mapblock_mesh.cpp: Fix code style and simplify a bit code (#4558)
authoryou <ovvv@web.de>
Mon, 28 Aug 2017 18:02:51 +0000 (20:02 +0200)
committerLoïc Blot <nerzhul@users.noreply.github.com>
Mon, 28 Aug 2017 18:02:51 +0000 (20:02 +0200)
* mapblock_mesh.cpp: Fix code style and simplify a bit code

src/mapblock_mesh.cpp

index 8fe00b052b27280c8904e1152338978fe78b69a5..dc37c0c5fc24d6abc290c3b1c1c521f1c180eee8 100644 (file)
@@ -97,14 +97,10 @@ void MeshMakeData::fillSingleNode(MapNode *node)
        MapNode *data = new MapNode[volume];
        for(s32 i = 0; i < volume; i++)
        {
-               if(i == our_node_index)
-               {
+               if (i == our_node_index)
                        data[i] = *node;
-               }
                else
-               {
                        data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
-               }
        }
        m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
        delete[] data;
@@ -112,7 +108,7 @@ void MeshMakeData::fillSingleNode(MapNode *node)
 
 void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
 {
-       if(crack_level >= 0)
+       if (crack_level >= 0)
                m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
 }
 
@@ -223,9 +219,8 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
                MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dir);
 
                // if it's CONTENT_IGNORE we can't do any light calculations
-               if (n.getContent() == CONTENT_IGNORE) {
+               if (n.getContent() == CONTENT_IGNORE)
                        continue;
-               }
 
                const ContentFeatures &f = ndef->get(n);
                if (f.light_source > light_source_max)
@@ -233,7 +228,8 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
                // Check f.solidness because fast-style leaves look better this way
                if (f.param_type == CPT_LIGHT && f.solidness != 2) {
                        light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
-                       light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
+                       light_night += decode_light(
+                               n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
                        light_count++;
                } else {
                        ambient_occlusion++;
@@ -248,7 +244,7 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
 
        // Boost brightness around light sources
        bool skip_ambient_occlusion_day = false;
-       if(decode_light(light_source_max) >= light_day) {
+       if (decode_light(light_source_max) >= light_day) {
                light_day = decode_light(light_source_max);
                skip_ambient_occlusion_day = true;
        }
@@ -259,8 +255,7 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
                skip_ambient_occlusion_night = true;
        }
 
-       if (ambient_occlusion > 4)
-       {
+       if (ambient_occlusion > 4) {
                static thread_local const float ao_gamma = rangelim(
                        g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
 
@@ -275,9 +270,11 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
                ambient_occlusion -= 5;
 
                if (!skip_ambient_occlusion_day)
-                       light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
+                       light_day = rangelim(core::round32(
+                                       light_day * light_amount[ambient_occlusion]), 0, 255);
                if (!skip_ambient_occlusion_night)
-                       light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
+                       light_night = rangelim(core::round32(
+                                       light_night * light_amount[ambient_occlusion]), 0, 255);
        }
 
        return light_day | (light_night << 8);
@@ -289,11 +286,14 @@ static u16 getSmoothLightCombined(const v3s16 &p, MeshMakeData *data)
 */
 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
 {
-       if(corner.X == 1) p.X += 1;
+       if (corner.X == 1)
+               ++p.X;
        // else corner.X == -1
-       if(corner.Y == 1) p.Y += 1;
+       if (corner.Y == 1)
+               ++p.Y;
        // else corner.Y == -1
-       if(corner.Z == 1) p.Z += 1;
+       if (corner.Z == 1)
+               ++p.Z;
        // else corner.Z == -1
 
        return getSmoothLightCombined(p, data);
@@ -359,49 +359,38 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
                2: top-left
                3: top-right
        */
-       if(dir == v3s16(0,0,1))
-       {
+       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))
-       {
+       } 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))
-       {
+       } 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))
-       {
+       } 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))
-       {
+       } 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))
-       {
+       } 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);
@@ -429,10 +418,10 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
        // Position is at the center of the cube.
        v3f pos = p * BS;
 
