Restore finalColorBlend implementation in shaders.
[oweals/minetest.git] / src / mapblock_mesh.cpp
index 45cd8d96ce0dd2fb8db5509a38c8282a6ae5dc09..0ca24a1f919b2f847142f354198edb4a5415c4a3 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 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
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 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.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser 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.
 */
@@ -21,31 +21,53 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "light.h"
 #include "mapblock.h"
 #include "map.h"
-#include "main.h" // For g_settings and g_texturesource
+#include "main.h" // for g_profiler
+#include "profiler.h"
+#include "nodedef.h"
+#include "gamedef.h"
+#include "mesh.h"
 #include "content_mapblock.h"
+#include "noise.h"
+#include "shader.h"
+#include "settings.h"
+#include "util/directiontables.h"
 
-void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
+static void applyFacesShading(video::SColor& color, float factor)
+{
+       color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
+       color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
+}
+
+/*
+       MeshMakeData
+*/
+
+MeshMakeData::MeshMakeData(IGameDef *gamedef):
+       m_vmanip(),
+       m_blockpos(-1337,-1337,-1337),
+       m_crack_pos_relative(-1337, -1337, -1337),
+       m_highlighted_pos_relative(-1337, -1337, -1337),
+       m_smooth_lighting(false),
+       m_show_hud(false),
+       m_highlight_mesh_color(255, 255, 255, 255),
+       m_gamedef(gamedef)
+{}
+
+void MeshMakeData::fill(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)));
+       VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
+                       blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
+       m_vmanip.addArea(voxel_area);
 
        {
                //TimeTaker timer("copy central block data");
@@ -62,13 +84,13 @@ void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
                        Copy neighbors. This is lightning fast.
                        Copying only the borders would be *very* slow.
                */
-               
+
                // Get map
                Map *map = block->getParent();
 
-               for(u16 i=0; i<6; i++)
+               for(u16 i=0; i<26; i++)
                {
-                       const v3s16 &dir = g_6dirs[i];
+                       const v3s16 &dir = g_26dirs[i];
                        v3s16 bp = m_blockpos + dir;
                        MapBlock *b = map->getBlockNoCreateNoEx(bp);
                        if(b)
@@ -77,10 +99,270 @@ void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
        }
 }
 
