Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapblock.{h...
authorPerttu Ahola <celeron55@gmail.com>
Fri, 17 Jun 2011 20:20:31 +0000 (23:20 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Fri, 17 Jun 2011 20:20:31 +0000 (23:20 +0300)
src/CMakeLists.txt
src/content_mapblock.cpp [new file with mode: 0644]
src/content_mapblock.h [new file with mode: 0644]
src/map.cpp
src/mapblock.cpp
src/mapblock.h
src/mapblock_mesh.cpp [new file with mode: 0644]
src/mapblock_mesh.h [new file with mode: 0644]
src/mapnode.cpp
src/mapnode.h

index 05b56310f43a006ba68acee3f69c4e58b1c38841..10ed8c4afb191da446bbaec4227f567554f5cf1c 100644 (file)
@@ -50,6 +50,7 @@ configure_file(
 )
 
 set(common_SRCS
+       content_mapblock.cpp
        content_mapnode.cpp
        auth.cpp
        collision.cpp
@@ -86,6 +87,7 @@ set(common_SRCS
 # Client sources
 set(minetest_SRCS
        ${common_SRCS}
+       mapblock_mesh.cpp
        farmesh.cpp
        keycode.cpp
        clouds.cpp
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
new file mode 100644 (file)
index 0000000..e7c7051
--- /dev/null
@@ -0,0 +1,831 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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 "content_mapblock.h"
+#include "content_mapnode.h"
+#include "main.h" // For g_settings and g_texturesource
+
+#ifndef SERVER
+// Create a cuboid.
+//  material  - the material to use (for all 6 faces)
+//  collector - the MeshCollector for the resulting polygons
+//  pa        - texture atlas pointer for the material
+//  c         - vertex colour - used for all
+//  pos       - the position of the centre of the cuboid
+//  rz,ry,rz  - the radius of the cuboid in each dimension
+//  txc       - texture coordinates - this is a list of texture coordinates
+//              for the opposite corners of each face - therefore, there
+//              should be (2+2)*6=24 values in the list. Alternatively, pass
+//              NULL to use the entire texture for each face. The order of
+//              the faces in the list is top-backi-right-front-left-bottom
+//              If you specified 0,0,1,1 for each face, that would be the
+//              same as passing NULL.
+void makeCuboid(video::SMaterial &material, MeshCollector *collector,
+       AtlasPointer* pa, video::SColor &c,
+       v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
+{
+       f32 tu0=pa->x0();
+       f32 tu1=pa->x1();
+       f32 tv0=pa->y0();
+       f32 tv1=pa->y1();
+       f32 txus=tu1-tu0;
+       f32 txvs=tv1-tv0;
+
+       video::S3DVertex v[4] =
+       {
+               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
+               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
+               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
+               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
+       };
+
+       for(int i=0;i<6;i++)
+       {
+               switch(i)
+               {
+                       case 0: // top
+                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
+                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
+                               v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
+                               v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
+                               break;
+                       case 1: // back
+                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
+                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
+                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
+                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
+                               break;
+                       case 2: //right
+                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
+                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
+                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
+                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
+                               break;
+                       case 3: // front
+                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
+                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
+                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
+                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
+                               break;
+                       case 4: // left
+                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
+                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
+                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
+                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
+                               break;
+                       case 5: // bottom
+                               v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
+                               v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
+                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
+                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
+                               break;
+               }
+
+               if(txc!=NULL)
+               {
+                       v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
+                       v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
+                       v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
+                       v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
+                       txc+=4;
+               }
+
+               for(u16 i=0; i<4; i++)
+                       v[i].Pos += pos;
+               u16 indices[] = {0,1,2,2,3,0};
+               collector->append(material, v, 4, indices, 6);
+
+       }
+
+}
+#endif
+
+#ifndef SERVER
+void mapblock_mesh_generate_special(MeshMakeData *data,
+               MeshCollector &collector)
+{
+       // 0ms
+       //TimeTaker timer("mapblock_mesh_generate_special()");
+
+       /*
+               Some settings
+       */
+       bool new_style_water = g_settings.getBool("new_style_water");
+       bool new_style_leaves = g_settings.getBool("new_style_leaves");
+       //bool smooth_lighting = g_settings.getBool("smooth_lighting");
+       
+       float node_water_level = 1.0;
+       if(new_style_water)
+               node_water_level = 0.85;
+       
+       v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
+
+       // 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;
+       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;
+       AtlasPointer pa_leaves1 = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("leaves.png"));
+       material_leaves1.setTexture(0, pa_leaves1.atlas);
+
+       // Glass material
+       video::SMaterial material_glass;
+       material_glass.setFlag(video::EMF_LIGHTING, false);
+       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
+       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       AtlasPointer pa_glass = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("glass.png"));
+       material_glass.setTexture(0, pa_glass.atlas);
+
+       // Wood material
+       video::SMaterial material_wood;
+       material_wood.setFlag(video::EMF_LIGHTING, false);
+       material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
+       material_wood.setFlag(video::EMF_FOG_ENABLE, true);
+       material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+       AtlasPointer pa_wood = g_texturesource->getTexture(
+                       g_texturesource->getTextureId("wood.png"));
+       material_wood.setTexture(0, pa_wood.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 = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+               
+               /*
+                       Add torches to mesh
+               */
+               if(n.d == CONTENT_TORCH)
+               {
+                       video::SColor c(255,255,255,255);
+
+                       // Wall at X+ of node
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
+                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
+                       };
+
+                       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 + blockpos_nodes, BS);
+                       }
+
+                       // Set material
+                       video::SMaterial material;
+                       material.setFlag(video::EMF_LIGHTING, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       material.MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+                       if(dir == v3s16(0,-1,0))
+                               material.setTexture(0,
+                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
+                       else if(dir == v3s16(0,1,0))
+                               material.setTexture(0,
+                                               g_texturesource->getTextureRaw("torch_on_ceiling.png"));
+                       // For backwards compatibility
+                       else if(dir == v3s16(0,0,0))
+                               material.setTexture(0,
+                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
+                       else
+                               material.setTexture(0, 
+                                               g_texturesource->getTextureRaw("torch.png"));
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material, vertices, 4, indices, 6);
+               }
+               /*
+                       Signs on walls
+               */
+               if(n.d == CONTENT_SIGN_WALL)
+               {
+                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
+                       video::SColor c(255,l,l,l);
+                               
+                       float d = (float)BS/16;
+                       // Wall at X+ of node