-       float x0 = 0.0;
-       float y0 = 0.0;
-       float w = 1.0;
-       float h = 1.0;
+       float x0 = 0.0f;
+       float y0 = 0.0f;
+       float w = 1.0f;
+       float h = 1.0f;
 
        v3f vertex_pos[4];
        v3s16 vertex_dirs[4];
@@ -440,8 +429,7 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
 
        v3s16 t;
        u16 t1;
-       switch (tile.rotation)
-       {
+       switch (tile.rotation) {
        case 0:
                break;
        case 1: //R90
@@ -450,11 +438,11 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
                vertex_dirs[3] = vertex_dirs[2];
                vertex_dirs[2] = vertex_dirs[1];
                vertex_dirs[1] = t;
-               t1=li0;
-               li0=li3;
-               li3=li2;
-               li2=li1;
-               li1=t1;
+               t1  = li0;
+               li0 = li3;
+               li3 = li2;
+               li2 = li1;
+               li1 = t1;
                break;
        case 2: //R180
                t = vertex_dirs[0];
@@ -550,12 +538,11 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
                break;
        }
 
-       for(u16 i=0; i<4; i++)
-       {
+       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
+                               BS / 2 * vertex_dirs[i].X,
+                               BS / 2 * vertex_dirs[i].Y,
+                               BS / 2 * vertex_dirs[i].Z
                );
        }
 
@@ -566,10 +553,10 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
                vpos += pos;
        }
 
-       f32 abs_scale = 1.0;
-       if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
-       else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
-       else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
+       f32 abs_scale = 1.0f;
+       if      (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
+       else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
+       else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
 
        v3f normal(dir.X, dir.Y, dir.Z);
 
@@ -635,38 +622,33 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
 {
        *equivalent = false;
 
-       if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
+       if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
                return 0;
 
-       bool contents_differ = (m1 != m2);
-
        const ContentFeatures &f1 = ndef->get(m1);
        const ContentFeatures &f2 = ndef->get(m2);
 
        // Contents don't differ for different forms of same liquid
-       if(f1.sameLiquid(f2))
-               contents_differ = false;
+       if (f1.sameLiquid(f2))
+               return 0;
 
        u8 c1 = f1.solidness;
        u8 c2 = f2.solidness;
 
-       bool solidness_differs = (c1 != c2);
-       bool makes_face = contents_differ && solidness_differs;
-
-       if (!makes_face)
+       if (c1 == c2)
                return 0;
 
-       if(c1 == 0)
+       if (c1 == 0)
                c1 = f1.visual_solidness;
-       if(c2 == 0)
+       else if (c2 == 0)
                c2 = f2.visual_solidness;
 
-       if(c1 == c2){
+       if (c1 == c2) {
                *equivalent = true;
                // If same solidness, liquid takes precense
-               if(f1.isLiquid())
+               if (f1.isLiquid())
                        return 1;
-               if(f2.isLiquid())
+               if (f2.isLiquid())
                        return 2;
        }
 
@@ -716,7 +698,7 @@ void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &t
        //  5 = (0,0,-1)
        //  6 = (0,-1,0)
        //  7 = (-1,0,0)
-       u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
+       u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2;
 
        // Get rotation for things like chests
        u8 facedir = mn.getFaceDir(ndef);
@@ -755,7 +737,7 @@ void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &t
                   0,0,  4,2 , 1,1 , 2,2 ,  0,0,  3,2 , 0,3 , 5,2
 