+void MeshMakeData::fillSingleNode(MapNode *node)
+{
+       m_blockpos = v3s16(0,0,0);
+
+       v3s16 blockpos_nodes = v3s16(0,0,0);
+       VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
+                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
+       s32 volume = area.getVolume();
+       s32 our_node_index = area.index(1,1,1);
+
+       // Allocate this block + neighbors
+       m_vmanip.clear();
+       m_vmanip.addArea(area);
+
+       // Fill in data
+       MapNode *data = new MapNode[volume];
+       for(s32 i = 0; i < volume; i++)
+       {
+               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;
+}
+
+void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
+{
+       if(crack_level >= 0)
+               m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
+}
+
+void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
+{
+       m_show_hud = show_hud;
+       m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
+}
+
+void MeshMakeData::setSmoothLighting(bool smooth_lighting)
+{
+       m_smooth_lighting = smooth_lighting;
+}
+
+/*
+       Light and vertex color functions
+*/
+
+/*
+       Calculate non-smooth lighting at interior of node.
+       Single light bank.
+*/
+static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
+               INodeDefManager *ndef)
+{
+       u8 light = n.getLight(bank, ndef);
+
+       while(increment > 0)
+       {
+               light = undiminish_light(light);
+               --increment;
+       }
+       while(increment < 0)
+       {
+               light = diminish_light(light);
+               ++increment;
+       }
+
+       return decode_light(light);
+}
+
+/*
+       Calculate non-smooth lighting at interior of node.
+       Both light banks.
+*/
+u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
+{
+       u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
+       u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
+       return day | (night << 8);
+}
+
+/*
+       Calculate non-smooth lighting at face of node.
+       Single light bank.
+*/
+static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
+               v3s16 face_dir, INodeDefManager *ndef)
+{
+       u8 light;
+       u8 l1 = n.getLight(bank, ndef);
+       u8 l2 = n2.getLight(bank, ndef);
+       if(l1 > l2)
+               light = l1;
+       else
+               light = l2;
+
+       // Boost light level for light sources
+       u8 light_source = MYMAX(ndef->get(n).light_source,
+                       ndef->get(n2).light_source);
+       if(light_source > light)
+               light = light_source;
+
+       return decode_light(light);
+}
+
+/*
+       Calculate non-smooth lighting at face of node.
+       Both light banks.
+*/
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
+{
+       u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
+       u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
+       return day | (night << 8);
+}
+
+/*
+       Calculate smooth lighting at the XYZ- corner of p.
+       Both light banks
+*/
+static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
+{
+       static const 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),
+       };
+
+       INodeDefManager *ndef = data->m_gamedef->ndef();
+
+       u16 ambient_occlusion = 0;
+       u16 light_count = 0;
+       u8 light_source_max = 0;
+       u16 light_day = 0;
+       u16 light_night = 0;
+
+       for (u32 i = 0; i < 8; i++)
+       {
+               MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
+
+               // if it's CONTENT_IGNORE we can't do any light calculations
+               if (n.getContent() == CONTENT_IGNORE) {
+                       continue;
+               }
+
+               const ContentFeatures &f = ndef->get(n);
+               if (f.light_source > light_source_max)
+                       light_source_max = f.light_source;
+               // Check f.solidness because fast-style leaves look better this way
+               if (f.param_type == CPT_LIGHT && f.solidness != 2) {
+                       light_day += decode_light(n.getLight(LIGHTBANK_DAY, ndef));
+                       light_night += decode_light(n.getLight(LIGHTBANK_NIGHT, ndef));
+                       light_count++;
+               } else {
+                       ambient_occlusion++;
+               }
+       }
+
+       if(light_count == 0)
+               return 0xffff;
+
+       light_day /= light_count;
+       light_night /= light_count;
+
+       // Boost brightness around light sources
+       bool skip_ambient_occlusion_day = false;
+       if(decode_light(light_source_max) >= light_day) {
+               light_day = decode_light(light_source_max);
+               skip_ambient_occlusion_day = true;
+       }
+
+       bool skip_ambient_occlusion_night = false;
+       if(decode_light(light_source_max) >= light_night) {
+               light_night = decode_light(light_source_max);
+               skip_ambient_occlusion_night = true;
+       }
+
+       if (ambient_occlusion > 4)
+       {
+               //table of precalculated gamma space multiply factors
+               //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
+               static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 };
+
+               //calculate table index for gamma space multiplier
+               ambient_occlusion -= 5;
+
+               if (!skip_ambient_occlusion_day)
+                       light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
+               if (!skip_ambient_occlusion_night)
+                       light_night = rangelim(core::round32(light_night*light_amount[ambient_occlusion]), 0, 255);
+       }
+
+       return light_day | (light_night << 8);
+}
+
+/*
+       Calculate smooth lighting at the given corner of p.
+       Both light banks.
+*/
+u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
+{
+       if(corner.X == 1) p.X += 1;
+       // else corner.X == -1
+       if(corner.Y == 1) p.Y += 1;
+       // else corner.Y == -1
+       if(corner.Z == 1) p.Z += 1;
+       // else corner.Z == -1
+
+       return getSmoothLightCombined(p, data);
+}
+
+/*
+       Converts from day + night color values (0..255)
+       and a given daynight_ratio to the final SColor shown on screen.
+*/
+void finalColorBlend(video::SColor& result,
+               u8 day, u8 night, u32 daynight_ratio)
+{
+       s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
+       s32 b = rg;
+
+       // Moonlight is blue
+       b += (day - night) / 13;
+       rg -= (day - night) / 23;
+
+       // Emphase blue a bit in darker places
+       // Each entry of this array represents a range of 8 blue levels
+       static const u8 emphase_blue_when_dark[32] = {
+               1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
+               0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
+       };
+       b += emphase_blue_when_dark[b / 8];
+       b = irr::core::clamp (b, 0, 255);
+
+       // Artificial light is yellow-ish
+       static const u8 emphase_yellow_when_artificial[16] = {
+               0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
+       };
+       rg += emphase_yellow_when_artificial[night/16];
+       rg = irr::core::clamp (rg, 0, 255);
+
+       result.setRed(rg);
+       result.setGreen(rg);
+       result.setBlue(b);
+}
+
+/*
+       Mesh generation helpers
+*/
+
 /*
        vertex_dirs: v3s16[4]
 */
-void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
+static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
 {
        /*
                If looked from outside the node towards the face, the corners are:
@@ -140,30 +422,141 @@ void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
        }
 }
 
-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)
+static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
+               v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
 {
        FastFace face;
-       
+
        // Position is at the center of the cube.
        v3f pos = p * BS;
-       posRelative_f *= BS;
+
+       float x0 = 0.0;
+       float y0 = 0.0;
+       float w = 1.0;
+       float h = 1.0;
 