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
+                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
+                       };
+
+                       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.rotateXYBy(-90);
+                               if(dir == v3s16(0,1,0))
+                                       vertices[i].Pos.rotateXYBy(90);
+
+                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+                       }
+
+                       // Set material
+                       video::SMaterial material;
+                       material.setFlag(video::EMF_LIGHTING, false);
+                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                       material.setFlag(video::EMF_FOG_ENABLE, true);
+                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       material.MaterialType
+                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+                       material.setTexture(0, 
+                                       g_texturesource->getTextureRaw("sign_wall.png"));
+
+                       u16 indices[] = {0,1,2,2,3,0};
+                       // Add to mesh collector
+                       collector.append(material, vertices, 4, indices, 6);
+               }
+               /*
+                       Add flowing water to mesh
+               */
+               else if(n.d == CONTENT_WATER)
+               {
+                       bool top_is_water = false;
+                       MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+                       if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
+                               top_is_water = true;
+                       
+                       u8 l = 0;
+                       // Use the light of the node on top if possible
+                       if(content_features(ntop.d).param_type == CPT_LIGHT)
+                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
+                       // Otherwise use the light of this node (the water)
+                       else
+                               l = decode_light(n.getLightBlend(data->m_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++)
+                       {
+                               u8 content = CONTENT_AIR;
+                               float level = -0.5 * BS;
+                               u8 flags = 0;
+                               // Check neighbor
+                               v3s16 p2 = p + neighbor_dirs[i];
+                               MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                               if(n2.d != CONTENT_IGNORE)
+                               {
+                                       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 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                                       if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
+                                               flags |= neighborflag_top_is_water;
+                               }
+                               
+                               neighbor_levels.insert(neighbor_dirs[i], level);
+                               neighbor_contents.insert(neighbor_dirs[i], content);
+                               neighbor_flags.insert(neighbor_dirs[i], flags);
+                       }
+
+                       //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
+                       //float water_level = neighbor_levels[v3s16(0,0,0)];
+
+                       // 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 + blockpos_nodes, BS);
+                               }
+
+                               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 + blockpos_nodes, BS);
+                               }
+
+                               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;
+                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + 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;
+                       
+                       /*if(top_is_water == true)
+                               continue;*/
+                       if(top_is_air == false)
+                               continue;
+
+                       u8 l = decode_light(n.getLightBlend(data->m_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 + blockpos_nodes, BS);
+                       }
+
+                       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(data->m_daynight_ratio));*/
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_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 + blockpos_nodes, BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_leaves1, vertices, 4, indices, 6);
+                       }
+               }
+               /*
+                       Add glass
+               */
+               else if(n.d == CONTENT_GLASS)
+               {
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_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,
+                                               pa_glass.x0(), pa_glass.y1()),
+                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x1(), pa_glass.y1()),
+                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x1(), pa_glass.y0()),
+                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+                                               pa_glass.x0(), pa_glass.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 + blockpos_nodes, BS);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(material_glass, vertices, 4, indices, 6);
+                       }
+               }
+               /*
+                       Add fence
+               */
+               else if(n.d == CONTENT_FENCE)
+               {
+                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+                       video::SColor c(255,l,l,l);
+
+                       const f32 post_rad=(f32)BS/10;
+                       const f32 bar_rad=(f32)BS/20;
+                       const f32 bar_len=(f32)(BS/2)-post_rad;
+
+                       // The post - always present
+                       v3f pos = intToFloat(p+blockpos_nodes, BS);
+                       f32 postuv[24]={
+                                       0.4,0.4,0.6,0.6,
+                                       0.35,0,0.65,1,
+                                       0.35,0,0.65,1,
+                                       0.35,0,0.65,1,
+                                       0.35,0,0.65,1,
+                                       0.4,0.4,0.6,0.6};
+                       makeCuboid(material_wood, &collector,
+                               &pa_wood, c, pos,
+                               post_rad,BS/2,post_rad, postuv);
+
+                       // Now a section of fence, +X, if there's a post there
+                       v3s16 p2 = p;
+                       p2.X++;
+                       MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                       if(n2.d == CONTENT_FENCE)
+                       {
+                               pos = intToFloat(p+blockpos_nodes, BS);
+                               pos.X += BS/2;
+                               pos.Y += BS/4;
+                               f32 xrailuv[24]={
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6};
+                               makeCuboid(material_wood, &collector,
+                                       &pa_wood, c, pos,
+                                       bar_len,bar_rad,bar_rad, xrailuv);
+
+                               pos.Y -= BS/2;
+                               makeCuboid(material_wood, &collector,
+                                       &pa_wood, c, pos,
+                                       bar_len,bar_rad,bar_rad, xrailuv);
+                       }
+
+                       // Now a section of fence, +Z, if there's a post there
+                       p2 = p;
+                       p2.Z++;
+                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+                       if(n2.d == CONTENT_FENCE)
+                       {
+                               pos = intToFloat(p+blockpos_nodes, BS);
+                               pos.Z += BS/2;
+                               pos.Y += BS/4;
+                               f32 zrailuv[24]={
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6,
+                                       0,0.4,1,0.6};
+                               makeCuboid(material_wood, &collector,
+                                       &pa_wood, c, pos,
+                                       bar_rad,bar_rad,bar_len, zrailuv);
+                               pos.Y -= BS/2;
+                               makeCuboid(material_wood, &collector,
+                                       &pa_wood, c, pos,
+                                       bar_rad,bar_rad,bar_len, zrailuv);
+
+                       }
+
+               }
+
+       }
+}
+#endif
+
diff --git a/src/content_mapblock.h b/src/content_mapblock.h
new file mode 100644 (file)
index 0000000..4384220
--- /dev/null
@@ -0,0 +1,31 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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.
+*/
+
+#ifndef CONTENT_MAPBLOCK_HEADER
+#define CONTENT_MAPBLOCK_HEADER
+
+#ifndef SERVER
+       #include "mapblock_mesh.h"
+       #include "utility.h"
+void mapblock_mesh_generate_special(MeshMakeData *data,
+               MeshCollector &collector);
+#endif
+
+#endif
+
index 515885d87ec70a7b6dbb62ef68ce7a7f20047d2d..f6278e86e74790edfb98894b40ca870b9067895c 100644 (file)
@@ -4829,7 +4829,7 @@ MapBlock * ServerMap::emergeBlock(
                bool black_air_left = false;
                bool bottom_invalid =
                                block->propagateSunlight(light_sources, true,
-                               &black_air_left, true);
+                               &black_air_left);
 