        };
-       u16 tile_index=facedir*16 + dir_i;
+       u16 tile_index = facedir * 16 + dir_i;
        getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
        tile.rotation = dir_to_tile[tile_index + 1];
 }
@@ -828,15 +810,13 @@ static void getTileInfo(
        if (!data->m_smooth_lighting) {
                lights[0] = lights[1] = lights[2] = lights[3] =
                                getFaceLight(n0, n1, face_dir, ndef);
-       }
-       else {
+       } else {
                v3s16 vertex_dirs[4];
                getNodeVertexDirs(face_dir_corrected, vertex_dirs);
 
                v3s16 light_p = blockpos_nodes + p_corrected;
-               for (u16 i = 0; i < 4; i++) {
+               for (u16 i = 0; i < 4; i++)
                        lights[i] = getSmoothLight(light_p, vertex_dirs[i], data);
-               }
        }
 }
 
@@ -860,7 +840,7 @@ static void updateFastFaceRow(
        bool makes_face = false;
        v3s16 p_corrected;
        v3s16 face_dir_corrected;
-       u16 lights[4] = {0,0,0,0};
+       u16 lights[4] = {0, 0, 0, 0};
        TileSpec tile;
        getTileInfo(data, p, face_dir,
                        makes_face, p_corrected, face_dir_corrected,
@@ -877,8 +857,7 @@ static void updateFastFaceRow(
                bool next_makes_face = false;
                v3s16 next_p_corrected;
                v3s16 next_face_dir_corrected;
-               u16 next_lights[4] = {0,0,0,0};
-
+               u16 next_lights[4] = {0, 0, 0, 0};
 
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
@@ -899,7 +878,6 @@ static void updateFastFaceRow(
                                continuous_tiles_count++;
                        }
                }
-
                if (next_is_different) {
                        /*
                                Create a face if there should be one
@@ -908,27 +886,23 @@ static void updateFastFaceRow(
                                // Floating point conversion of the position vector
                                v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
-                               v3f sp = pf -
-                                       ((f32)continuous_tiles_count / 2.0f - 0.5f) * translate_dir_f;
-                               v3f scale(1,1,1);
+                               v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
+                                       * translate_dir_f;
+                               v3f scale(1, 1, 1);
 
-                               if(translate_dir.X != 0) {
+                               if (translate_dir.X != 0)
                                        scale.X = continuous_tiles_count;
-                               }
-                               if(translate_dir.Y != 0) {
+                               if (translate_dir.Y != 0)
                                        scale.Y = continuous_tiles_count;
-                               }
-                               if(translate_dir.Z != 0) {
+                               if (translate_dir.Z != 0)
                                        scale.Z = continuous_tiles_count;
-                               }
 
                                makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
                                                sp, face_dir_corrected, scale, dest);
 
                                g_profiler->avg("Meshgen: faces drawn by tiling", 0);
-                               for(int i = 1; i < continuous_tiles_count; i++){
+                               for (int i = 1; i < continuous_tiles_count; i++)
                                        g_profiler->avg("Meshgen: faces drawn by tiling", 1);
-                               }
                        }
 
                        continuous_tiles_count = 1;
@@ -950,44 +924,38 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                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,
-                                       v3s16(0,y,z),
-                                       v3s16(1,0,0), //dir
-                                       v3f  (1,0,0),
-                                       v3s16(0,1,0), //face dir
-                                       dest);
-               }
-       }
+       for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+               updateFastFaceRow(data,
+                               v3s16(0, y, z),
+                               v3s16(1, 0, 0), //dir
+                               v3f  (1, 0, 0),
+                               v3s16(0, 1, 0), //face dir
+                               dest);
 
        /*
                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,
-                                       v3s16(x,y,0),
-                                       v3s16(0,0,1), //dir
-                                       v3f  (0,0,1),
-                                       v3s16(1,0,0), //face dir
-                                       dest);
-               }
-       }
+       for (s16 x = 0; x < MAP_BLOCKSIZE; x++)
+       for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+               updateFastFaceRow(data,
+                               v3s16(x, y, 0),
+                               v3s16(0, 0, 1), //dir
+                               v3f  (0, 0, 1),
+                               v3s16(1, 0, 0), //face dir
+                               dest);
 