        v3f vertex_pos[4];
        v3s16 vertex_dirs[4];
        getNodeVertexDirs(dir, vertex_dirs);
+
+       v3s16 t;
+       u16 t1;
+       switch (tile.rotation)
+       {
+       case 0:
+               break;
+       case 1: //R90
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[3];
+               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;
+               break;
+       case 2: //R180
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[2];
+               vertex_dirs[2] = t;
+               t = vertex_dirs[1];
+               vertex_dirs[1] = vertex_dirs[3];
+               vertex_dirs[3] = t;
+               t1  = li0;
+               li0 = li2;
+               li2 = t1;
+               t1  = li1;
+               li1 = li3;
+               li3 = t1;
+               break;
+       case 3: //R270
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[1];
+               vertex_dirs[1] = vertex_dirs[2];
+               vertex_dirs[2] = vertex_dirs[3];
+               vertex_dirs[3] = t;
+               t1  = li0;
+               li0 = li1;
+               li1 = li2;
+               li2 = li3;
+               li3 = t1;
+               break;
+       case 4: //FXR90
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[3];
+               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;
+               y0 += h;
+               h *= -1;
+               break;
+       case 5: //FXR270
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[1];
+               vertex_dirs[1] = vertex_dirs[2];
+               vertex_dirs[2] = vertex_dirs[3];
+               vertex_dirs[3] = t;
+               t1  = li0;
+               li0 = li1;
+               li1 = li2;
+               li2 = li3;
+               li3 = t1;
+               y0 += h;
+               h *= -1;
+               break;
+       case 6: //FYR90
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[3];
+               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;
+               x0 += w;
+               w *= -1;
+               break;
+       case 7: //FYR270
+               t = vertex_dirs[0];
+               vertex_dirs[0] = vertex_dirs[1];
+               vertex_dirs[1] = vertex_dirs[2];
+               vertex_dirs[2] = vertex_dirs[3];
+               vertex_dirs[3] = t;
+               t1  = li0;
+               li0 = li1;
+               li1 = li2;
+               li2 = li3;
+               li3 = t1;
+               x0 += w;
+               w *= -1;
+               break;
+       case 8: //FX
+               y0 += h;
+               h *= -1;
+               break;
+       case 9: //FY
+               x0 += w;
+               w *= -1;
+               break;
+       default:
+               break;
+       }
+
        for(u16 i=0; i<4; i++)
        {
                vertex_pos[i] = v3f(
@@ -178,239 +571,202 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
                vertex_pos[i].X *= scale.X;
                vertex_pos[i].Y *= scale.Y;
                vertex_pos[i].Z *= scale.Z;
-               vertex_pos[i] += pos + posRelative_f;
+               vertex_pos[i] += pos;
        }
 
-       f32 abs_scale = 1.;
+       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;
 
-       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);
+       v3f normal(dir.X, dir.Y, dir.Z);
 
-       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));*/
+       u8 alpha = tile.alpha;
 
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
-                       lightColor(alpha, li0),
+       face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
+                       MapBlock_LightColor(alpha, li0, light_source),
                        core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
-                       lightColor(alpha, li1),
+       face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
+                       MapBlock_LightColor(alpha, li1, light_source),
                        core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
-                       lightColor(alpha, li2),
+       face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
+                       MapBlock_LightColor(alpha, li2, light_source),
                        core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
-                       lightColor(alpha, li3),
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
+                       MapBlock_LightColor(alpha, li3, light_source),
                        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.
+       Nodes make a face if contents differ and solidness differs.
+       Return value:
+               0: No face
+               1: Face uses m1's content
+               2: Face uses m2's content
+       equivalent: Whether the blocks share the same face (eg. water and glass)
+
+       TODO: Add 3: Both faces drawn with backface culling, remove equivalent
 */
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
-               NodeModMap &temp_mods)
+static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
+               INodeDefManager *ndef)
 {
-       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
-                       */
+       *equivalent = false;
 
-                       // Get original texture name
-                       u32 orig_id = spec.texture.id;
-                       std::string orig_name = g_texturesource->getTextureName(orig_id);
+       if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
+               return 0;
 
-                       // Create new texture name
-                       std::ostringstream os;
-                       os<<orig_name<<"^[crack"<<mod.param;
-
-                       // Get new texture
-                       u32 new_id = g_texturesource->getTextureId(os.str());
-                       
-                       /*dstream<<"MapBlock::getNodeTile(): Switching from "
-                                       <<orig_name<<" to "<<os.str()<<" ("
-                                       <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
-                       
-                       spec.texture = g_texturesource->getTexture(new_id);
-               }
-       }
-       
-       return spec;
-}
+       bool contents_differ = (m1 != m2);
 
-content_t 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.
-                       */
-               }
-       }
+       const ContentFeatures &f1 = ndef->get(m1);
+       const ContentFeatures &f2 = ndef->get(m2);
 
-       return mn.getContent();
-}
+       // Contents don't differ for different forms of same liquid
+       if(f1.sameLiquid(f2))
+               contents_differ = false;
 
-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),
-};
+       u8 c1 = f1.solidness;
+       u8 c2 = f2.solidness;
 
-// 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).param_type == CPT_LIGHT
-                               // Fast-style leaves look better this way
-                               && content_features(n).solidness != 2)
-               {
-                       light += decode_light(n.getLightBlend(daynight_ratio));
-                       light_count++;
-               }
-               else
-               {
-                       if(n.getContent() != CONTENT_IGNORE)
-                               ambient_occlusion++;
-               }
-       }
+       bool solidness_differs = (c1 != c2);
+       bool makes_face = contents_differ && solidness_differs;
 
-       if(light_count == 0)
-               return 255;
-       
-       light /= light_count;
+       if(makes_face == false)
+               return 0;
 
-       if(ambient_occlusion > 4)
-       {
-               ambient_occlusion -= 4;
-               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
+       if(c1 == 0)
+               c1 = f1.visual_solidness;
+       if(c2 == 0)
+               c2 = f2.visual_solidness;
+
+       if(c1 == c2){
+               *equivalent = true;
+               // If same solidness, liquid takes precense
+               if(f1.isLiquid())
+                       return 1;
+               if(f2.isLiquid())
+                       return 2;
        }
 
-       return light;
+       if(c1 > c2)
+               return 1;
+       else
+               return 2;
 }
 
-// Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
-               VoxelManipulator &vmanip, u32 daynight_ratio)
+/*
+       Gets nth node tile (0 <= n <= 5).
+*/
+TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
 {
-       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);
+       INodeDefManager *ndef = data->m_gamedef->ndef();
+       TileSpec spec = ndef->get(mn).tiles[tileindex];
+       // Apply temporary crack
+       if (p == data->m_crack_pos_relative)
+               spec.material_flags |= MATERIAL_FLAG_CRACK;
+       return spec;
+}
+
+/*
+       Gets node tile given a face direction.
+*/
+TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
+{
+       INodeDefManager *ndef = data->m_gamedef->ndef();
+
+       // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
+       // (0,0,1), (0,0,-1) or (0,0,0)
+       assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
+
+       // Convert direction to single integer for table lookup
+       //  0 = (0,0,0)
+       //  1 = (1,0,0)
+       //  2 = (0,1,0)
+       //  3 = (0,0,1)
+       //  4 = invalid, treat as (0,0,0)
+       //  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;
+
+       // Get rotation for things like chests
+       u8 facedir = mn.getFaceDir(ndef);
+       if (facedir > 23)
+               facedir = 0;
+       static const u16 dir_to_tile[24 * 16] =
+       {
+               // 0     +X    +Y    +Z           -Z    -Y    -X   ->   value=tile,rotation
+                  0,0,  2,0 , 0,0 , 4,0 ,  0,0,  5,0 , 1,0 , 3,0 ,  // rotate around y+ 0 - 3
+                  0,0,  4,0 , 0,3 , 3,0 ,  0,0,  2,0 , 1,1 , 5,0 ,
+                  0,0,  3,0 , 0,2 , 5,0 ,  0,0,  4,0 , 1,2 , 2,0 ,
+                  0,0,  5,0 , 0,1 , 2,0 ,  0,0,  3,0 , 1,3 , 4,0 ,
+
+                  0,0,  2,3 , 5,0 , 0,2 ,  0,0,  1,0 , 4,2 , 3,1 ,  // rotate around z+ 4 - 7
+                  0,0,  4,3 , 2,0 , 0,1 ,  0,0,  1,1 , 3,2 , 5,1 ,
+                  0,0,  3,3 , 4,0 , 0,0 ,  0,0,  1,2 , 5,2 , 2,1 ,
+                  0,0,  5,3 , 3,0 , 0,3 ,  0,0,  1,3 , 2,2 , 4,1 ,
+
+                  0,0,  2,1 , 4,2 , 1,2 ,  0,0,  0,0 , 5,0 , 3,3 ,  // rotate around z- 8 - 11
+                  0,0,  4,1 , 3,2 , 1,3 ,  0,0,  0,3 , 2,0 , 5,3 ,
+                  0,0,  3,1 , 5,2 , 1,0 ,  0,0,  0,2 , 4,0 , 2,3 ,
+                  0,0,  5,1 , 2,2 , 1,1 ,  0,0,  0,1 , 3,0 , 4,3 ,
+
+                  0,0,  0,3 , 3,3 , 4,1 ,  0,0,  5,3 , 2,3 , 1,3 ,  // rotate around x+ 12 - 15
+                  0,0,  0,2 , 5,3 , 3,1 ,  0,0,  2,3 , 4,3 , 1,0 ,
+                  0,0,  0,1 , 2,3 , 5,1 ,  0,0,  4,3 , 3,3 , 1,1 ,
+                  0,0,  0,0 , 4,3 , 2,1 ,  0,0,  3,3 , 5,3 , 1,2 ,
+
+                  0,0,  1,1 , 2,1 , 4,3 ,  0,0,  5,1 , 3,1 , 0,1 ,  // rotate around x- 16 - 19
+                  0,0,  1,2 , 4,1 , 3,3 ,  0,0,  2,1 , 5,1 , 0,0 ,
+                  0,0,  1,3 , 3,1 , 5,3 ,  0,0,  4,1 , 2,1 , 0,3 ,
+                  0,0,  1,0 , 5,1 , 2,3 ,  0,0,  3,1 , 4,1 , 0,2 ,
+
+                  0,0,  3,2 , 1,2 , 4,2 ,  0,0,  5,2 , 0,2 , 2,2 ,  // rotate around y- 20 - 23
+                  0,0,  5,2 , 1,3 , 3,2 ,  0,0,  2,2 , 0,1 , 4,2 ,
+                  0,0,  2,2 , 1,0 , 5,2 ,  0,0,  4,2 , 0,0 , 3,2 ,
+                  0,0,  4,2 , 1,1 , 2,2 ,  0,0,  3,2 , 0,3 , 5,2
+
+       };
+       u16 tile_index=facedir*16 + dir_i;
+       TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
+       spec.rotation=dir_to_tile[tile_index + 1];
+       spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
+       return spec;
 }
 