                // If sunlight didn't reach everywhere and part of block is
                // above ground, lighting has to be properly updated
index 70006a7183e1c73f834b2273fd01e8178bdf53b7..db7894a7b4f2d0abf876c89a9d7085fac9fc4fd2 100644 (file)
@@ -24,1702 +24,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "light.h"
 #include <sstream>
 
-// TODO: Move content-aware mesh generation to a separate file
-#include "content_mapnode.h"
-
-#ifndef SERVER
-void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
-{
-       m_daynight_ratio = daynight_ratio;
-       m_blockpos = block->getPos();
-
-       v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
-       
-       /*
-               There is no harm not copying the TempMods of the neighbors
-               because they are already copied to this block
-       */
-       m_temp_mods.clear();
-       block->copyTempMods(m_temp_mods);
-       
-       /*
-               Copy data
-       */
-
-       // Allocate this block + neighbors
-       m_vmanip.clear();
-       m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
-                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
-
-       {
-               //TimeTaker timer("copy central block data");
-               // 0ms
-
-               // Copy our data
-               block->copyTo(m_vmanip);
-       }
-       {
-               //TimeTaker timer("copy neighbor block data");
-               // 0ms
-
-               /*
-                       Copy neighbors. This is lightning fast.
-                       Copying only the borders would be *very* slow.
-               */
-               
-               // Get map
-               NodeContainer *parentcontainer = block->getParent();
-               // This will only work if the parent is the map
-               assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
-               // OK, we have the map!
-               Map *map = (Map*)parentcontainer;
-
-               for(u16 i=0; i<6; i++)
-               {
-                       const v3s16 &dir = g_6dirs[i];
-                       v3s16 bp = m_blockpos + dir;
-                       MapBlock *b = map->getBlockNoCreateNoEx(bp);
-                       if(b)
-                               b->copyTo(m_vmanip);
-               }
-       }
-}
-#endif
-
-/*
-       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 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
-
-/*
-       vertex_dirs: v3s16[4]
-*/
-void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
-{
-       /*
-               If looked from outside the node towards the face, the corners are:
-               0: bottom-right
-               1: bottom-left
-               2: top-left
-               3: top-right
-       */
-       if(dir == v3s16(0,0,1))
-       {
-               // If looking towards z+, this is the face that is behind
-               // the center point, facing towards z+.
-               vertex_dirs[0] = v3s16(-1,-1, 1);
-               vertex_dirs[1] = v3s16( 1,-1, 1);
-               vertex_dirs[2] = v3s16( 1, 1, 1);
-               vertex_dirs[3] = v3s16(-1, 1, 1);
-       }
-       else if(dir == v3s16(0,0,-1))
-       {
-               // faces towards Z-
-               vertex_dirs[0] = v3s16( 1,-1,-1);
-               vertex_dirs[1] = v3s16(-1,-1,-1);
-               vertex_dirs[2] = v3s16(-1, 1,-1);
-               vertex_dirs[3] = v3s16( 1, 1,-1);
-       }
-       else if(dir == v3s16(1,0,0))
-       {
-               // faces towards X+
-               vertex_dirs[0] = v3s16( 1,-1, 1);
-               vertex_dirs[1] = v3s16( 1,-1,-1);
-               vertex_dirs[2] = v3s16( 1, 1,-1);
-               vertex_dirs[3] = v3s16( 1, 1, 1);
-       }
-       else if(dir == v3s16(-1,0,0))
-       {
-               // faces towards X-
-               vertex_dirs[0] = v3s16(-1,-1,-1);
-               vertex_dirs[1] = v3s16(-1,-1, 1);
-               vertex_dirs[2] = v3s16(-1, 1, 1);
-               vertex_dirs[3] = v3s16(-1, 1,-1);
-       }
-       else if(dir == v3s16(0,1,0))
-       {
-               // faces towards Y+ (assume Z- as "down" in texture)
-               vertex_dirs[0] = v3s16( 1, 1,-1);
-               vertex_dirs[1] = v3s16(-1, 1,-1);
-               vertex_dirs[2] = v3s16(-1, 1, 1);
-               vertex_dirs[3] = v3s16( 1, 1, 1);
-       }
-       else if(dir == v3s16(0,-1,0))
-       {
-               // faces towards Y- (assume Z+ as "down" in texture)
-               vertex_dirs[0] = v3s16( 1,-1, 1);
-               vertex_dirs[1] = v3s16(-1,-1, 1);
-               vertex_dirs[2] = v3s16(-1,-1,-1);
-               vertex_dirs[3] = v3s16( 1,-1,-1);
-       }
-}
-
-inline video::SColor lightColor(u8 alpha, u8 light)
-{
-       return video::SColor(alpha,light,light,light);
-}
-
-void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
-               v3s16 dir, v3f scale, v3f posRelative_f,
-               core::array<FastFace> &dest)
-{
-       FastFace face;
-       
-       // Position is at the center of the cube.
-       v3f pos = p * BS;
-       posRelative_f *= BS;
-
-       v3f vertex_pos[4];
-       v3s16 vertex_dirs[4];
-       getNodeVertexDirs(dir, vertex_dirs);
-       for(u16 i=0; i<4; i++)
-       {
-               vertex_pos[i] = v3f(
-                               BS/2*vertex_dirs[i].X,
-                               BS/2*vertex_dirs[i].Y,
-                               BS/2*vertex_dirs[i].Z
-               );
-       }
-
-       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;
-               vertex_pos[i] += pos + posRelative_f;
-       }
-
-       f32 abs_scale = 1.;
-       if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
-       else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
-       else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
-
-       v3f zerovector = v3f(0,0,0);
-       
-       u8 alpha = tile.alpha;
-       /*u8 alpha = 255;
-       if(tile.id == TILE_WATER)
-               alpha = WATER_ALPHA;*/
-
-       float x0 = tile.texture.pos.X;
-       float y0 = tile.texture.pos.Y;
-       float w = tile.texture.size.X;
-       float h = tile.texture.size.Y;
-
-       /*video::SColor c = lightColor(alpha, li);
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0));*/
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
-                       lightColor(alpha, li0),
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
-                       lightColor(alpha, li1),
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
-                       lightColor(alpha, li2),
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
-                       lightColor(alpha, li3),
-                       core::vector2d<f32>(x0+w*abs_scale, y0));
-
-       face.tile = tile;
-       //DEBUG
-       //f->tile = TILE_STONE;
-       
-       dest.push_back(face);
-}
-       
-/*
-       Gets node tile from any place relative to block.
-       Returns TILE_NODE if doesn't exist or should not be drawn.
-*/
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
-               NodeModMap &temp_mods)
-{
-       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
-                       */
-
-                       // Get original texture name
-                       u32 orig_id = spec.texture.id;
-                       std::string orig_name = g_texturesource->getTextureName(orig_id);
-
-                       // 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;
-}
-
-u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
-{
-       /*
-               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)
-               {
-                       // 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;
-}
-
-v3s16 dirs8[8] = {
-       v3s16(0,0,0),
-       v3s16(0,0,1),
-       v3s16(0,1,0),
-       v3s16(0,1,1),
-       v3s16(1,0,0),
-       v3s16(1,1,0),
-       v3s16(1,0,1),
-       v3s16(1,1,1),
-};
-
-// Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
-{
-       u16 ambient_occlusion = 0;
-       u16 light = 0;
-       u16 light_count = 0;
-       for(u32 i=0; i<8; i++)
-       {
-               MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
-               if(content_features(n.d).param_type == CPT_LIGHT)
-               {
-                       light += decode_light(n.getLightBlend(daynight_ratio));
-                       light_count++;
-               }
-               else
-               {
-                       if(n.d != CONTENT_IGNORE)
-                               ambient_occlusion++;
-               }
-       }
-
-       if(light_count == 0)
-               return 255;
-       
-       light /= light_count;
-
-       if(ambient_occlusion > 4)
-       {
-               ambient_occlusion -= 4;
-               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-       }
-
-       return light;
-}
-
-// Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
-               VoxelManipulator &vmanip, u32 daynight_ratio)
-{
-       if(corner.X == 1) p.X += 1;
-       else              assert(corner.X == -1);
-       if(corner.Y == 1) p.Y += 1;
-       else              assert(corner.Y == -1);
-       if(corner.Z == 1) p.Z += 1;
-       else              assert(corner.Z == -1);
-       
-       return getSmoothLight(p, vmanip, daynight_ratio);
-}
-
-void getTileInfo(
-               // Input:
-               v3s16 blockpos_nodes,
-               v3s16 p,
-               v3s16 face_dir,
-               u32 daynight_ratio,
-               VoxelManipulator &vmanip,
-               NodeModMap &temp_mods,
-               bool smooth_lighting,
-               // Output:
-               bool &makes_face,
-               v3s16 &p_corrected,
-               v3s16 &face_dir_corrected,
-               u8 *lights,
-               TileSpec &tile
-       )
-{
-       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
-       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
-       
-       // 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)
-       {
-               makes_face = false;
-               return;
-       }
-
-       makes_face = true;
-       
-       if(mf == 1)
-       {
-               tile = tile0;
-               p_corrected = p;
-               face_dir_corrected = face_dir;
-       }
-       else
-       {
-               tile = tile1;
-               p_corrected = p + face_dir;
-               face_dir_corrected = -face_dir;
-       }
-       
-       if(smooth_lighting == false)
-       {
-               lights[0] = lights[1] = lights[2] = lights[3] =
-                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
-       }
-       else
-       {
-               v3s16 vertex_dirs[4];
-               getNodeVertexDirs(face_dir_corrected, vertex_dirs);
-               for(u16 i=0; i<4; i++)
-               {
-                       lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
-                                       vertex_dirs[i], vmanip, daynight_ratio);
-               }
-       }
-       
-       return;
-}
-
-/*
-       startpos:
-       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 updateFastFaceRow(
-               u32 daynight_ratio,
-               v3f posRelative_f,
-               v3s16 startpos,
-               u16 length,
-               v3s16 translate_dir,
-               v3f translate_dir_f,
-               v3s16 face_dir,
-               v3f face_dir_f,
-               core::array<FastFace> &dest,
-               NodeModMap &temp_mods,
-               VoxelManipulator &vmanip,
-               v3s16 blockpos_nodes,
-               bool smooth_lighting)
-{
-       v3s16 p = startpos;
-       
-       u16 continuous_tiles_count = 0;
-       
-       bool makes_face;
-       v3s16 p_corrected;
-       v3s16 face_dir_corrected;
-       u8 lights[4];
-       TileSpec tile;
-       getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
