aboutsummaryrefslogtreecommitdiff
path: root/util/generate-texture-normals.sh
diff options
context:
space:
mode:
Diffstat (limited to 'util/generate-texture-normals.sh')
0 files changed, 0 insertions, 0 deletions
63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417
/*
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 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 Lesser General Public License for more details.

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.
*/

#include "content_mapblock.h"
#include "util/numeric.h"
#include "util/directiontables.h"
#include "mapblock_mesh.h"
#include "settings.h"
#include "nodedef.h"
#include "client/tile.h"
#include "mesh.h"
#include <IMeshManipulator.h>
#include "client/meshgen/collector.h"
#include "client/renderingengine.h"
#include "client.h"
#include "noise.h"

// Distance of light extrapolation (for oversized nodes)
// After this distance, it gives up and considers light level constant
#define SMOOTH_LIGHTING_OVERSIZE 1.0

// Node edge count (for glasslike-framed)
#define FRAMED_EDGE_COUNT 12

// Node neighbor count, including edge-connected, but not vertex-connected
// (for glasslike-framed)
// Corresponding offsets are listed in g_27dirs
#define FRAMED_NEIGHBOR_COUNT 18

static const v3s16 light_dirs[8] = {
	v3s16(-1, -1, -1),
	v3s16(-1, -1,  1),
	v3s16(-1,  1, -1),
	v3s16(-1,  1,  1),
	v3s16( 1, -1, -1),
	v3s16( 1, -1,  1),
	v3s16( 1,  1, -1),
	v3s16( 1,  1,  1),
};

// Standard index set to make a quad on 4 vertices
static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};

const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";

MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output)
{
	data      = input;
	collector = output;

	nodedef   = data->m_client->ndef();
	meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator();

	enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
		!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting

	blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
}

void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
{
	if (special)
		getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
	else
		getTile(index, &tile);
	if (!data->m_smooth_lighting)
		color = encode_light(light, f->light_source);

	for (auto &layer : tile.layers) {
		layer.material_flags |= set_flags;
		layer.material_flags &= ~reset_flags;
	}
}

// Returns a tile, ready for use, non-rotated.
void MapblockMeshGenerator::getTile(int index, TileSpec *tile)
{
	getNodeTileN(n, p, index, data, *tile);
}

// Returns a tile, ready for use, rotated according to the node facedir.
void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
{
	getNodeTile(n, p, direction, data, *tile);
}

// Returns a special tile, ready for use, non-rotated.
void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
{
	*tile = f->special_tiles[index];
	TileLayer *top_layer = nullptr;

	for (auto &layernum : tile->layers) {
		TileLayer *layer = &layernum;
		if (layer->texture_id == 0)
			continue;
		top_layer = layer;
		if (!layer->has_color)
			n.getColor(*f, &layer->color);
	}

	if (apply_crack)
		top_layer->material_flags |= MATERIAL_FLAG_CRACK;
}

void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
	float vertical_tiling)
{
	const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0),
		v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)};
	video::S3DVertex vertices[4];
	bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
	v3f normal2(normal.X, normal.Y, normal.Z);
	for (int j = 0; j < 4; j++) {
		vertices[j].Pos = coords[j] + origin;
		vertices[j].Normal = normal2;
		if (data->m_smooth_lighting)
			vertices[j].Color = blendLightColor(coords[j]);
		else
			vertices[j].Color = color;
		if (shade_face)
			applyFacesShading(vertices[j].Color, normal2);
		vertices[j].TCoords = tcoords[j];
	}
	collector->append(tile, vertices, 4, quad_indices, 6);
}

// Create a cuboid.
//  tiles     - the tiles (materials) to use (for all 6 faces)
//  tilecount - number of entries in tiles, 1<=tilecount<=6
//  lights    - vertex light levels. The order is the same as in light_dirs.
//              NULL may be passed if smooth lighting is disabled.
//  txc       - texture coordinates - this is a list of texture coordinates
//              for the opposite corners of each face - therefore, there
//              should be (2+2)*6=24 values in the list. The order of
//              the faces in the list is up-down-right-left-back-front
//              (compatible with ContentFeatures).
void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
	TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc)
{
	assert(tilecount >= 1 && tilecount <= 6); // pre-condition

	v3f min = box.MinEdge;
	v3f max = box.MaxEdge;