-void getTileInfo(
+static void getTileInfo(
                // Input:
-               v3s16 blockpos_nodes,
+               MeshMakeData *data,
                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
+               u16 *lights,
+               TileSpec &tile,
+               u8 &light_source
        )
 {
+       VoxelManipulator &vmanip = data->m_vmanip;
+       INodeDefManager *ndef = data->m_gamedef->ndef();
+       v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
+
        MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+
+       // Don't even try to get n1 if n0 is already CONTENT_IGNORE
+       if (n0.getContent() == CONTENT_IGNORE ) {
+               makes_face = false;
+               return;
+       }
        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
-       content_t content0 = getNodeContent(p, n0, temp_mods);
-       content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
-       u8 mf = face_contents(content0, content1);
+       bool equivalent = false;
+       u8 mf = face_contents(n0.getContent(), n1.getContent(),
+                       &equivalent, ndef);
 
        if(mf == 0)
        {
@@ -419,24 +775,30 @@ void getTileInfo(
        }
 
        makes_face = true;
-       
+
        if(mf == 1)
        {
-               tile = tile0;
+               tile = getNodeTile(n0, p, face_dir, data);
                p_corrected = p;
                face_dir_corrected = face_dir;
+               light_source = ndef->get(n0).light_source;
        }
        else
        {
-               tile = tile1;
+               tile = getNodeTile(n1, p + face_dir, -face_dir, data);
                p_corrected = p + face_dir;
                face_dir_corrected = -face_dir;
+               light_source = ndef->get(n1).light_source;
        }
-       
-       if(smooth_lighting == false)
+
+       // eg. water and glass
+       if(equivalent)
+               tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+
+       if(data->m_smooth_lighting == false)
        {
                lights[0] = lights[1] = lights[2] = lights[3] =
-                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+                               getFaceLight(n0, n1, face_dir, ndef);
        }
        else
        {
@@ -444,11 +806,12 @@ void getTileInfo(
                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);
+                       lights[i] = getSmoothLight(
+                                       blockpos_nodes + p_corrected,
+                                       vertex_dirs[i], data);
                }
        }
-       
+
        return;
 }
 
@@ -457,91 +820,95 @@ void getTileInfo(
        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,
+static void updateFastFaceRow(
+               MeshMakeData *data,
                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)
+               std::vector<FastFace> &dest)
 {
        v3s16 p = startpos;
-       
+
        u16 continuous_tiles_count = 0;
-       
-       bool makes_face;
+
+       bool makes_face = false;
        v3s16 p_corrected;
        v3s16 face_dir_corrected;
-       u8 lights[4];
+       u16 lights[4] = {0,0,0,0};
        TileSpec tile;
-       getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
-                       vmanip, temp_mods, smooth_lighting,
-                       makes_face, p_corrected, face_dir_corrected, lights, tile);
+       u8 light_source = 0;
+       getTileInfo(data, p, face_dir,
+                       makes_face, p_corrected, face_dir_corrected,
+                       lights, tile, light_source);
 
-       for(u16 j=0; j<length; j++)
+       for(u16 j=0; j<MAP_BLOCKSIZE; 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};
+               u16 next_lights[4] = {0,0,0,0};
                TileSpec next_tile;
-               
+               u8 next_light_source = 0;
+
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
-               if(j != length - 1)
+               if(j != MAP_BLOCKSIZE - 1)
                {
                        p_next = p + translate_dir;
-                       
-                       getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
-                                       vmanip, temp_mods, smooth_lighting,
+
+                       getTileInfo(data, p_next, face_dir,
                                        next_makes_face, next_p_corrected,
                                        next_face_dir_corrected, next_lights,
-                                       next_tile);
-                       
+                                       next_tile, next_light_source);
+
                        if(next_makes_face == makes_face
-                                       && next_p_corrected == p_corrected
+                                       && next_p_corrected == p_corrected + translate_dir
                                        && 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_tile == tile
+                                       && tile.rotation == 0
+                                       && next_light_source == light_source)
                        {
                                next_is_different = false;
                        }
+                       else{
+                               /*if(makes_face){
+                                       g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
+                                                       next_makes_face != makes_face ? 1 : 0);
+                                       g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
+                                                       (next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
+                                       g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
+                                                       next_face_dir_corrected != face_dir_corrected ? 1 : 0);
+                                       g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
+                                                       (next_lights[0] != lights[0] ||
+                                                       next_lights[0] != lights[0] ||
+                                                       next_lights[0] != lights[0] ||
+                                                       next_lights[0] != lights[0]) ? 1 : 0);
+                                       g_profiler->add("Meshgen: diff: !(next_tile == tile)",
+                                                       !(next_tile == tile) ? 1 : 0);
+                               }*/
+                       }
+                       /*g_profiler->add("Meshgen: Total faces checked", 1);
+                       if(makes_face)
+                               g_profiler->add("Meshgen: Total makes_face checked", 1);*/
+               } else {
+                       /*if(makes_face)
+                               g_profiler->add("Meshgen: diff: last position", 1);*/
                }
 
                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)
+
+               if(next_is_different)
                {
                        /*
                                Create a face if there should be one
@@ -551,29 +918,33 @@ 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. - 0.5) * translate_dir_f;
+                               v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
+                               if(continuous_tiles_count != 1)
+                                       sp += 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,
-                                               posRelative_f, dest);
+                                               sp, face_dir_corrected, scale, light_source,
+                                               dest);
+
+                               g_profiler->avg("Meshgen: faces drawn by tiling", 0);
+                               for(int i = 1; i < continuous_tiles_count; i++){
+                                       g_profiler->avg("Meshgen: faces drawn by tiling", 1);
+                               }
                        }
 