-                       vmanip, temp_mods, smooth_lighting,
-                       makes_face, p_corrected, face_dir_corrected, lights, tile);
-
-       for(u16 j=0; j<length; j++)
-       {
-               // If tiling can be done, this is set to false in the next step
-               bool next_is_different = true;
-               
-               v3s16 p_next;
-               
-               bool next_makes_face = false;
-               v3s16 next_p_corrected;
-               v3s16 next_face_dir_corrected;
-               u8 next_lights[4] = {0,0,0,0};
-               TileSpec next_tile;
-               
-               // 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;
-                       
-                       getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
-                                       vmanip, temp_mods, smooth_lighting,
-                                       next_makes_face, next_p_corrected,
-                                       next_face_dir_corrected, next_lights,
-                                       next_tile);
-                       
-                       if(next_makes_face == makes_face
-                                       && next_p_corrected == p_corrected
-                                       && next_face_dir_corrected == face_dir_corrected
-                                       && next_lights[0] == lights[0]
-                                       && next_lights[1] == lights[1]
-                                       && next_lights[2] == lights[2]
-                                       && next_lights[3] == lights[3]
-                                       && next_tile == tile)
-                       {
-                               next_is_different = false;
-                       }
-               }
-
-               continuous_tiles_count++;
-               
-               // This is set to true if the texture doesn't allow more tiling
-               bool end_of_texture = false;
-               /*
-                       If there is no texture, it can be tiled infinitely.
-                       If tiled==0, it means the texture can be tiled infinitely.
-                       Otherwise check tiled agains continuous_tiles_count.
-               */
-               if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
-               {
-                       if(tile.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               
-               // Do this to disable tiling textures
-               //end_of_texture = true; //DEBUG
-               
-               if(next_is_different || end_of_texture)
-               {
-                       /*
-                               Create a face if there should be one
-                       */
-                       if(makes_face)
-                       {
-                               // Floating point conversion of the position vector
-                               v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
-                               // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
-                               v3f scale(1,1,1);
-
-                               if(translate_dir.X != 0)
-                               {
-                                       scale.X = continuous_tiles_count;
-                               }
-                               if(translate_dir.Y != 0)
-                               {
-                                       scale.Y = continuous_tiles_count;
-                               }
-                               if(translate_dir.Z != 0)
-                               {
-                                       scale.Z = continuous_tiles_count;
-                               }
-                               
-                               makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
-                                               sp, face_dir_corrected, scale,
-                                               posRelative_f, dest);
-                       }
-
-                       continuous_tiles_count = 0;
-                       
-                       makes_face = next_makes_face;
-                       p_corrected = next_p_corrected;
-                       face_dir_corrected = next_face_dir_corrected;
-                       lights[0] = next_lights[0];
-                       lights[1] = next_lights[1];
-                       lights[2] = next_lights[2];
-                       lights[3] = next_lights[3];
-                       tile = next_tile;
-               }
-               
-               p = p_next;
-       }
-}
-
-/*
-       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
-{
-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;
-};
-
-// Create a cuboid.
-//  material  - the material to use (for all 6 faces)
-//  collector - the MeshCollector for the resulting polygons
-//  pa        - texture atlas pointer for the material
-//  c         - vertex colour - used for all
-//  pos       - the position of the centre of the cuboid
-//  rz,ry,rz  - the radius of the cuboid in each dimension
-//  txc       - texture coordinates - this is a list of texture coordinates
-//              for the opposite corners of each face - therefore, there
-//              should be (2+2)*6=24 values in the list. Alternatively, pass
-//              NULL to use the entire texture for each face. The order of
-//              the faces in the list is top-backi-right-front-left-bottom
-//              If you specified 0,0,1,1 for each face, that would be the
-//              same as passing NULL.
-void makeCuboid(video::SMaterial &material, MeshCollector *collector,
-       AtlasPointer* pa, video::SColor &c,
-       v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
-{
-       f32 tu0=pa->x0();
-       f32 tu1=pa->x1();
-       f32 tv0=pa->y0();
-       f32 tv1=pa->y1();
-       f32 txus=tu1-tu0;
-       f32 txvs=tv1-tv0;
-
-       video::S3DVertex v[4] =
-       {
-               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
-               video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
-       };
-
-       for(int i=0;i<6;i++)
-       {
-               switch(i)
-               {
-                       case 0: // top
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 1: // back
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 2: //right
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                               v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-                       case 3: // front
-                               v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 4: // left
-                               v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                               break;
-                       case 5: // bottom
-                               v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
-                               v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
-                               v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                               v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                               break;
-               }
-
-               if(txc!=NULL)
-               {
-                       v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
-                       v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
-                       v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
-                       v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
-                       txc+=4;
-               }
-
-               for(u16 i=0; i<4; i++)
-                       v[i].Pos += pos;
-               u16 indices[] = {0,1,2,2,3,0};
-               collector->append(material, v, 4, indices, 6);
-
-       }
-
-}
-
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
-{
-       // 4-21ms for MAP_BLOCKSIZE=16
-       // 24-155ms for MAP_BLOCKSIZE=32
-       //TimeTaker timer1("makeMapBlockMesh()");
-
-       core::array<FastFace> fastfaces_new;
-
-       v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
-       
-       // floating point conversion
-       v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
-       
-       /*
-               Some settings
-       */
-       bool new_style_water = g_settings.getBool("new_style_water");
-       bool new_style_leaves = g_settings.getBool("new_style_leaves");
-       bool smooth_lighting = g_settings.getBool("smooth_lighting");
-       
-       float node_water_level = 1.0;
-       if(new_style_water)
-               node_water_level = 0.85;
-       
-       /*
-               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.
-       */
-       
-       {
-               // 4-23ms for MAP_BLOCKSIZE=16
-               //TimeTaker timer2("updateMesh() collect");
-
-               /*
-                       Go through every y,z and get top(y+) faces in rows of x+
-               */
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                               updateFastFaceRow(data->m_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,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-               /*
-                       Go through every x,y and get right(x+) faces in rows of z+
-               */
-               for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_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,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-               /*
-                       Go through every y,z and get back(z+) faces in rows of x+
-               */
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_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,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-       }
-
-       // End of slow part
-
-       /*
-               Convert FastFaces to SMesh
-       */
-
-       MeshCollector collector;
-
-       if(fastfaces_new.size() > 0)
-       {
-               // avg 0ms (100ms spikes when loading textures the first time)
-               //TimeTaker timer2("updateMesh() mesh building");
-
-               video::SMaterial material;
-               material.setFlag(video::EMF_LIGHTING, false);
-               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-               material.setFlag(video::EMF_FOG_ENABLE, true);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-
-               for(u32 i=0; i<fastfaces_new.size(); i++)
-               {
-                       FastFace &f = fastfaces_new[i];
-
-                       const u16 indices[] = {0,1,2,2,3,0};
-                       const u16 indices_alternate[] = {0,1,3,2,3,1};
-                       
-                       video::ITexture *texture = f.tile.texture.atlas;
-                       if(texture == NULL)
-                               continue;
-
-                       material.setTexture(0, texture);
-                       
-                       f.tile.applyMaterialOptions(material);
-
-                       const u16 *indices_p = indices;
-                       
-                       /*
-                               Revert triangles for nicer looking gradient if vertices
-                               1 and 3 have same color or 0 and 2 have different color.
-                       */
-                       if(f.vertices[0].Color != f.vertices[2].Color
-                                       || f.vertices[1].Color == f.vertices[3].Color)
-                               indices_p = indices_alternate;
-                       
-                       collector.append(material, f.vertices, 4, indices_p, 6);
-               }
-       }
-
-       /*
-               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;
-       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;
