Show infotext with description for item entities
[oweals/minetest.git] / src / mapblock_mesh.cpp
index 99a5ce0dd24b20fb4b6bdd5b5c63dfd9d33bf8d5..6ae9dec14bf040c934887910e7b6a21cba2c061a 100644 (file)
@@ -21,16 +21,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "light.h"
 #include "mapblock.h"
 #include "map.h"
-#include "main.h" // for g_profiler
 #include "profiler.h"
 #include "nodedef.h"
 #include "gamedef.h"
 #include "mesh.h"
+#include "minimap.h"
 #include "content_mapblock.h"
 #include "noise.h"
 #include "shader.h"
 #include "settings.h"
 #include "util/directiontables.h"
+#include <IMeshManipulator.h>
 
 static void applyFacesShading(video::SColor& color, float factor)
 {
@@ -42,7 +43,7 @@ static void applyFacesShading(video::SColor& color, float factor)
        MeshMakeData
 */
 
-MeshMakeData::MeshMakeData(IGameDef *gamedef):
+MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
        m_vmanip(),
        m_blockpos(-1337,-1337,-1337),
        m_crack_pos_relative(-1337, -1337, -1337),
@@ -50,7 +51,8 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
        m_smooth_lighting(false),
        m_show_hud(false),
        m_highlight_mesh_color(255, 255, 255, 255),
-       m_gamedef(gamedef)
+       m_gamedef(gamedef),
+       m_use_shaders(use_shaders)
 {}
 
 void MeshMakeData::fill(MapBlock *block)
@@ -65,8 +67,9 @@ void MeshMakeData::fill(MapBlock *block)
 
        // Allocate this block + neighbors
        m_vmanip.clear();
-       m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
-                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
+       VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
+                       blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
+       m_vmanip.addArea(voxel_area);
 
        {
                //TimeTaker timer("copy central block data");
@@ -221,11 +224,11 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
 
 /*
        Calculate smooth lighting at the XYZ- corner of p.
-       Single light bank.
+       Both light banks
 */
-static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
+static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
 {
-       static v3s16 dirs8[8] = {
+       static const v3s16 dirs8[8] = {
                v3s16(0,0,0),
                v3s16(0,0,1),
                v3s16(0,1,0),
@@ -239,12 +242,14 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
        INodeDefManager *ndef = data->m_gamedef->ndef();
 
        u16 ambient_occlusion = 0;
-       u16 light = 0;
        u16 light_count = 0;
        u8 light_source_max = 0;
-       for(u32 i=0; i<8; i++)
+       u16 light_day = 0;
+       u16 light_night = 0;
+
+       for (u32 i = 0; i < 8; i++)
        {
-               MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
+               const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);
 
                // if it's CONTENT_IGNORE we can't do any light calculations
                if (n.getContent() == CONTENT_IGNORE) {
@@ -252,52 +257,59 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
                }
 
                const ContentFeatures &f = ndef->get(n);
-               if(f.light_source > light_source_max)
+               if (f.light_source > light_source_max)
                        light_source_max = f.light_source;
-               // Check f.solidness because fast-style leaves look
-               // better this way
-               if(f.param_type == CPT_LIGHT && f.solidness != 2)
-               {
-                       light += decode_light(n.getLight(bank, ndef));
+               // Check f.solidness because fast-style leaves look better this way
+               if (f.param_type == CPT_LIGHT && f.solidness != 2) {
+                       light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
+                       light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
                        light_count++;
-               }
-               else {
+               } else {
                        ambient_occlusion++;
                }
        }
 
        if(light_count == 0)
-               return 255;
+               return 0xffff;
 
-       light /= light_count;
+       light_day /= light_count;
+       light_night /= light_count;
 
        // Boost brightness around light sources
-       if(decode_light(light_source_max) >= light)
-               //return decode_light(undiminish_light(light_source_max));
-               return decode_light(light_source_max);
+       bool skip_ambient_occlusion_day = false;
+       if(decode_light(light_source_max) >= light_day) {
+               light_day = decode_light(light_source_max);
+               skip_ambient_occlusion_day = true;
+       }
+
+       bool skip_ambient_occlusion_night = false;
+       if(decode_light(light_source_max) >= light_night) {
+               light_night = decode_light(light_source_max);
+               skip_ambient_occlusion_night = true;
+       }
 