                        continuous_tiles_count = 0;
-                       
+
                        makes_face = next_makes_face;
                        p_corrected = next_p_corrected;
                        face_dir_corrected = next_face_dir_corrected;
@@ -582,32 +953,85 @@ void updateFastFaceRow(
                        lights[2] = next_lights[2];
                        lights[3] = next_lights[3];
                        tile = next_tile;
+                       light_source = next_light_source;
                }
-               
+
                p = p_next;
        }
 }
 
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
+static void updateAllFastFaceRows(MeshMakeData *data,
+               std::vector<FastFace> &dest)
 {
-       // 4-21ms for MAP_BLOCKSIZE=16
-       // 24-155ms for MAP_BLOCKSIZE=32
-       //TimeTaker timer1("makeMapBlockMesh()");
+       /*
+               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
+                                       v3f  (0,1,0),
+                                       dest);
+               }
+       }
 
-       core::array<FastFace> fastfaces_new;
+       /*
+               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
+                                       v3f  (1,0,0),
+                                       dest);
+               }
+       }
 
-       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
+               Go through every y,z and get back(z+) faces in rows of x+
        */
-       //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");
-       
+       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
+                                       v3f  (0,0,1),
+                                       dest);
+               }
+       }
+}
+
+/*
+       MapBlockMesh
+*/
+
+MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
+       m_mesh(new scene::SMesh()),
+       m_gamedef(data->m_gamedef),
+       m_animation_force_timer(0), // force initial animation
+       m_last_crack(-1),
+       m_crack_materials(),
+       m_highlighted_materials(),
+       m_last_daynight_ratio((u32) -1),
+       m_daynight_diffs()
+{
+       m_enable_shaders = g_settings->getBool("enable_shaders");
+       m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+
+       // 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
+       // 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
+       //TimeTaker timer1("MapBlockMesh()");
+
+       std::vector<FastFace> fastfaces_new;
+
        /*
                We are including the faces of the trailing edges of the block.
                This means that when something changes, the caller must
@@ -615,86 +1039,23 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
 
                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);
-                       }
-               }
+               // 4-23ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
+               //TimeTaker timer2("updateAllFastFaceRows()");
+               updateAllFastFaceRows(data, fastfaces_new);
        }
-
        // End of slow part
 
        /*
-               Convert FastFaces to SMesh
+               Convert FastFaces to MeshCollector
        */
 
        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);
+               // (NOTE: probably outdated)
+               //TimeTaker timer2("MeshCollector building");
 
                for(u32 i=0; i<fastfaces_new.size(); i++)
                {
@@ -702,26 +1063,22 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
 
                        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);
+                       if(f.tile.texture == NULL)
+                               continue;
 
                        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.
+                               getRed() is the day color.
                        */
-                       if(f.vertices[0].Color != f.vertices[2].Color
-                                       || f.vertices[1].Color == f.vertices[3].Color)
+                       if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
+                                       || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
                                indices_p = indices_alternate;
-                       
-                       collector.append(material, f.vertices, 4, indices_p, 6);
+
+                       collector.append(f.tile, f.vertices, 4, indices_p, 6);
                }
        }
 
@@ -734,44 +1091,148 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
        */
 
        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);
+
+       m_highlight_mesh_color = data->m_highlight_mesh_color;
 