-       AtlasPointer pa_leaves1 = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("leaves.png"));
-       material_leaves1.setTexture(0, pa_leaves1.atlas);
-
-       // Glass material
-       video::SMaterial material_glass;
-       material_glass.setFlag(video::EMF_LIGHTING, false);
-       material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_glass.setFlag(video::EMF_FOG_ENABLE, true);
-       material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_glass = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("glass.png"));
-       material_glass.setTexture(0, pa_glass.atlas);
-
-       // Wood material
-       video::SMaterial material_wood;
-       material_wood.setFlag(video::EMF_LIGHTING, false);
-       material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
-       material_wood.setFlag(video::EMF_FOG_ENABLE, true);
-       material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-       AtlasPointer pa_wood = g_texturesource->getTexture(
-                       g_texturesource->getTextureId("wood.png"));
-       material_wood.setTexture(0, pa_wood.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 = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-               
-               /*
-                       Add torches to mesh
-               */
-               if(n.d == CONTENT_TORCH)
-               {
-                       video::SColor c(255,255,255,255);
-
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
-                               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
-                       };
-
-                       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 + blockpos_nodes, BS);
-                       }
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       if(dir == v3s16(0,-1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else if(dir == v3s16(0,1,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_ceiling.png"));
-                       // For backwards compatibility
-                       else if(dir == v3s16(0,0,0))
-                               material.setTexture(0,
-                                               g_texturesource->getTextureRaw("torch_on_floor.png"));
-                       else
-                               material.setTexture(0, 
-                                               g_texturesource->getTextureRaw("torch.png"));
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Signs on walls
-               */
-               if(n.d == CONTENT_SIGN_WALL)
-               {
-                       u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
-                       video::SColor c(255,l,l,l);
-                               
-                       float d = (float)BS/16;
-                       // Wall at X+ of node
-                       video::S3DVertex vertices[4] =
-                       {
-                               video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
-                               video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
-                               video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
-                               video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
-                       };
-
-                       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.rotateXYBy(-90);
-                               if(dir == v3s16(0,1,0))
-                                       vertices[i].Pos.rotateXYBy(90);
-
-                               vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
-                       }
-
-                       // Set material
-                       video::SMaterial material;
-                       material.setFlag(video::EMF_LIGHTING, false);
-                       material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                       material.setFlag(video::EMF_FOG_ENABLE, true);
-                       //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                       material.MaterialType
-                                       = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-                       material.setTexture(0, 
-                                       g_texturesource->getTextureRaw("sign_wall.png"));
-
-                       u16 indices[] = {0,1,2,2,3,0};
-                       // Add to mesh collector
-                       collector.append(material, vertices, 4, indices, 6);
-               }
-               /*
-                       Add flowing water to mesh
-               */
-               else if(n.d == CONTENT_WATER)
-               {
-                       bool top_is_water = false;
-                       MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
-                       if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
-                               top_is_water = true;
-                       
-                       u8 l = 0;
-                       // Use the light of the node on top if possible
-                       if(content_features(ntop.d).param_type == CPT_LIGHT)
-                               l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
-                       // Otherwise use the light of this node (the water)
-                       else
-                               l = decode_light(n.getLightBlend(data->m_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++)
-                       {
-                               u8 content = CONTENT_AIR;
-                               float level = -0.5 * BS;
-                               u8 flags = 0;
-                               // Check neighbor
-                               v3s16 p2 = p + neighbor_dirs[i];
-                               MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                               if(n2.d != CONTENT_IGNORE)
-                               {
-                                       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 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                                       if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
-                                               flags |= neighborflag_top_is_water;
-                               }
-                               
-                               neighbor_levels.insert(neighbor_dirs[i], level);
-                               neighbor_contents.insert(neighbor_dirs[i], content);
-                               neighbor_flags.insert(neighbor_dirs[i], flags);
-                       }
-
-                       //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
-                       //float water_level = neighbor_levels[v3s16(0,0,0)];
-
-                       // 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 + blockpos_nodes, BS);
-                               }
-
-                               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 + blockpos_nodes, BS);
-                               }
-
-                               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;
-                       MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + 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;
-                       
-                       /*if(top_is_water == true)
-                               continue;*/
-                       if(top_is_air == false)
-                               continue;
-
-                       u8 l = decode_light(n.getLightBlend(data->m_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 + blockpos_nodes, BS);
-                       }
-
-                       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(data->m_daynight_ratio));*/
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_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 + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_leaves1, vertices, 4, indices, 6);
-                       }
-               }
-               /*
-                       Add glass
-               */
-               else if(n.d == CONTENT_GLASS)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_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,
-                                               pa_glass.x0(), pa_glass.y1()),
-                                       video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y1()),
-                                       video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x1(), pa_glass.y0()),
-                                       video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
-                                               pa_glass.x0(), pa_glass.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 + blockpos_nodes, BS);
-                               }
-
-                               u16 indices[] = {0,1,2,2,3,0};
-                               // Add to mesh collector
-                               collector.append(material_glass, vertices, 4, indices, 6);
-                       }
-               }
-               /*
-                       Add fence
-               */
-               else if(n.d == CONTENT_FENCE)
-               {
-                       u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
-                       video::SColor c(255,l,l,l);
-
-                       const f32 post_rad=(f32)BS/10;
-                       const f32 bar_rad=(f32)BS/20;
-                       const f32 bar_len=(f32)(BS/2)-post_rad;
-
-                       // The post - always present
-                       v3f pos = intToFloat(p+blockpos_nodes, BS);
-                       f32 postuv[24]={
-                                       0.4,0.4,0.6,0.6,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.35,0,0.65,1,
-                                       0.4,0.4,0.6,0.6};
-                       makeCuboid(material_wood, &collector,
-                               &pa_wood, c, pos,
-                               post_rad,BS/2,post_rad, postuv);
-
-                       // Now a section of fence, +X, if there's a post there
-                       v3s16 p2 = p;
-                       p2.X++;
-                       MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.d == CONTENT_FENCE)
-                       {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.X += BS/2;
-                               pos.Y += BS/4;
-                               f32 xrailuv[24]={
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
-
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_len,bar_rad,bar_rad, xrailuv);
-                       }
-
-                       // Now a section of fence, +Z, if there's a post there
-                       p2 = p;
-                       p2.Z++;
-                       n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
-                       if(n2.d == CONTENT_FENCE)
-                       {
-                               pos = intToFloat(p+blockpos_nodes, BS);
-                               pos.Z += BS/2;
-                               pos.Y += BS/4;
-                               f32 zrailuv[24]={
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6,
-                                       0,0.4,1,0.6};
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
-                               pos.Y -= BS/2;
-                               makeCuboid(material_wood, &collector,
-                                       &pa_wood, c, pos,
-                                       bar_rad,bar_rad,bar_len, zrailuv);
-
-                       }
-
-               }
-
-
-
-       }
-
-       /*
-               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
-               */
-       }
-
-       return mesh_new;
-       
-       //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
-}
-
-#endif // !SERVER
-
 /*
        MapBlock
 */
@@ -1914,16 +218,13 @@ void MapBlock::replaceMesh(scene::SMesh *mesh_new)
 