	video::SColor colors[6];
	if (!data->m_smooth_lighting) {
		for (int face = 0; face != 6; ++face) {
			colors[face] = encode_light(light, f->light_source);
		}
		if (!f->light_source) {
			applyFacesShading(colors[0], v3f(0, 1, 0));
			applyFacesShading(colors[1], v3f(0, -1, 0));
			applyFacesShading(colors[2], v3f(1, 0, 0));
			applyFacesShading(colors[3], v3f(-1, 0, 0));
			applyFacesShading(colors[4], v3f(0, 0, 1));
			applyFacesShading(colors[5], v3f(0, 0, -1));
		}
	}

	video::S3DVertex vertices[24] = {
		// top
		video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]),
		video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]),
		video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]),
		video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]),
		// bottom
		video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]),
		video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]),
		video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]),
		video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]),
		// right
		video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]),
		video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]),
		video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]),
		video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]),
		// left
		video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]),
		video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]),
		video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]),
		video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]),
		// back
		video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]),
		video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]),
		video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]),
		video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]),
		// front
		video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]),
		video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]),
		video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]),
		video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]),
	};

	static const u8 light_indices[24] = {
		3, 7, 6, 2,
		0, 4, 5, 1,
		6, 7, 5, 4,
		3, 2, 0, 1,
		7, 3, 1, 5,
		2, 6, 4, 0
	};

	for (int face = 0; face < 6; face++) {
		int tileindex = MYMIN(face, tilecount - 1);
		const TileSpec &tile = tiles[tileindex];
		for (int j = 0; j < 4; j++) {
			video::S3DVertex &vertex = vertices[face * 4 + j];
			v2f &tcoords = vertex.TCoords;
			switch (tile.rotation) {
			case 0:
				break;
			case 1: // R90
				tcoords.rotateBy(90, irr::core::vector2df(0, 0));
				break;
			case 2: // R180
				tcoords.rotateBy(180, irr::core::vector2df(0, 0));
				break;
			case 3: // R270
				tcoords.rotateBy(270, irr::core::vector2df(0, 0));
				break;
			case 4: // FXR90
				tcoords.X = 1.0 - tcoords.X;
				tcoords.rotateBy(90, irr::core::vector2df(0, 0));
				break;
			case 5: // FXR270
				tcoords.X = 1.0 - tcoords.X;
				tcoords.rotateBy(270, irr::core::vector2df(0, 0));
				break;
			case 6: // FYR90
				tcoords.Y = 1.0 - tcoords.Y;
				tcoords.rotateBy(90, irr::core::vector2df(0, 0));
				break;
			case 7: // FYR270
				tcoords.Y = 1.0 - tcoords.Y;
				tcoords.rotateBy(270, irr::core::vector2df(0, 0));
				break;
			case 8: // FX
				tcoords.X = 1.0 - tcoords.X;
				break;
			case 9: // FY
				tcoords.Y = 1.0 - tcoords.Y;
				break;
			default:
				break;
			}
		}
	}

	if (data->m_smooth_lighting) {
		for (int j = 0; j < 24; ++j) {
			video::S3DVertex &vertex = vertices[j];
			vertex.Color = encode_light(
				lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)),
				f->light_source);
			if (!f->light_source)
				applyFacesShading(vertex.Color, vertex.Normal);
		}
	}

	// Add to mesh collector
	for (int k = 0; k < 6; ++k) {
		int tileindex = MYMIN(k, tilecount - 1);
		collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
	}
}

// Gets the base lighting values for a node
void MapblockMeshGenerator::getSmoothLightFrame()
{
	for (int k = 0; k < 8; ++k)
		frame.sunlight[k] = false;
	for (int k = 0; k < 8; ++k) {
		LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
		frame.lightsDay[k] = light.lightDay;
		frame.lightsNight[k] = light.lightNight;
		// If there is direct sunlight and no ambient occlusion at some corner,
		// mark the vertical edge (top and bottom corners) containing it.
		if (light.lightDay == 255) {
			frame.sunlight[k] = true;
			frame.sunlight[k ^ 2] = true;
		}
	}
}

// Calculates vertex light level
//  vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
{
	// Light levels at (logical) node corners are known. Here,
	// trilinear interpolation is used to calculate light level
	// at a given point in the node.
	f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
	f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
	f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
	f32 lightDay = 0.0; // daylight
	f32 lightNight = 0.0;
	f32 lightBoosted = 0.0; // daylight + direct sunlight, if any
	for (int k = 0; k < 8; ++k) {
		f32 dx = (k & 4) ? x : 1 - x;
		f32 dy = (k & 2) ? y : 1 - y;
		f32 dz = (k & 1) ? z : 1 - z;
		// Use direct sunlight (255), if any; use daylight otherwise.
		f32 light_boosted = frame.sunlight[k] ? 255 : frame.lightsDay[k];
		lightDay += dx * dy * dz * frame.lightsDay[k];
		lightNight += dx * dy * dz * frame.lightsNight[k];
		lightBoosted += dx * dy * dz * light_boosted;
	}
	return LightInfo{lightDay, lightNight, lightBoosted};
}