        /*
-               Do some stuff to the mesh
+               Convert MeshCollector to SMesh
        */
+       ITextureSource *tsrc = m_gamedef->tsrc();
+       IShaderSource *shdrsrc = m_gamedef->getShaderSource();
+
+       for(u32 i = 0; i < collector.prebuffers.size(); i++)
+       {
+               PreMeshBuffer &p = collector.prebuffers[i];
+
+               // Generate animation data
+               // - Cracks
+               if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
+               {
+                       // Find the texture name plus ^[crack:N:
+                       std::ostringstream os(std::ios::binary);
+                       os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
+                       if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
+                               os<<"o";  // use ^[cracko
+                       os<<":"<<(u32)p.tile.animation_frame_count<<":";
+                       m_crack_materials.insert(std::make_pair(i, os.str()));
+                       // Replace tile texture with the cracked one
+                       p.tile.texture = tsrc->getTexture(
+                                       os.str()+"0",
+                                       &p.tile.texture_id);
+               }
+               // - Texture animation
+               if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
+               {
+                       // Add to MapBlockMesh in order to animate these tiles
+                       m_animation_tiles[i] = p.tile;
+                       m_animation_frames[i] = 0;
+                       if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
+                               // Get starting position from noise
+                               m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
+                                               data->m_blockpos.X, data->m_blockpos.Y,
+                                               data->m_blockpos.Z, 0));
+                       } else {
+                               // Play all synchronized
+                               m_animation_frame_offsets[i] = 0;
+                       }
+                       // Replace tile texture with the first animation frame
+                       FrameSpec animation_frame = p.tile.frames.find(0)->second;
+                       p.tile.texture = animation_frame.texture;
+               }
+
+               if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
+                       m_highlighted_materials.push_back(i);   
+
+               for(u32 j = 0; j < p.vertices.size(); j++)
+               {
+                       // Note applyFacesShading second parameter is precalculated sqrt
+                       // value for speed improvement
+                       // Skip it for lightsources and top faces.
+                       video::SColor &vc = p.vertices[j].Color;
+                       if (!vc.getBlue()) {
+                               if (p.vertices[j].Normal.Y < -0.5) {
+                                       applyFacesShading (vc, 0.447213);
+                               } else if (p.vertices[j].Normal.X > 0.5) {
+                                       applyFacesShading (vc, 0.670820);
+                               } else if (p.vertices[j].Normal.X < -0.5) {
+                                       applyFacesShading (vc, 0.670820);
+                               } else if (p.vertices[j].Normal.Z > 0.5) {
+                                       applyFacesShading (vc, 0.836660);
+                               } else if (p.vertices[j].Normal.Z < -0.5) {
+                                       applyFacesShading (vc, 0.836660);
+                               }
+                       }
+                       if(!m_enable_shaders)
+                       {
+                               // - Classic lighting (shaders handle this by themselves)
+                               // Set initial real color and store for later updates
+                               u8 day = vc.getRed();
+                               u8 night = vc.getGreen();
+                               finalColorBlend(vc, day, night, 1000);
+                               if(day != night)
+                                       m_daynight_diffs[i][j] = std::make_pair(day, night);
+                       }
+               }
+
+               // Create material
+               video::SMaterial material;
+               material.setFlag(video::EMF_LIGHTING, false);
+               material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+               material.setFlag(video::EMF_FOG_ENABLE, true);
+               material.setTexture(0, p.tile.texture);
+
+               if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
+                       material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
+               } else {
+                       if (m_enable_shaders) {
+                               material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
+                               p.tile.applyMaterialOptionsWithShaders(material);
+                               if (p.tile.normal_texture) {
+                                       material.setTexture(1, p.tile.normal_texture);
+                                       material.setTexture(2, tsrc->getTexture("enable_img.png"));
+                               } else {
+                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
+                               }
+                       } else {
+                               p.tile.applyMaterialOptions(material);
+                       }
+               }
+
+               // Create meshbuffer
+               // This is a "Standard MeshBuffer",
+               // it's a typedeffed CMeshBuffer<video::S3DVertex>
+               scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+               // Set material
+               buf->Material = material;
+               // Add to mesh
+               m_mesh->addMeshBuffer(buf);
+               // Mesh grabbed it
+               buf->drop();
+               buf->append(&p.vertices[0], p.vertices.size(),
+                               &p.indices[0], p.indices.size());
+       }
 
-       mesh_new->recalculateBoundingBox();
+       m_camera_offset = camera_offset;
 
        /*
-               Delete new mesh if it is empty
+               Do some stuff to the mesh
        */
 
-       if(mesh_new->getMeshBufferCount() == 0)
-       {
-               mesh_new->drop();
-               mesh_new = NULL;
-       }
+       translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
 
-       if(mesh_new)
+       if(m_mesh)
        {
 #if 0
                // Usually 1-700 faces and 1-7 materials
                std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
-                               <<"and uses "<<mesh_new->getMeshBufferCount()
+                               <<"and uses "<<m_mesh->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);
+               //m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
 
                /*
                        NOTE: If that is enabled, some kind of a queue to the main
@@ -780,8 +1241,251 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                */
        }
 