        All sunlighted nodes are added to light_sources.
 
-       If grow_grass==true, 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 remove_light, bool *black_air_left,
-               bool grow_grass)
+               bool remove_light, bool *black_air_left)
 {
        // Whether the sunlight at the top of the bottom block is valid
        bool block_below_is_valid = true;
@@ -1958,7 +259,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                else
                                {
                                        MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
-                                       if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                                       //if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+                                       if(content_features(n.d).sunlight_propagates == false)
                                        {
                                                no_sunlight = true;
                                        }
@@ -2013,6 +315,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                }
                                else if(n.light_propagates() == false)
                                {
+                                       /*// DEPRECATED TODO: REMOVE
                                        if(grow_grass)
                                        {
                                                bool upper_is_air = false;
@@ -2030,7 +333,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
                                                {
                                                        n.d = CONTENT_GRASS;
                                                }
-                                       }
+                                       }*/
 
                                        // A solid object is on the way.
                                        stopped_to_solid_object = true;
index 74666eb486de7539e9eecdf1e18eff5fab57ddc5..dd1d5e5aa590dd8ee5888ed260b3f079a2529752 100644 (file)
@@ -33,10 +33,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "voxel.h"
 #include "nodemetadata.h"
 #include "staticobject.h"
+#include "mapblock_nodemod.h"
+#ifndef SERVER
+       #include "mapblock_mesh.h"
+#endif
+
 
 #define BLOCK_TIMESTAMP_UNDEFINED 0xffffffff
 
-// Named by looking towards z+
+/*// Named by looking towards z+
 enum{
        FACE_BACK=0,
        FACE_TOP,
@@ -44,103 +49,7 @@ enum{
        FACE_FRONT,
        FACE_BOTTOM,
        FACE_LEFT
-};
-
-struct FastFace
-{
-       TileSpec tile;
-       video::S3DVertex vertices[4]; // Precalculated vertices
-};
-
-enum NodeModType
-{
-       NODEMOD_NONE,
-       NODEMOD_CHANGECONTENT, //param is content id
-       NODEMOD_CRACK // param is crack progression
-};
-
-struct NodeMod
-{
-       NodeMod(enum NodeModType a_type=NODEMOD_NONE, u16 a_param=0)
-       {
-               type = a_type;
-               param = a_param;
-       }
-       bool operator==(const NodeMod &other)
-       {
-               return (type == other.type && param == other.param);
-       }
-       enum NodeModType type;
-       u16 param;
-};
-
-class NodeModMap
-{
-public:
-       /*
-               returns true if the mod was different last time
-       */
-       bool set(v3s16 p, const NodeMod &mod)
-       {
-               // See if old is different, cancel if it is not different.
-               core::map<v3s16, NodeMod>::Node *n = m_mods.find(p);
-               if(n)
-               {
-                       NodeMod old = n->getValue();
-                       if(old == mod)
-                               return false;
-
-                       n->setValue(mod);
-               }
-               else
-               {
-                       m_mods.insert(p, mod);
-               }
-               
-               return true;
-       }
-       // Returns true if there was one
-       bool get(v3s16 p, NodeMod *mod)
-       {
-               core::map<v3s16, NodeMod>::Node *n;
-               n = m_mods.find(p);
-               if(n == NULL)
-                       return false;
-               if(mod)
-                       *mod = n->getValue();
-               return true;
-       }
-       bool clear(v3s16 p)
-       {
-               if(m_mods.find(p))
-               {
-                       m_mods.remove(p);
-                       return true;
-               }
-               return false;
-       }
-       bool clear()
-       {
-               if(m_mods.size() == 0)
-                       return false;
-               m_mods.clear();
-               return true;
-       }
-       void copy(NodeModMap &dest)
-       {
-               dest.m_mods.clear();
-
-               for(core::map<v3s16, NodeMod>::Iterator
-                               i = m_mods.getIterator();
-                               i.atEnd() == false; i++)
-               {
-                       dest.m_mods.insert(i.getNode()->getKey(), i.getNode()->getValue());
-               }
-       }
-
-private:
-       core::map<v3s16, NodeMod> m_mods;
-};
+};*/
 
 enum
 {
@@ -170,35 +79,6 @@ public:
        }
 };
 
-/*
-       Mesh making stuff
-*/
-
-class MapBlock;
-
-#ifndef SERVER
-
-struct MeshMakeData
-{
-       u32 m_daynight_ratio;
-       NodeModMap m_temp_mods;
-       VoxelManipulator m_vmanip;
-       v3s16 m_blockpos;
-       
-       /*
-               Copy central data directly from block, and other data from
-               parent of block.
-       */
-       void fill(u32 daynight_ratio, MapBlock *block);
-};
-
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
-
-#endif
-
-u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
-               v3s16 face_dir);
-
 /*
        MapBlock itself
 */
@@ -474,8 +354,7 @@ public:
        
        // See comments in mapblock.cpp
        bool propagateSunlight(core::map<v3s16, bool> & light_sources,
-                       bool remove_light=false, bool *black_air_left=NULL,
-                       bool grow_grass=false);
+                       bool remove_light=false, bool *black_air_left=NULL);
        