        /*
                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,
-                                       v3s16(0,y,z),
-                                       v3s16(1,0,0), //dir
-                                       v3f  (1,0,0),
-                                       v3s16(0,0,1), //face dir
-                                       dest);
-               }
-       }
+       for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
+       for (s16 y = 0; y < MAP_BLOCKSIZE; y++)
+               updateFastFaceRow(data,
+                               v3s16(0, y, z),
+                               v3s16(1, 0, 0), //dir
+                               v3f  (1, 0, 0),
+                               v3s16(0, 0, 1), //face dir
+                               dest);
 }
 
 /*
@@ -1047,8 +1015,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                //TimeTaker timer2("MeshCollector building");
 
                for (const FastFace &f : fastfaces_new) {
-                       const u16 indices[] = {0,1,2,2,3,0};
-                       const u16 indices_alternate[] = {0,1,3,2,3,1};
+                       static const u16 indices[] = {0, 1, 2, 2, 3, 0};
+                       static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
 
                        if (!f.layer.texture)
                                continue;
@@ -1087,18 +1055,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
                        // Generate animation data
                        // - Cracks
-                       if(p.layer.material_flags & MATERIAL_FLAG_CRACK)
-                       {
+                       if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
                                // Find the texture name plus ^[crack:N:
                                std::ostringstream os(std::ios::binary);
-                               os<<m_tsrc->getTextureName(p.layer.texture_id)<<"^[crack";
-                               if(p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
-                                       os<<"o";  // use ^[cracko
-                               os<<":"<<(u32)p.layer.animation_frame_count<<":";
-                               m_crack_materials.insert(std::make_pair(std::pair<u8, u32>(layer, i), os.str()));
+                               os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
+                               if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
+                                       os << "o";  // use ^[cracko
+                               os << ":" << (u32)p.layer.animation_frame_count << ":";
+                               m_crack_materials.insert(std::make_pair(
+                                               std::pair<u8, u32>(layer, i), os.str()));
                                // Replace tile texture with the cracked one
                                p.layer.texture = m_tsrc->getTextureForMesh(
-                                               os.str()+"0",
+                                               os.str() + "0",
                                                &p.layer.texture_id);
                        }
                        // - Texture animation
@@ -1106,9 +1074,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                                // Add to MapBlockMesh in order to animate these tiles
                                m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
                                m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
-                               if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
+                               if (g_settings->getBool(
+                                               "desynchronize_mapblock_texture_animation")) {
                                        // Get starting position from noise
-                                       m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 100000 * (2.0 + noise3d(
+                                       m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
+                                                       100000 * (2.0 + noise3d(
                                                        data->m_blockpos.X, data->m_blockpos.Y,
                                                        data->m_blockpos.Z, 0));
                                } else {
@@ -1124,8 +1094,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                                // Dummy sunlight to handle non-sunlit areas
                                video::SColorf sunlight;
                                get_sunlight_color(&sunlight, 0);
-                               u32 vertex_count =
-                                       m_use_tangent_vertices ?
+                               u32 vertex_count = m_use_tangent_vertices ?
                                                p.tangent_vertices.size() : p.vertices.size();
                                for (u32 j = 0; j < vertex_count; j++) {
                                        video::SColor *vc;
@@ -1155,11 +1124,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        material.setTexture(0, p.layer.texture);
 
                        if (m_enable_shaders) {
-                               material.MaterialType = m_shdrsrc->getShaderInfo(p.layer.shader_id).material;
+                               material.MaterialType = m_shdrsrc->getShaderInfo(
+                                               p.layer.shader_id).material;
                                p.layer.applyMaterialOptionsWithShaders(material);
-                               if (p.layer.normal_texture) {
+                               if (p.layer.normal_texture)
                                        material.setTexture(1, p.layer.normal_texture);
-                               }
                                material.setTexture(2, p.layer.flags_texture);
                        } else {
                                p.layer.applyMaterialOptions(material);
@@ -1169,7 +1138,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
                        // Create meshbuffer, add to mesh
                        if (m_use_tangent_vertices) {
-                               scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
+                               scene::SMeshBufferTangents *buf =
+                                               new scene::SMeshBufferTangents();
                                // Set material
                                buf->Material = material;
                                // Add to mesh
@@ -1191,7 +1161,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        }
                }
 