-       return mesh_new;
-       
        //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+
+       // Check if animation is required for this mesh
+       m_has_animation =
+               !m_crack_materials.empty() ||
+               !m_daynight_diffs.empty() ||
+               !m_animation_tiles.empty() ||
+               !m_highlighted_materials.empty();
+}
+
+MapBlockMesh::~MapBlockMesh()
+{
+       m_mesh->drop();
+       m_mesh = NULL;
+}
+
+bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
+{
+
+       if(!m_has_animation)
+       {
+               m_animation_force_timer = 100000;
+               return false;
+       }
+
+       m_animation_force_timer = myrand_range(5, 100);
+
+       // Cracks
+       if(crack != m_last_crack)
+       {
+               for(std::map<u32, std::string>::iterator
+                               i = m_crack_materials.begin();
+                               i != m_crack_materials.end(); i++)
+               {
+                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+                       std::string basename = i->second;
+
+                       // Create new texture name from original
+                       ITextureSource *tsrc = m_gamedef->getTextureSource();
+                       std::ostringstream os;
+                       os<<basename<<crack;
+                       u32 new_texture_id = 0;
+                       video::ITexture *new_texture =
+                               tsrc->getTexture(os.str(), &new_texture_id);
+                       buf->getMaterial().setTexture(0, new_texture);
+
+                       // If the current material is also animated,
+                       // update animation info
+                       std::map<u32, TileSpec>::iterator anim_iter =
+                               m_animation_tiles.find(i->first);
+                       if(anim_iter != m_animation_tiles.end()){
+                               TileSpec &tile = anim_iter->second;
+                               tile.texture = new_texture;
+                               tile.texture_id = new_texture_id;
+                               // force animation update
+                               m_animation_frames[i->first] = -1;
+                       }
+               }
+
+               m_last_crack = crack;
+       }
+
+       // Texture animation
+       for(std::map<u32, TileSpec>::iterator
+                       i = m_animation_tiles.begin();
+                       i != m_animation_tiles.end(); i++)
+       {
+               const TileSpec &tile = i->second;
+               // Figure out current frame
+               int frameoffset = m_animation_frame_offsets[i->first];
+               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[i->first])
+                       continue;
+
+               m_animation_frames[i->first] = frame;
+
+               scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+               ITextureSource *tsrc = m_gamedef->getTextureSource();
+
+               FrameSpec animation_frame = tile.frames.find(frame)->second;
+               buf->getMaterial().setTexture(0, animation_frame.texture);
+               if (m_enable_shaders) {
+                       if (animation_frame.normal_texture) {
+                               buf->getMaterial().setTexture(1, animation_frame.normal_texture);
+                               buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
+                       } else {
+                               buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
+                       }
+               }
+       }
+
+       // Day-night transition
+       if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
+       {
+               for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
+                               i = m_daynight_diffs.begin();
+                               i != m_daynight_diffs.end(); i++)
+               {
+                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       for(std::map<u32, std::pair<u8, u8 > >::iterator
+                                       j = i->second.begin();
+                                       j != i->second.end(); j++)
+                       {
+                               u32 vertexIndex = j->first;
+                               u8 day = j->second.first;
+                               u8 night = j->second.second;
+                               finalColorBlend(vertices[vertexIndex].Color,
+                                               day, night, daynight_ratio);
+                       }
+               }
+               m_last_daynight_ratio = daynight_ratio;
+       }
+
+       // Node highlighting
+       if (m_enable_highlighting) {
+               u8 day = m_highlight_mesh_color.getRed();
+               u8 night = m_highlight_mesh_color.getGreen();   
+               video::SColor hc;
+               finalColorBlend(hc, day, night, daynight_ratio);
+               float sin_r = 0.07 * sin(1.5 * time);
+               float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
+               float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
+               hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
+               hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
+               hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
+
+               for(std::list<u32>::iterator
+                       i = m_highlighted_materials.begin();
+                       i != m_highlighted_materials.end(); i++)
+               {
+                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
+                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+                       for (u32 j = 0; j < buf->getVertexCount() ;j++)
+                               vertices[j].Color = hc;
+               }
+       }
+
+       return true;
+}
+
+void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
+{
+       if (camera_offset != m_camera_offset) {
+               translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
+               m_camera_offset = camera_offset;
+       }
+}
+
+/*
+       MeshCollector
+*/
+
+void MeshCollector::append(const TileSpec &tile,
+               const video::S3DVertex *vertices, u32 numVertices,
+               const u16 *indices, u32 numIndices)
+{
+       if(numIndices > 65535)
+       {
+               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               return;
+       }
+
+       PreMeshBuffer *p = NULL;
+       for(u32 i=0; i<prebuffers.size(); i++)
+       {
+               PreMeshBuffer &pp = prebuffers[i];
+               if(pp.tile != tile)
+                       continue;
+               if(pp.indices.size() + numIndices > 65535)
+                       continue;
+
+               p = &pp;
+               break;
+       }
+
+       if(p == NULL)
+       {
+               PreMeshBuffer pp;
+               pp.tile = tile;
+               prebuffers.push_back(pp);
+               p = &prebuffers[prebuffers.size()-1];
+       }
+
+       u32 vertex_count = p->vertices.size();
+       for(u32 i=0; i<numIndices; i++)
+       {
+               u32 j = indices[i] + vertex_count;
+               p->indices.push_back(j);
+       }
+       for(u32 i=0; i<numVertices; i++)
+       {
+               p->vertices.push_back(vertices[i]);
+       }
 }
 
+/*
+       MeshCollector - for meshnodes and converted drawtypes.
+*/
+
+void MeshCollector::append(const TileSpec &tile,
+               const video::S3DVertex *vertices, u32 numVertices,
+               const u16 *indices, u32 numIndices,
+               v3f pos, video::SColor c)
+{
+       if(numIndices > 65535)
+       {
+               dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+               return;
+       }
+
+       PreMeshBuffer *p = NULL;
+       for(u32 i=0; i<prebuffers.size(); i++)
+       {
+               PreMeshBuffer &pp = prebuffers[i];
+               if(pp.tile != tile)
+                       continue;
+               if(pp.indices.size() + numIndices > 65535)
+                       continue;
+
+               p = &pp;
+               break;
+       }
+
+       if(p == NULL)
+       {
+               PreMeshBuffer pp;
+               pp.tile = tile;
+               prebuffers.push_back(pp);
+               p = &prebuffers[prebuffers.size()-1];
+       }
+
+       u32 vertex_count = p->vertices.size();
+       for(u32 i=0; i<numIndices; i++)
+       {
+               u32 j = indices[i] + vertex_count;
+               p->indices.push_back(j);
+       }
+       for(u32 i=0; i<numVertices; i++)
+       {
+               video::S3DVertex vert = vertices[i];
+               vert.Pos += pos;
+               vert.Color = c;         
+               p->vertices.push_back(vert);
+       }
+}