        // Copies data to VoxelManipulator to getPosRelative()
        void copyTo(VoxelManipulator &dst);
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
new file mode 100644 (file)
index 0000000..a8624e8
--- /dev/null
@@ -0,0 +1,789 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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_mesh.h"
+#include "light.h"
+#include "mapblock.h"
+#include "map.h"
+#include "main.h" // For g_settings and g_texturesource
+#include "content_mapblock.h"
+
+void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
+{
+       m_daynight_ratio = daynight_ratio;
+       m_blockpos = block->getPos();
+
+       v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
+       
+       /*
+               There is no harm not copying the TempMods of the neighbors
+               because they are already copied to this block
+       */
+       m_temp_mods.clear();
+       block->copyTempMods(m_temp_mods);
+       
+       /*
+               Copy data
+       */
+
+       // Allocate this block + neighbors
+       m_vmanip.clear();
+       m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
+                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
+
+       {
+               //TimeTaker timer("copy central block data");
+               // 0ms
+
+               // Copy our data
+               block->copyTo(m_vmanip);
+       }
+       {
+               //TimeTaker timer("copy neighbor block data");
+               // 0ms
+
+               /*
+                       Copy neighbors. This is lightning fast.
+                       Copying only the borders would be *very* slow.
+               */
+               
+               // Get map
+               NodeContainer *parentcontainer = block->getParent();
+               // This will only work if the parent is the map
+               assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
+               // OK, we have the map!
+               Map *map = (Map*)parentcontainer;
+
+               for(u16 i=0; i<6; i++)
+               {
+                       const v3s16 &dir = g_6dirs[i];
+                       v3s16 bp = m_blockpos + dir;
+                       MapBlock *b = map->getBlockNoCreateNoEx(bp);
+                       if(b)
+                               b->copyTo(m_vmanip);
+               }
+       }
+}
+
+/*
+       vertex_dirs: v3s16[4]
+*/
+void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
+{
+       /*
+               If looked from outside the node towards the face, the corners are:
+               0: bottom-right
+               1: bottom-left
+               2: top-left
+               3: top-right
+       */
+       if(dir == v3s16(0,0,1))
+       {
+               // If looking towards z+, this is the face that is behind
+               // the center point, facing towards z+.
+               vertex_dirs[0] = v3s16(-1,-1, 1);
+               vertex_dirs[1] = v3s16( 1,-1, 1);
+               vertex_dirs[2] = v3s16( 1, 1, 1);
+               vertex_dirs[3] = v3s16(-1, 1, 1);
+       }
+       else if(dir == v3s16(0,0,-1))
+       {
+               // faces towards Z-
+               vertex_dirs[0] = v3s16( 1,-1,-1);
+               vertex_dirs[1] = v3s16(-1,-1,-1);
+               vertex_dirs[2] = v3s16(-1, 1,-1);
+               vertex_dirs[3] = v3s16( 1, 1,-1);
+       }
+       else if(dir == v3s16(1,0,0))
+       {
+               // faces towards X+
+               vertex_dirs[0] = v3s16( 1,-1, 1);
+               vertex_dirs[1] = v3s16( 1,-1,-1);
+               vertex_dirs[2] = v3s16( 1, 1,-1);
+               vertex_dirs[3] = v3s16( 1, 1, 1);
+       }
+       else if(dir == v3s16(-1,0,0))
+       {
+               // faces towards X-
+               vertex_dirs[0] = v3s16(-1,-1,-1);
+               vertex_dirs[1] = v3s16(-1,-1, 1);
+               vertex_dirs[2] = v3s16(-1, 1, 1);
+               vertex_dirs[3] = v3s16(-1, 1,-1);
+       }
+       else if(dir == v3s16(0,1,0))
+       {
+               // faces towards Y+ (assume Z- as "down" in texture)
+               vertex_dirs[0] = v3s16( 1, 1,-1);
+               vertex_dirs[1] = v3s16(-1, 1,-1);
+               vertex_dirs[2] = v3s16(-1, 1, 1);
+               vertex_dirs[3] = v3s16( 1, 1, 1);
+       }
+       else if(dir == v3s16(0,-1,0))
+       {
+               // faces towards Y- (assume Z+ as "down" in texture)
+               vertex_dirs[0] = v3s16( 1,-1, 1);
+               vertex_dirs[1] = v3s16(-1,-1, 1);
+               vertex_dirs[2] = v3s16(-1,-1,-1);
+               vertex_dirs[3] = v3s16( 1,-1,-1);
+       }
+}
+
+inline video::SColor lightColor(u8 alpha, u8 light)
+{
+       return video::SColor(alpha,light,light,light);
+}
+
+struct FastFace
+{
+       TileSpec tile;
+       video::S3DVertex vertices[4]; // Precalculated vertices
+};
+
+void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
+               v3s16 dir, v3f scale, v3f posRelative_f,
+               core::array<FastFace> &dest)
+{
+       FastFace face;
+       
+       // Position is at the center of the cube.
+       v3f pos = p * BS;
+       posRelative_f *= BS;
+
+       v3f vertex_pos[4];
+       v3s16 vertex_dirs[4];
+       getNodeVertexDirs(dir, vertex_dirs);
+       for(u16 i=0; i<4; i++)
+       {
+               vertex_pos[i] = v3f(
+                               BS/2*vertex_dirs[i].X,
+                               BS/2*vertex_dirs[i].Y,
+                               BS/2*vertex_dirs[i].Z
+               );
+       }
+
+       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;
+               vertex_pos[i] += pos + posRelative_f;
+       }
+
+       f32 abs_scale = 1.;
+       if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
+       else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
+       else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
+
+       v3f zerovector = v3f(0,0,0);
+       
+       u8 alpha = tile.alpha;
+       /*u8 alpha = 255;
+       if(tile.id == TILE_WATER)
+               alpha = WATER_ALPHA;*/
+
+       float x0 = tile.texture.pos.X;
+       float y0 = tile.texture.pos.Y;
+       float w = tile.texture.size.X;
+       float h = tile.texture.size.Y;
+
+       /*video::SColor c = lightColor(alpha, li);
+
+       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
+                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
+       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
+                       core::vector2d<f32>(x0, y0+h));
+       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
+                       core::vector2d<f32>(x0, y0));
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
+                       core::vector2d<f32>(x0+w*abs_scale, y0));*/
+
+       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
+                       lightColor(alpha, li0),
+                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
+       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
+                       lightColor(alpha, li1),
+                       core::vector2d<f32>(x0, y0+h));
+       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
+                       lightColor(alpha, li2),
+                       core::vector2d<f32>(x0, y0));
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
+                       lightColor(alpha, li3),
+                       core::vector2d<f32>(x0+w*abs_scale, y0));
+
+       face.tile = tile;
+       //DEBUG
+       //f->tile = TILE_STONE;
+       
+       dest.push_back(face);
+}
+       
+/*
+       Gets node tile from any place relative to block.
+       Returns TILE_NODE if doesn't exist or should not be drawn.
+*/
+TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
+               NodeModMap &temp_mods)
+{
+       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
+                       */
+
+                       // Get original texture name
+                       u32 orig_id = spec.texture.id;
+                       std::string orig_name = g_texturesource->getTextureName(orig_id);
+
+                       // 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;
+}
+
+u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+{
+       /*
+               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)
+               {
+                       // 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;
+}
+
+v3s16 dirs8[8] = {
+       v3s16(0,0,0),
+       v3s16(0,0,1),
+       v3s16(0,1,0),
+       v3s16(0,1,1),
+       v3s16(1,0,0),
+       v3s16(1,1,0),
+       v3s16(1,0,1),
+       v3s16(1,1,1),
+};
+
+// Calculate lighting at the XYZ- corner of p
+u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+       u16 ambient_occlusion = 0;
+       u16 light = 0;
+       u16 light_count = 0;
+       for(u32 i=0; i<8; i++)
+       {
+               MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
+               if(content_features(n.d).param_type == CPT_LIGHT)
+               {
+                       light += decode_light(n.getLightBlend(daynight_ratio));
+                       light_count++;
+               }
+               else
+               {
+                       if(n.d != CONTENT_IGNORE)
+                               ambient_occlusion++;
+               }
+       }
+
+       if(light_count == 0)
+               return 255;
+       
+       light /= light_count;
+
+       if(ambient_occlusion > 4)
+       {
+               ambient_occlusion -= 4;
+               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
+       }
+
+       return light;
+}
+
+// Calculate lighting at the given corner of p
+u8 getSmoothLight(v3s16 p, v3s16 corner,
+               VoxelManipulator &vmanip, u32 daynight_ratio)
+{
+       if(corner.X == 1) p.X += 1;
+       else              assert(corner.X == -1);
+       if(corner.Y == 1) p.Y += 1;
+       else              assert(corner.Y == -1);
+       if(corner.Z == 1) p.Z += 1;
+       else              assert(corner.Z == -1);
+       
+       return getSmoothLight(p, vmanip, daynight_ratio);
+}
+
+void getTileInfo(
+               // Input:
+               v3s16 blockpos_nodes,
+               v3s16 p,
+               v3s16 face_dir,
+               u32 daynight_ratio,
+               VoxelManipulator &vmanip,
+               NodeModMap &temp_mods,
+               bool smooth_lighting,
+               // Output:
+               bool &makes_face,
+               v3s16 &p_corrected,
+               v3s16 &face_dir_corrected,
+               u8 *lights,
+               TileSpec &tile
+       )
+{
+       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
+       TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+       
+       // 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)
+       {
+               makes_face = false;
+               return;
+       }
+
+       makes_face = true;
+       
+       if(mf == 1)
+       {
+               tile = tile0;
+               p_corrected = p;
+               face_dir_corrected = face_dir;
+       }
+       else
+       {
+               tile = tile1;
+               p_corrected = p + face_dir;
+               face_dir_corrected = -face_dir;
+       }
+       
+       if(smooth_lighting == false)
+       {
+               lights[0] = lights[1] = lights[2] = lights[3] =
+                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+       }
+       else
+       {
+               v3s16 vertex_dirs[4];
+               getNodeVertexDirs(face_dir_corrected, vertex_dirs);
+               for(u16 i=0; i<4; i++)
+               {
+                       lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
+                                       vertex_dirs[i], vmanip, daynight_ratio);
+               }
+       }
+       
+       return;
+}
+
+/*
+       startpos:
+       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 updateFastFaceRow(
+               u32 daynight_ratio,
+               v3f posRelative_f,
+               v3s16 startpos,
+               u16 length,
+               v3s16 translate_dir,
+               v3f translate_dir_f,
+               v3s16 face_dir,
+               v3f face_dir_f,
+               core::array<FastFace> &dest,
