::SMaterial material = tile_material_get(f.tile.id);
+                               material.setTexture(0, texture);
+
+                               collector.append(material, f.vertices, 4, indices, 6);
+                       }
+                       else
+                       {
+                               // No such feature
+                               assert(0);
+                       }
                }
 
+               collector.fillMesh(mesh_new);
+
                // 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);
                
                /*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
                                <<"and uses "<<mesh_new->getMeshBufferCount()
-                               <<" materials"<<std::endl;*/
+                               <<" materials (meshbuffers)"<<std::endl;*/
        }
 
-       //dstream<<"appendtime="<<appendtime<<std::endl;
+       /*
+               Add special graphics:
+               - torches
+               
+               TODO: Optimize by using same meshbuffer for same textures
+       */
+
+       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);
+               
+               if(n.d == CONTENT_TORCH)
+               {
+                       //scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+                       video::SColor c(255,255,255,255);
+
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
+                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
+                       };
+
+                       v3s16 dir = unpackDir(n.dir);
+
+                       for(s32 i=0; i<4; i++)
+                       {
+                               if(dir == v3s16(1,0,0))
+                                       vertices[i].Pos.rotateXZBy(0);
+                               if(dir == v3s16(-1,0,0))
+                                       vertices[i].Pos.rotateXZBy(180);
+                               if(dir == v3s16(0,0,1))
+                                       vertices[i].Pos.rotateXZBy(90);
+                               if(dir == v3s16(0,0,-1))
+                                       vertices[i].Pos.rotateXZBy(-90);
+                               if(dir == v3s16(0,-1,0))
+                                       vertices[i].Pos.rotateXZBy(45);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXZBy(-45);
+
+                               vertices[i].Pos += intToFloat(p + getPosRelative());
+                       }
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       buf->append(vertices, 4, indices, 6);
+
+                       // Set material
+                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+                       buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+                       //buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       buf->getMaterial().MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       if(dir == v3s16(0,-1,0))
+                               buf->getMaterial().setTexture(0,
+                                               g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
+                       else if(dir == v3s16(0,1,0))
+                               buf->getMaterial().setTexture(0,
+                                               g_irrlicht->getTexture(porting::getDataPath("torch_on_ceiling.png").c_str()));
+                       // For backwards compatibility
+                       else if(dir == v3s16(0,0,0))
+                               buf->getMaterial().setTexture(0,
+                                               g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
+                       else
+                               buf->getMaterial().setTexture(0, 
+                                               g_irrlicht->getTexture(porting::getDataPath("torch.png").c_str()));
+
+                       // Add to mesh
+                       mesh_new->addMeshBuffer(buf);
+                       buf->drop();
+               }
+       }
+       
+       /*
+               Do some stuff to the mesh
+       */
+
+       mesh_new->recalculateBoundingBox();
 
-       // TODO: Get rid of the FastFace stage
-       core::list<FastFace*>::Iterator i;
-       i = fastfaces_new->begin();
-       for(; i != fastfaces_new->end(); i++)
+       /*
+               Delete new mesh if it is empty
+       */
+
+       if(mesh_new->getMeshBufferCount() == 0)
        {
-               delete *i;
+               mesh_new->drop();
+               mesh_new = NULL;
        }
-       fastfaces_new->clear();
-       delete fastfaces_new;
 
        /*
                Replace the mesh
@@ -440,9 +797,12 @@ void MapBlock::updateMesh()
 
        mesh_mutex.Lock();
 
-       scene::SMesh *mesh_old = mesh;
+       //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)
        {
@@ -453,8 +813,20 @@ 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;
        }
 
@@ -463,6 +835,20 @@ 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.
@@ -475,7 +861,9 @@ void MapBlock::updateMesh()
        is_underground is set.
 
        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.
 */
 bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
 {
@@ -493,12 +881,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
                        // 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;
                                }
                        }
@@ -506,15 +890,14 @@ 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.
+                               // NOTE: As of now, it just would make everything dark.
                                // No sunlight here
                                //no_sunlight = true;
                        }
@@ -539,11 +922,19 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
 
                                        if(n.sunlight_propagates())
                                        {
-                                               n.setLight(LIGHT_SUN);
+                                               n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
 
                                                light_sources.insert(pos_relative + pos, true);
                                        }
-                                       else{
+                                       else
+                                       {
+                                               // Turn mud into grass
+                                               if(n.d == CONTENT_MUD)
+                                               {
+                                                       n.d = CONTENT_GRASS;
+                                               }
+
+                                               // Sunlight goes no further
                                                break;
                                        }
                                }
@@ -559,7 +950,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
 
                                if(n.light_propagates())
                                {
-                                       n.setLight(0);
+                                       n.setLight(LIGHTBANK_DAY, 0);
                                }
                                else{
                                        break;
@@ -581,10 +972,10 @@ 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;
                                }
@@ -602,6 +993,139 @@ 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));
+       
+       dst.copyFrom(data, data_area, v3s16(0,0,0),
+                       getPosRelative(), data_size);
+}
+
+/*void getPseudoObjects(v3f origin, f32 max_d,
+               core::array<DistanceSortedObject> &dest)
+{
+}*/
+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(y == MAP_BLOCKSIZE-1)
+                                       return -2;
+                               else
+                                       return y;
+                       }
+               }
+               return -1;
+       }
+       catch(InvalidPositionException &e)
+       {
+               return -3;
+       }
+}
+
 /*
        Serialization
 */
@@ -633,8 +1157,7 @@ void MapBlock::serialize(std::ostream &os, u8 version)
                
                os.write((char*)*dest, dest.getSize());
        }
-       // All otherversions
-       else
+       else if(version <= 10)
        {
                /*
                        With compression.
@@ -654,13 +1177,67 @@ 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 pressure
+                       SharedBuffer<u8> pressuredata(nodecount);
+                       for(u32 i=0; i<nodecount; i++)
+                       {
+                               pressuredata[i] = data[i].pressure;
+                       }
+                       compress(pressuredata, 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;
+               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 pressure
+               for(u32 i=0; i<nodecount; i++)
+               {
+                       databuf[i+nodecount*2] = data[i].pressure;
+               }
+
+               /*
+                       Compress data to output stream
+               */
+
+               compress(databuf, os, version);
        }
 }
 
@@ -690,8 +1267,7 @@ 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;
 
@@ -725,6 +1301,55 @@ void MapBlock::deSerialize(std::istream &is, u8 version)
                                data[i].param = s[i];
                        }
                }
+       
+               if(version >= 10)
+               {
+                       // Uncompress and set pressure 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].pressure = 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;
+
+               // 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 pressure
+               for(u32 i=0; i<nodecount; i++)
+               {
+                       data[i].pressure = s[i+nodecount*2];
+               }
        }
 }