-
                /*
                        Do some stuff to the mesh
                */
@@ -1205,19 +1174,17 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
                }
 
-               if (m_mesh[layer])
-               {
+               if (m_mesh[layer]) {
 #if 0
                        // Usually 1-700 faces and 1-7 materials
-                       std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
-                                       <<"and uses "<<m_mesh[layer]->getMeshBufferCount()
-                                       <<" materials (meshbuffers)"<<std::endl;
+                       std::cout << "Updated MapBlock has " << fastfaces_new.size()
+                                       << " faces and uses " << m_mesh[layer]->getMeshBufferCount()
+                                       << " materials (meshbuffers)" << std::endl;
 #endif
 
                        // Use VBO for mesh (this just would set this for ever buffer)
-                       if (m_enable_vbo) {
+                       if (m_enable_vbo)
                                m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
-                       }
                }
        }
 
@@ -1244,10 +1211,10 @@ MapBlockMesh::~MapBlockMesh()
        delete m_minimap_mapblock;
 }
 
-bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
+bool MapBlockMesh::animate(bool faraway, float time, int crack,
+       u32 daynight_ratio)
 {
-       if(!m_has_animation)
-       {
+       if (!m_has_animation) {
                m_animation_force_timer = 100000;
                return false;
        }
@@ -1263,16 +1230,16 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 
                        // Create new texture name from original
                        std::ostringstream os;
-                       os<<basename<<crack;
+                       os << basename << crack;
                        u32 new_texture_id = 0;
                        video::ITexture *new_texture =
-                               m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
+                                       m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
                        buf->getMaterial().setTexture(0, new_texture);
 
                        // If the current material is also animated,
                        // update animation info
                        auto anim_iter = m_animation_tiles.find(crack_material.first);
-                       if (anim_iter != m_animation_tiles.end()){
+                       if (anim_iter != m_animation_tiles.end()) {
                                TileLayer &tile = anim_iter->second;
                                tile.texture = new_texture;
                                tile.texture_id = new_texture_id;
@@ -1292,7 +1259,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                int frame = (int)(time * 1000 / tile.animation_frame_length_ms
                                + frameoffset) % tile.animation_frame_count;
                // If frame doesn't change, skip
-               if(frame == m_animation_frames[animation_tile.first])
+               if (frame == m_animation_frames[animation_tile.first])
                        continue;
 
                m_animation_frames[animation_tile.first] = frame;
@@ -1303,16 +1270,15 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                const FrameSpec &animation_frame = (*tile.frames)[frame];
                buf->getMaterial().setTexture(0, animation_frame.texture);
                if (m_enable_shaders) {
-                       if (animation_frame.normal_texture) {
-                               buf->getMaterial().setTexture(1, animation_frame.normal_texture);
-                       }
+                       if (animation_frame.normal_texture)
+                               buf->getMaterial().setTexture(1,
+                                       animation_frame.normal_texture);
                        buf->getMaterial().setTexture(2, animation_frame.flags_texture);
                }
        }
 