-       if(ambient_occlusion > 4)
+       if (ambient_occlusion > 4)
        {
+               static const float ao_gamma = rangelim(
+                       g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
+
+               // Table of gamma space multiply factors.
+               static const float light_amount[3] = {
+                       powf(0.75, 1.0 / ao_gamma),
+                       powf(0.5,  1.0 / ao_gamma),
+                       powf(0.25, 1.0 / ao_gamma)
+               };
+
                //calculate table index for gamma space multiplier
                ambient_occlusion -= 5;
-               //table of precalculated gamma space multiply factors
-               //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
-               const float light_amount[4] = {0.877424315, 0.729740053, 0.532520545, 0.0};
-               light = core::clamp(core::round32(light*light_amount[ambient_occlusion]), 0, 255);
-       }
 
-       return light;
-}
+               if (!skip_ambient_occlusion_day)
+                       light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
+               if (!skip_ambient_occlusion_night)
+                       light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
+       }
 
-/*
-       Calculate smooth lighting at the XYZ- corner of p.
-       Both light banks.
-*/
-static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
-{
-       u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
-       u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
-       return day | (night << 8);
+       return light_day | (light_night << 8);
 }
 
 /*
@@ -307,13 +319,13 @@ static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
 {
        if(corner.X == 1) p.X += 1;
-       else              assert(corner.X == -1);
+       // else corner.X == -1
        if(corner.Y == 1) p.Y += 1;
-       else              assert(corner.Y == -1);
+       // else corner.Y == -1
        if(corner.Z == 1) p.Z += 1;
-       else              assert(corner.Z == -1);
+       // else corner.Z == -1
 
-       return getSmoothLight(p, data);
+       return getSmoothLightCombined(p, data);
 }
 
 /*
@@ -336,15 +348,15 @@ void finalColorBlend(video::SColor& result,
                1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        };
-       b += emphase_blue_when_dark[b / 8];
-       b = irr::core::clamp (b, 0, 255);
+       b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8];
+       b = irr::core::clamp(b, 0, 255);
 
        // Artificial light is yellow-ish
        static const u8 emphase_yellow_when_artificial[16] = {
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
        };
        rg += emphase_yellow_when_artificial[night/16];
-       rg = irr::core::clamp (rg, 0, 255);
+       rg = irr::core::clamp(rg, 0, 255);
 
        result.setRed(rg);
        result.setGreen(rg);
@@ -427,8 +439,6 @@ struct FastFace
 static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
 {
-       FastFace face;
-
        // Position is at the center of the cube.
        v3f pos = p * BS;
 
@@ -579,6 +589,10 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
 
        u8 alpha = tile.alpha;
 
+       dest.push_back(FastFace());
+
+       FastFace& face = *dest.rbegin();
+
        face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
                        MapBlock_LightColor(alpha, li0, light_source),
                        core::vector2d<f32>(x0+w*abs_scale, y0+h));
@@ -593,7 +607,6 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                        core::vector2d<f32>(x0+w*abs_scale, y0));
 
        face.tile = tile;
-       dest.push_back(face);
 }
 
 /*
@@ -689,8 +702,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
 
        // Get rotation for things like chests
        u8 facedir = mn.getFaceDir(ndef);
-       if (facedir > 23)
-               facedir = 0;
+
        static const u16 dir_to_tile[24 * 16] =
        {
                // 0     +X    +Y    +Z           -Z    -Y    -X   ->   value=tile,rotation
@@ -735,8 +747,8 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
 static void getTileInfo(
                // Input:
                MeshMakeData *data,
-               v3s16 p,
-               v3s16 face_dir,
+               const v3s16 &p,
+               const v3s16 &face_dir,
                // Output:
                bool &makes_face,
                v3s16 &p_corrected,
@@ -750,14 +762,20 @@ static void getTileInfo(
        INodeDefManager *ndef = data->m_gamedef->ndef();
        v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
 
-       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+       MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
 
        // Don't even try to get n1 if n0 is already CONTENT_IGNORE
-       if (n0.getContent() == CONTENT_IGNORE ) {
+       if (n0.getContent() == CONTENT_IGNORE) {
+               makes_face = false;
+               return;
+       }
+
+       const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
+
+       if (n1.getContent() == CONTENT_IGNORE) {
                makes_face = false;
                return;
        }
-       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
 
        // This is hackish
        bool equivalent = false;
@@ -1011,7 +1029,10 @@ static void updateAllFastFaceRows(MeshMakeData *data,
 
 MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_mesh(new scene::SMesh()),
+       m_minimap_mapblock(NULL),
        m_gamedef(data->m_gamedef),
+       m_tsrc(m_gamedef->getTextureSource()),
+       m_shdrsrc(m_gamedef->getShaderSource()),
        m_animation_force_timer(0), // force initial animation
        m_last_crack(-1),
        m_crack_materials(),
@@ -1019,14 +1040,21 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_last_daynight_ratio((u32) -1),
        m_daynight_diffs()
 {
-       m_enable_shaders = g_settings->getBool("enable_shaders");
+       m_enable_shaders = data->m_use_shaders;
        m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
 
+       if (g_settings->getBool("enable_minimap")) {
+               m_minimap_mapblock = new MinimapMapblock;
+               m_minimap_mapblock->getMinimapNodes(
+                       &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
+       }
+
        // 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
        // 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
        //TimeTaker timer1("MapBlockMesh()");
 
        std::vector<FastFace> fastfaces_new;
+       fastfaces_new.reserve(512);
 
        /*
                We are including the faces of the trailing edges of the block.
@@ -1093,8 +1121,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        /*
                Convert MeshCollector to SMesh
        */
-       ITextureSource *tsrc = m_gamedef->tsrc();
-       IShaderSource *shdrsrc = m_gamedef->getShaderSource();
 
        for(u32 i = 0; i < collector.prebuffers.size(); i++)
        {
@@ -1106,13 +1132,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                {
                        // Find the texture name plus ^[crack:N:
                        std::ostringstream os(std::ios::binary);
-                       os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
+                       os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
                        if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
                                os<<"o";  // use ^[cracko
                        os<<":"<<(u32)p.tile.animation_frame_count<<":";
                        m_crack_materials.insert(std::make_pair(i, os.str()));
                        // Replace tile texture with the cracked one
-                       p.tile.texture = tsrc->getTexture(
+                       p.tile.texture = m_tsrc->getTextureForMesh(
                                        os.str()+"0",
                                        &p.tile.texture_id);
                }
@@ -1132,38 +1158,43 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                                m_animation_frame_offsets[i] = 0;
                        }
                        // Replace tile texture with the first animation frame
-                       FrameSpec animation_frame = p.tile.frames.find(0)->second;
+                       FrameSpec animation_frame = p.tile.frames[0];
                        p.tile.texture = animation_frame.texture;
                }
 
                if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
-                       m_highlighted_materials.push_back(i);   
+                       m_highlighted_materials.push_back(i);
 
                for(u32 j = 0; j < p.vertices.size(); j++)
                {
+                       video::S3DVertexTangents *vertex = &p.vertices[j];
                        // Note applyFacesShading second parameter is precalculated sqrt
                        // value for speed improvement
                        // Skip it for lightsources and top faces.
-                       video::SColor &vc = p.vertices[j].Color;
+                       video::SColor &vc = vertex->Color;
                        if (!vc.getBlue()) {
-                               if (p.vertices[j].Normal.Y < -0.5) {
+                               if (vertex->Normal.Y < -0.5) {
                                        applyFacesShading (vc, 0.447213);
-                               } else if (p.vertices[j].Normal.X > 0.5) {
+                               } else if (vertex->Normal.X > 0.5) {
                                        applyFacesShading (vc, 0.670820);
-                               } else if (p.vertices[j].Normal.X < -0.5) {
+                               } else if (vertex->Normal.X < -0.5) {
                                        applyFacesShading (vc, 0.670820);
-                               } else if (p.vertices[j].Normal.Z > 0.5) {
+                               } else if (vertex->Normal.Z > 0.5) {
                                        applyFacesShading (vc, 0.836660);
-                               } else if (p.vertices[j].Normal.Z < -0.5) {
+                               } else if (vertex->Normal.Z < -0.5) {
                                        applyFacesShading (vc, 0.836660);
                                }
                        }
-                       // - Classic lighting
-                       // Set initial real color and store for later updates
-                       u8 day = vc.getRed();
-                       u8 night = vc.getGreen();
-                       finalColorBlend(vc, day, night, 1000);
-                       m_daynight_diffs[i][j] = std::make_pair(day, night);
+                       if(!m_enable_shaders)
+                       {
+                               // - Classic lighting (shaders handle this by themselves)
+                               // Set initial real color and store for later updates
+                               u8 day = vc.getRed();
+                               u8 night = vc.getGreen();
+                               finalColorBlend(vc, day, night, 1000);
+                               if(day != night)
+                                       m_daynight_diffs[i][j] = std::make_pair(day, night);
+                       }
                }
 