+               NodeModMap &temp_mods,
+               VoxelManipulator &vmanip,
+               v3s16 blockpos_nodes,
+               bool smooth_lighting)
+{
+       v3s16 p = startpos;
+       
+       u16 continuous_tiles_count = 0;
+       
+       bool makes_face;
+       v3s16 p_corrected;
+       v3s16 face_dir_corrected;
+       u8 lights[4];
+       TileSpec tile;
+       getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
+                       vmanip, temp_mods, smooth_lighting,
+                       makes_face, p_corrected, face_dir_corrected, lights, tile);
+
+       for(u16 j=0; j<length; j++)
+       {
+               // If tiling can be done, this is set to false in the next step
+               bool next_is_different = true;
+               
+               v3s16 p_next;
+               
+               bool next_makes_face = false;
+               v3s16 next_p_corrected;
+               v3s16 next_face_dir_corrected;
+               u8 next_lights[4] = {0,0,0,0};
+               TileSpec next_tile;
+               
+               // 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;
+                       
+                       getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
+                                       vmanip, temp_mods, smooth_lighting,
+                                       next_makes_face, next_p_corrected,
+                                       next_face_dir_corrected, next_lights,
+                                       next_tile);
+                       
+                       if(next_makes_face == makes_face
+                                       && next_p_corrected == p_corrected
+                                       && next_face_dir_corrected == face_dir_corrected
+                                       && next_lights[0] == lights[0]
+                                       && next_lights[1] == lights[1]
+                                       && next_lights[2] == lights[2]
+                                       && next_lights[3] == lights[3]
+                                       && next_tile == tile)
+                       {
+                               next_is_different = false;
+                       }
+               }
+
+               continuous_tiles_count++;
+               
+               // This is set to true if the texture doesn't allow more tiling
+               bool end_of_texture = false;
+               /*
+                       If there is no texture, it can be tiled infinitely.
+                       If tiled==0, it means the texture can be tiled infinitely.
+                       Otherwise check tiled agains continuous_tiles_count.
+               */
+               if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
+               {
+                       if(tile.texture.tiled <= continuous_tiles_count)
+                               end_of_texture = true;
+               }
+               
+               // Do this to disable tiling textures
+               //end_of_texture = true; //DEBUG
+               
+               if(next_is_different || end_of_texture)
+               {
+                       /*
+                               Create a face if there should be one
+                       */
+                       if(makes_face)
+                       {
+                               // Floating point conversion of the position vector
+                               v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
+                               // Center point of face (kind of)
+                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
+                               v3f scale(1,1,1);
+
+                               if(translate_dir.X != 0)
+                               {
+                                       scale.X = continuous_tiles_count;
+                               }
+                               if(translate_dir.Y != 0)
+                               {
+                                       scale.Y = continuous_tiles_count;
+                               }
+                               if(translate_dir.Z != 0)
+                               {
+                                       scale.Z = continuous_tiles_count;
+                               }
+                               
+                               makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
+                                               sp, face_dir_corrected, scale,
+                                               posRelative_f, dest);
+                       }
+
+                       continuous_tiles_count = 0;
+                       
+                       makes_face = next_makes_face;
+                       p_corrected = next_p_corrected;
+                       face_dir_corrected = next_face_dir_corrected;
+                       lights[0] = next_lights[0];
+                       lights[1] = next_lights[1];
+                       lights[2] = next_lights[2];
+                       lights[3] = next_lights[3];
+                       tile = next_tile;
+               }
+               
+               p = p_next;
+       }
+}
+
+scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
+{
+       // 4-21ms for MAP_BLOCKSIZE=16
+       // 24-155ms for MAP_BLOCKSIZE=32
+       //TimeTaker timer1("makeMapBlockMesh()");
+
+       core::array<FastFace> fastfaces_new;
+
+       v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
+       
+       // floating point conversion
+       v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
+       
+       /*
+               Some settings
+       */
+       //bool new_style_water = g_settings.getBool("new_style_water");
+       //bool new_style_leaves = g_settings.getBool("new_style_leaves");
+       bool smooth_lighting = g_settings.getBool("smooth_lighting");
+       
+       /*
+               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.
+       */
+       
+       {
+               // 4-23ms for MAP_BLOCKSIZE=16
+               //TimeTaker timer2("updateMesh() collect");
+
+               /*
+                       Go through every y,z and get top(y+) faces in rows of x+
+               */
+               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+                       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+                               updateFastFaceRow(data->m_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,
+                                               data->m_temp_mods,
+                                               data->m_vmanip,
+                                               blockpos_nodes,
+                                               smooth_lighting);
+                       }
+               }
+               /*
+                       Go through every x,y and get right(x+) faces in rows of z+
+               */
+               for(s16 x=0; x<MAP_BLOCKSIZE; x++){
+                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+                               updateFastFaceRow(data->m_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,
+                                               data->m_temp_mods,
+                                               data->m_vmanip,
+                                               blockpos_nodes,
+                                               smooth_lighting);
+                       }
+               }
+               /*
+                       Go through every y,z and get back(z+) faces in rows of x+
+               */
+               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+                               updateFastFaceRow(data->m_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,
+                                               data->m_temp_mods,
+                                               data->m_vmanip,
+                                               blockpos_nodes,
+                                               smooth_lighting);
+                       }
+               }
+       }
+
+       // End of slow part
+
+       /*
+               Convert FastFaces to SMesh
+       */
+
+       MeshCollector collector;
+
+       if(fastfaces_new.size() > 0)
+       {
+               // avg 0ms (100ms spikes when loading textures the first time)
+               //TimeTaker timer2("updateMesh() mesh building");
+
+               video::SMaterial material;
+               material.setFlag(video::EMF_LIGHTING, false);
+               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+               material.setFlag(video::EMF_FOG_ENABLE, true);
+               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
+               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
+
+               for(u32 i=0; i<fastfaces_new.size(); i++)
+               {
+                       FastFace &f = fastfaces_new[i];
+
+                       const u16 indices[] = {0,1,2,2,3,0};
+                       const u16 indices_alternate[] = {0,1,3,2,3,1};
+                       
+                       video::ITexture *texture = f.tile.texture.atlas;
+                       if(texture == NULL)
+                               continue;
+
+                       material.setTexture(0, texture);
+                       
+                       f.tile.applyMaterialOptions(material);
+
+                       const u16 *indices_p = indices;
+                       
+                       /*
+                               Revert triangles for nicer looking gradient if vertices
+                               1 and 3 have same color or 0 and 2 have different color.
+                       */
+                       if(f.vertices[0].Color != f.vertices[2].Color
+                                       || f.vertices[1].Color == f.vertices[3].Color)
+                               indices_p = indices_alternate;
+                       
+                       collector.append(material, f.vertices, 4, indices_p, 6);
+               }
+       }
+
+       /*
+               Add special graphics:
+               - torches
+               - flowing water
+               - fences
+               - whatever
+       */
+
+       mapblock_mesh_generate_special(data, collector);
+       
+       /*
+               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
+               */
+       }
+
+       return mesh_new;
+       
+       //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+}
+
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
new file mode 100644 (file)
index 0000000..591172b
--- /dev/null
@@ -0,0 +1,143 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2011 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.
+*/
+
+#ifndef MAPBLOCK_MESH_HEADER
+#define MAPBLOCK_MESH_HEADER
+
+#include "common_irrlicht.h"
+#include "mapblock_nodemod.h"
+#include "voxel.h"
+
+/*
+       Mesh making stuff
+*/
+
+/*
+       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
+{
+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;
+};
+
+class MapBlock;
+
+struct MeshMakeData
+{
+       u32 m_daynight_ratio;
+       NodeModMap m_temp_mods;
+       VoxelManipulator m_vmanip;
+       v3s16 m_blockpos;
+       
+       /*
+               Copy central data directly from block, and other data from
+               parent of block.
+       */
+       void fill(u32 daynight_ratio, MapBlock *block);
+};
+
+scene::SMesh* makeMapBlockMesh(MeshMakeData *data);
+
+#endif
+
index 3717bf0ab85f0f1910eaab373d42ea428dfe9064..dae21e7ccc463f33b0af8d24914d977a684f89a7 100644 (file)
@@ -230,4 +230,54 @@ u8 MapNode::getMineral()
        return MINERAL_NONE;
 }
 
+/*
+       Gets lighting value at face of node
+       
+       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 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;
+       }
+}
+
 
index aa3fa39608b4f1e88ccb99129b6376172c7ecca9..d975a50c46fb0bf83740b6075c652e56ff8adc39 100644 (file)
@@ -648,7 +648,24 @@ struct MapNode
        }
 };
 
+/*
+       Gets lighting value at face of node
+       
+       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 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
+               v3s16 face_dir);
 
 #endif