// Calculates vertex color to be used in mapblock mesh
//  vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
//  tile_color - node's tile color
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
{
	LightInfo light = blendLight(vertex_pos);
	return encode_light(light.getPair(), f->light_source);
}

video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
	const v3f &vertex_normal)
{
	LightInfo light = blendLight(vertex_pos);
	video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)), f->light_source);
	if (!f->light_source)
		applyFacesShading(color, vertex_normal);
	return color;
}

void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords)
{
	f32 tx1 = (box.MinEdge.X / BS) + 0.5;
	f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
	f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
	f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
	f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
	f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
	f32 txc[24] = {
		    tx1, 1 - tz2,     tx2, 1 - tz1, // up
		    tx1,     tz1,     tx2,     tz2, // down
		    tz1, 1 - ty2,     tz2, 1 - ty1, // right
		1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left
		1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back
		    tx1, 1 - ty2,     tx2, 1 - ty1, // front
	};
	for (int i = 0; i != 24; ++i)
		coords[i] = txc[i];
}

void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
	TileSpec *tiles, int tile_count)
{
	f32 texture_coord_buf[24];
	f32 dx1 = box.MinEdge.X;
	f32 dy1 = box.MinEdge.Y;
	f32 dz1 = box.MinEdge.Z;
	f32 dx2 = box.MaxEdge.X;
	f32 dy2 = box.MaxEdge.Y;
	f32 dz2 = box.MaxEdge.Z;
	box.MinEdge += origin;
	box.MaxEdge += origin;
	if (!txc) {
		generateCuboidTextureCoords(box, texture_coord_buf);
		txc = texture_coord_buf;
	}
	if (!tiles) {
		tiles = &tile;
		tile_count = 1;
	}
	if (data->m_smooth_lighting) {
		LightInfo lights[8];
		for (int j = 0; j < 8; ++j) {
			v3f d;
			d.X = (j & 4) ? dx2 : dx1;
			d.Y = (j & 2) ? dy2 : dy1;
			d.Z = (j & 1) ? dz2 : dz1;
			lights[j] = blendLight(d);
		}
		drawCuboid(box, tiles, tile_count, lights, txc);
	} else {
		drawCuboid(box, tiles, tile_count, nullptr, txc);
	}
}

void MapblockMeshGenerator::prepareLiquidNodeDrawing()
{
	getSpecialTile(0, &tile_liquid_top);
	getSpecialTile(1, &tile_liquid);

	MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
	MapNode nbottom = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y - 1, p.Z));
	c_flowing = nodedef->getId(f->liquid_alternative_flowing);
	c_source = nodedef->getId(f->liquid_alternative_source);
	top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source);
	draw_liquid_bottom = (nbottom.getContent() != c_flowing) && (nbottom.getContent() != c_source);
	if (draw_liquid_bottom) {
		const ContentFeatures &f2 = nodedef->get(nbottom.getContent());
		if (f2.solidness > 1)
			draw_liquid_bottom = false;
	}

	if (data->m_smooth_lighting)
		return; // don't need to pre-compute anything in this case

	if (f->light_source != 0) {
		// If this liquid emits light and doesn't contain light, draw
		// it at what it emits, for an increased effect
		u8 e = decode_light(f->light_source);
		light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight));
	} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
		// Otherwise, use the light of the node on top if possible
		light = LightPair(getInteriorLight(ntop, 0, nodedef));
	}

	color_liquid_top = encode_light(light, f->light_source);
	color = encode_light(light, f->light_source);
}

void MapblockMeshGenerator::getLiquidNeighborhood()
{
	u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);

	for (int w = -1; w <= 1; w++)
	for (int u = -1; u <= 1; u++) {
		NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
		v3s16 p2 = p + v3s16(u, 0, w);
		MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
		neighbor.content = n2.getContent();
		neighbor.level = -0.5 * BS;
		neighbor.is_same_liquid = false;
		neighbor.top_is_same_liquid = false;

		if (neighbor.content == CONTENT_IGNORE)
			continue;

		if (neighbor.content == c_source) {
			neighbor.is_same_liquid = true;
			neighbor.level = 0.5 * BS;
		} else if (neighbor.content == c_flowing) {
			neighbor.is_same_liquid = true;
			u8 liquid_level = (n2.param2 & LIQUID_LEVEL_MASK);
			if (liquid_level <= LIQUID_LEVEL_MAX + 1 - range)
				liquid_level = 0;
			else
				liquid_level -= (LIQUID_LEVEL_MAX + 1 - range);
			neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS;
		}