                // Create material
@@ -1178,33 +1209,28 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
                } else {
                        if (m_enable_shaders) {
-                               material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+                               material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
                                p.tile.applyMaterialOptionsWithShaders(material);
                                if (p.tile.normal_texture) {
                                        material.setTexture(1, p.tile.normal_texture);
-                                       material.setTexture(2, tsrc->getTexture("enable_img.png"));
-                               } else {
-                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
                                }
+                               material.setTexture(2, p.tile.flags_texture);
                        } else {
                                p.tile.applyMaterialOptions(material);
                        }
                }
 
-               // Create meshbuffer
-               // This is a "Standard MeshBuffer",
-               // it's a typedeffed CMeshBuffer<video::S3DVertex>
-               scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-               // Set material
-               buf->Material = material;
-               // Add to mesh
-               m_mesh->addMeshBuffer(buf);
-               // Mesh grabbed it
-               buf->drop();
-               buf->append(&p.vertices[0], p.vertices.size(),
-                               &p.indices[0], p.indices.size());
-       }
-
+       // Create meshbuffer
+       scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
+       // Set material
+       buf->Material = material;
+       // Add to mesh
+       m_mesh->addMeshBuffer(buf);
+       // Mesh grabbed it
+       buf->drop();
+       buf->append(&p.vertices[0], p.vertices.size(),
+               &p.indices[0], p.indices.size());
+}
        m_camera_offset = camera_offset;
 
        /*
@@ -1213,6 +1239,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
        translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
 
+       if (m_enable_shaders) {
+               scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
+               meshmanip->recalculateTangents(m_mesh, true, false, false);
+       }
+
        if(m_mesh)
        {
 #if 0
@@ -1247,11 +1278,11 @@ MapBlockMesh::~MapBlockMesh()
 {
        m_mesh->drop();
        m_mesh = NULL;
+       delete m_minimap_mapblock;
 }
 
 bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
 {
-
        if(!m_has_animation)
        {
                m_animation_force_timer = 100000;
@@ -1265,18 +1296,17 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        {
                for(std::map<u32, std::string>::iterator
                                i = m_crack_materials.begin();
-                               i != m_crack_materials.end(); i++)
+                               i != m_crack_materials.end(); ++i)
                {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
                        std::string basename = i->second;
 
                        // Create new texture name from original
-                       ITextureSource *tsrc = m_gamedef->getTextureSource();
                        std::ostringstream os;
                        os<<basename<<crack;
                        u32 new_texture_id = 0;
                        video::ITexture *new_texture =
-                               tsrc->getTexture(os.str(), &new_texture_id);
+                               m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
                        buf->getMaterial().setTexture(0, new_texture);
 
                        // If the current material is also animated,
@@ -1298,7 +1328,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        // Texture animation
        for(std::map<u32, TileSpec>::iterator
                        i = m_animation_tiles.begin();
-                       i != m_animation_tiles.end(); i++)
+                       i != m_animation_tiles.end(); ++i)
        {
                const TileSpec &tile = i->second;
                // Figure out current frame
@@ -1312,38 +1342,33 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                m_animation_frames[i->first] = frame;
 
                scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
-               ITextureSource *tsrc = m_gamedef->getTextureSource();
 
-               FrameSpec animation_frame = tile.frames.find(frame)->second;
+               FrameSpec animation_frame = tile.frames[frame];
                buf->getMaterial().setTexture(0, animation_frame.texture);
                if (m_enable_shaders) {
                        if (animation_frame.normal_texture) {
                                buf->getMaterial().setTexture(1, animation_frame.normal_texture);
-                               buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
-                       } else {
-                               buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
                        }
+                       buf->getMaterial().setTexture(2, animation_frame.flags_texture);
                }
        }
 