        // Day-night transition
-       if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
-       {
+       if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
                // Force reload mesh to VBO
                if (m_enable_vbo)
                        for (scene::IMesh *m : m_mesh)
@@ -1324,9 +1290,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                        scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
                                getMeshBuffer(daynight_diff.first.second);
                        video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
-                       for (const auto &j : daynight_diff.second) {
-                               final_color_blend(&(vertices[j.first].Color), j.second, day_color);
-                       }
+                       for (const auto &j : daynight_diff.second)
+                               final_color_blend(&(vertices[j.first].Color), j.second,
+                                               day_color);
                }
                m_last_daynight_ratio = daynight_ratio;
        }
@@ -1340,9 +1306,8 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
                for (scene::IMesh *layer : m_mesh) {
                        translateMesh(layer,
                                intToFloat(m_camera_offset - camera_offset, BS));
-                       if (m_enable_vbo) {
+                       if (m_enable_vbo)
                                layer->setDirty();
-                       }
                }
                m_camera_offset = camera_offset;
        }
@@ -1360,8 +1325,7 @@ void MeshCollector::append(const TileSpec &tile,
                const TileLayer *layer = &tile.layers[layernum];
                if (layer->texture_id == 0)
                        continue;
-               append(*layer, vertices, numVertices, indices, numIndices,
-                       layernum);
+               append(*layer, vertices, numVertices, indices, numIndices, layernum);
        }
 }
 
@@ -1370,20 +1334,18 @@ void MeshCollector::append(const TileLayer &layer,
                const u16 *indices, u32 numIndices, u8 layernum)
 {
        if (numIndices > 65535) {
-               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               dstream << "FIXME: MeshCollector::append() called with numIndices="
+                               << numIndices << " (limit 65535)" << std::endl;
                return;
        }
        std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
 
        PreMeshBuffer *p = NULL;
        for (PreMeshBuffer &pp : *buffers) {
-               if (pp.layer != layer)
-                       continue;
-               if (pp.indices.size() + numIndices > 65535)
-                       continue;
-
-               p = &pp;
-               break;
+               if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
+                       p = &pp;
+                       break;
+               }
        }
 
        if (p == NULL) {
@@ -1397,15 +1359,17 @@ void MeshCollector::append(const TileLayer &layer,
        if (m_use_tangent_vertices) {
                vertex_count = p->tangent_vertices.size();
                for (u32 i = 0; i < numVertices; i++) {
+
                        video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
-                               vertices[i].Color, vertices[i].TCoords);
+                                       vertices[i].Color, vertices[i].TCoords);
                        p->tangent_vertices.push_back(vert);
                }
        } else {
                vertex_count = p->vertices.size();
                for (u32 i = 0; i < numVertices; i++) {
                        video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
-                               vertices[i].Color, vertices[i].TCoords);
+                                       vertices[i].Color, vertices[i].TCoords);
+
                        p->vertices.push_back(vert);
                }
        }
@@ -1430,7 +1394,7 @@ void MeshCollector::append(const TileSpec &tile,
                if (layer->texture_id == 0)
                        continue;
                append(*layer, vertices, numVertices, indices, numIndices, pos,
-                       c, light_source, layernum);
+                               c, light_source, layernum);
        }
 }
 
@@ -1440,20 +1404,18 @@ void MeshCollector::append(const TileLayer &layer,
                v3f pos, video::SColor c, u8 light_source, u8 layernum)
 {
        if (numIndices > 65535) {
-               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               dstream << "FIXME: MeshCollector::append() called with numIndices="
+                               << numIndices << " (limit 65535)" << std::endl;
                return;
        }
        std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
 
        PreMeshBuffer *p = NULL;
        for (PreMeshBuffer &pp : *buffers) {
-               if(pp.layer != layer)
-                       continue;
-               if(pp.indices.size() + numIndices > 65535)
-                       continue;
-
-               p = &pp;
-               break;
+               if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
+                       p = &pp;
+                       break;
+               }
        }
 
        if (p == NULL) {
@@ -1473,7 +1435,7 @@ void MeshCollector::append(const TileLayer &layer,
                                applyFacesShading(c, vertices[i].Normal);
                        }
                        video::S3DVertexTangents vert(vertices[i].Pos + pos,
-                               vertices[i].Normal, c, vertices[i].TCoords);
+                                       vertices[i].Normal, c, vertices[i].TCoords);
                        p->tangent_vertices.push_back(vert);
                }
        } else {