		// Check node above neighbor.
		// NOTE: This doesn't get executed if neighbor
		//       doesn't exist
		p2.Y++;
		n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
		if (n2.getContent() == c_source || n2.getContent() == c_flowing)
			neighbor.top_is_same_liquid = true;
	}
}

void MapblockMeshGenerator::calculateCornerLevels()
{
	for (int k = 0; k < 2; k++)
	for (int i = 0; i < 2; i++)
		corner_levels[k][i] = getCornerLevel(i, k);
}

f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
{
	float sum = 0;
	int count = 0;
	int air_count = 0;
	for (int dk = 0; dk < 2; dk++)
	for (int di = 0; di < 2; di++) {
		NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di];
		content_t content = neighbor_data.content;

		// If top is liquid, draw starting from top of node
		if (neighbor_data.top_is_same_liquid)
			return 0.5 * BS;

		// Source always has the full height
		if (content == c_source)
			return 0.5 * BS;

		// Flowing liquid has level information
		if (content == c_flowing) {
			sum += neighbor_data.level;
			count++;
		} else if (content == CONTENT_AIR) {
			air_count++;
			if (air_count >= 2)
				return -0.5 * BS + 0.2;
		}
	}
	if (count > 0)
		return sum / count;
	return 0;
}

void MapblockMeshGenerator::drawLiquidSides()
{
	struct LiquidFaceDesc {
		v3s16 dir; // XZ
		v3s16 p[2]; // XZ only; 1 means +, 0 means -
	};
	struct UV {
		int u, v;
	};
	static const LiquidFaceDesc base_faces[4] = {
		{v3s16( 1, 0,  0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}},
		{v3s16(-1, 0,  0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}},
		{v3s16( 0, 0,  1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}},
		{v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}},
	};
	static const UV base_vertices[4] = {
		{0, 1},
		{1, 1},
		{1, 0},
		{0, 0}
	};

	for (const auto &face : base_faces) {
		const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];

		// No face between nodes of the same liquid, unless there is node
		// at the top to which it should be connected. Again, unless the face
		// there would be inside the liquid
		if (neighbor.is_same_liquid) {
			if (!top_is_same_liquid)
				continue;
			if (neighbor.top_is_same_liquid)
				continue;
		}

		const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
		// Don't draw face if neighbor is blocking the view
		if (neighbor_features.solidness == 2)
			continue;

		video::S3DVertex vertices[4];
		for (int j = 0; j < 4; j++) {
			const UV &vertex = base_vertices[j];
			const v3s16 &base = face.p[vertex.u];
			v3f pos;
			pos.X = (base.X - 0.5) * BS;
			pos.Z = (base.Z - 0.5) * BS;
			if (vertex.v)
				pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS;
			else
				pos.Y =     !top_is_same_liquid ? corner_levels[base.Z][base.X] :  0.5 * BS;
			if (data->m_smooth_lighting)
				color = blendLightColor(pos);
			pos += origin;
			vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
		};
		collector->append(tile_liquid, vertices, 4, quad_indices, 6);
	}
}

void MapblockMeshGenerator::drawLiquidTop()
{
	// To get backface culling right, the vertices need to go
	// clockwise around the front of the face. And we happened to
	// calculate corner levels in exact reverse order.
	static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}};

	video::S3DVertex vertices[4] = {
		video::S3DVertex(-BS / 2, 0,  BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
		video::S3DVertex( BS / 2, 0,  BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
		video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
		video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
	};

	for (int i = 0; i < 4; i++) {
		int u = corner_resolve[i][0];
		int w = corner_resolve[i][1];
		vertices[i].Pos.Y += corner_levels[w][u];
		if (data->m_smooth_lighting)
			vertices[i].Color = blendLightColor(vertices[i].Pos);
		vertices[i].Pos += origin;
	}

	// Default downwards-flowing texture animation goes from
	// -Z towards +Z, thus the direction is +Z.
	// Rotate texture to make animation go in flow direction
	// Positive if liquid moves towards +Z
	f32 dz = (corner_levels[0][0] + corner_levels[0][1]) -
	         (corner_levels[1][0] + corner_levels[1][1]);
	// Positive if liquid moves towards +X
	f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
	         (corner_levels[0][1] + corner_levels[1][1]);
	f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
	v2f tcoord_center(0.5, 0.5);
	v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
	tcoord_translate.rotateBy(tcoord_angle);
	tcoord_translate.X -= floor(tcoord_translate.X);
	tcoord_translate.Y -= floor(tcoord_translate.Y);