        // Day-night transition
-       if(daynight_ratio != m_last_daynight_ratio)
+       if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
        {
                for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
                                i = m_daynight_diffs.begin();
-                               i != m_daynight_diffs.end(); i++)
+                               i != m_daynight_diffs.end(); ++i)
                {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
-                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
                        for(std::map<u32, std::pair<u8, u8 > >::iterator
                                        j = i->second.begin();
-                                       j != i->second.end(); j++)
+                                       j != i->second.end(); ++j)
                        {
-                               u32 vertexIndex = j->first;
                                u8 day = j->second.first;
                                u8 night = j->second.second;
-                               finalColorBlend(vertices[vertexIndex].Color,
-                                               day, night, daynight_ratio);
+                               finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
                        }
                }
                m_last_daynight_ratio = daynight_ratio;
@@ -1352,7 +1377,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        // Node highlighting
        if (m_enable_highlighting) {
                u8 day = m_highlight_mesh_color.getRed();
-               u8 night = m_highlight_mesh_color.getGreen();   
+               u8 night = m_highlight_mesh_color.getGreen();
                video::SColor hc;
                finalColorBlend(hc, day, night, daynight_ratio);
                float sin_r = 0.07 * sin(1.5 * time);
@@ -1364,10 +1389,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 
                for(std::list<u32>::iterator
                        i = m_highlighted_materials.begin();
-                       i != m_highlighted_materials.end(); i++)
+                       i != m_highlighted_materials.end(); ++i)
                {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
-                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
                        for (u32 j = 0; j < buf->getVertexCount() ;j++)
                                vertices[j].Color = hc;
                }
@@ -1392,42 +1417,40 @@ void MeshCollector::append(const TileSpec &tile,
                const video::S3DVertex *vertices, u32 numVertices,
                const u16 *indices, u32 numIndices)
 {
-       if(numIndices > 65535)
-       {
+       if (numIndices > 65535) {
                dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
                return;
        }
 
        PreMeshBuffer *p = NULL;
-       for(u32 i=0; i<prebuffers.size(); i++)
-       {
+       for (u32 i = 0; i < prebuffers.size(); i++) {
                PreMeshBuffer &pp = prebuffers[i];
-               if(pp.tile != tile)
+               if (pp.tile != tile)
                        continue;
-               if(pp.indices.size() + numIndices > 65535)
+               if (pp.indices.size() + numIndices > 65535)
                        continue;
 
                p = &pp;
                break;
        }
 
-       if(p == NULL)
-       {
+       if (p == NULL) {
                PreMeshBuffer pp;
                pp.tile = tile;
                prebuffers.push_back(pp);
-               p = &prebuffers[prebuffers.size()-1];
+               p = &prebuffers[prebuffers.size() - 1];
        }
 
        u32 vertex_count = p->vertices.size();
-       for(u32 i=0; i<numIndices; i++)
-       {
+       for (u32 i = 0; i < numIndices; i++)    {
                u32 j = indices[i] + vertex_count;
                p->indices.push_back(j);
        }
-       for(u32 i=0; i<numVertices; i++)
-       {
-               p->vertices.push_back(vertices[i]);
+
+       for (u32 i = 0; i < numVertices; i++) {
+               video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
+                       vertices[i].Color, vertices[i].TCoords);
+               p->vertices.push_back(vert);
        }
 }
 
@@ -1440,15 +1463,13 @@ void MeshCollector::append(const TileSpec &tile,
                const u16 *indices, u32 numIndices,
                v3f pos, video::SColor c)
 {
-       if(numIndices > 65535)
-       {
+       if (numIndices > 65535) {
                dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
                return;
        }
 
        PreMeshBuffer *p = NULL;
-       for(u32 i=0; i<prebuffers.size(); i++)
-       {
+       for (u32 i = 0; i < prebuffers.size(); i++) {
                PreMeshBuffer &pp = prebuffers[i];
                if(pp.tile != tile)
                        continue;
@@ -1459,25 +1480,22 @@ void MeshCollector::append(const TileSpec &tile,
                break;
        }
 
-       if(p == NULL)
-       {
+       if (p == NULL) {
                PreMeshBuffer pp;
                pp.tile = tile;
                prebuffers.push_back(pp);
-               p = &prebuffers[prebuffers.size()-1];
+               p = &prebuffers[prebuffers.size() - 1];
        }
 
        u32 vertex_count = p->vertices.size();
-       for(u32 i=0; i<numIndices; i++)
-       {
+       for (u32 i = 0; i < numIndices; i++) {
                u32 j = indices[i] + vertex_count;
                p->indices.push_back(j);
        }
-       for(u32 i=0; i<numVertices; i++)
-       {
-               video::S3DVertex vert = vertices[i];
-               vert.Pos += pos;
-               vert.Color = c;         
+
+       for (u32 i = 0; i < numVertices; i++) {
+               video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal,
+                       c, vertices[i].TCoords);
                p->vertices.push_back(vert);
        }
 }