	for (video::S3DVertex &vertex : vertices) {
		vertex.TCoords.rotateBy(tcoord_angle, tcoord_center);
		vertex.TCoords += tcoord_translate;
	}

	std::swap(vertices[0].TCoords, vertices[2].TCoords);

	collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
}

void MapblockMeshGenerator::drawLiquidBottom()
{
	video::S3DVertex vertices[4] = {
		video::S3DVertex(-BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
		video::S3DVertex( BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
		video::S3DVertex( BS / 2, -BS / 2,  BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
		video::S3DVertex(-BS / 2, -BS / 2,  BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
	};

	for (int i = 0; i < 4; i++) {
		if (data->m_smooth_lighting)
			vertices[i].Color = blendLightColor(vertices[i].Pos);
		vertices[i].Pos += origin;
	}

	collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
}

void MapblockMeshGenerator::drawLiquidNode()
{
	prepareLiquidNodeDrawing();
	getLiquidNeighborhood();
	calculateCornerLevels();
	drawLiquidSides();
	if (!top_is_same_liquid)
		drawLiquidTop();
	if (draw_liquid_bottom)
		drawLiquidBottom();
}

void MapblockMeshGenerator::drawGlasslikeNode()
{
	useTile(0, 0, 0);

	for (int face = 0; face < 6; face++) {
		// Check this neighbor
		v3s16 dir = g_6dirs[face];
		v3s16 neighbor_pos = blockpos_nodes + p + dir;
		MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos);
		// Don't make face if neighbor is of same type
		if (neighbor.getContent() == n.getContent())
			continue;
		// Face at Z-
		v3f vertices[4] = {
			v3f(-BS / 2,  BS / 2, -BS / 2),
			v3f( BS / 2,  BS / 2, -BS / 2),
			v3f( BS / 2, -BS / 2, -BS / 2),
			v3f(-BS / 2, -BS / 2, -BS / 2),
		};

		for (v3f &vertex : vertices) {
			switch (face) {
				case D6D_ZP:
					vertex.rotateXZBy(180); break;
				case D6D_YP:
					vertex.rotateYZBy( 90); break;
				case D6D_XP:
					vertex.rotateXZBy( 90); break;
				case D6D_ZN:
					vertex.rotateXZBy(  0); break;
				case D6D_YN:
					vertex.rotateYZBy(-90); break;
				case D6D_XN:
					vertex.rotateXZBy(-90); break;
			}
		}
		drawQuad(vertices, dir);
	}
}

void MapblockMeshGenerator::drawGlasslikeFramedNode()
{
	TileSpec tiles[6];
	for (int face = 0; face < 6; face++)
		getTile(g_6dirs[face], &tiles[face]);

	TileSpec glass_tiles[6];
	if (tiles[1].layers[0].texture &&
			tiles[2].layers[0].texture &&
			tiles[3].layers[0].texture) {
		glass_tiles[0] = tiles[4];
		glass_tiles[1] = tiles[0];
		glass_tiles[2] = tiles[4];
		glass_tiles[3] = tiles[4];
		glass_tiles[4] = tiles[3];
		glass_tiles[5] = tiles[4];
	} else {
		for (auto &glass_tile : glass_tiles)
			glass_tile = tiles[4];
	}

	u8 param2 = n.getParam2();
	bool H_merge = !(param2 & 128);
	bool V_merge = !(param2 & 64);
	param2 &= 63;

	static const float a = BS / 2;
	static const float g = a - 0.003;
	static const float b = .876 * ( BS / 2 );

	static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
		aabb3f( b,  b, -a,  a,  a,  a), // y+
		aabb3f(-a,  b, -a, -b,  a,  a), // y+
		aabb3f( b, -a, -a,  a, -b,  a), // y-
		aabb3f(-a, -a, -a, -b, -b,  a), // y-
		aabb3f( b, -a,  b,  a,  a,  a), // x+
		aabb3f( b, -a, -a,  a,  a, -b), // x+
		aabb3f(-a, -a,  b, -b,  a,  a), // x-
		aabb3f(-a, -a, -a, -b,  a, -b), // x-
		aabb3f(-a,  b,  b,  a,  a,  a), // z+
		aabb3f(-a, -a,  b,  a, -b,  a), // z+
		aabb3f(-a, -a, -a,  a, -b, -b), // z-
		aabb3f(-a,  b, -a,  a,  a, -b), // z-
	};
	static const aabb3f glass_faces[6] = {
		aabb3f(-g, -g,  g,  g,  g,  g), // z+
		aabb3f(-g,  g, -g,  g,  g,  g), // y+
		aabb3f( g, -g, -g,  g,  g,  g), // x+
		aabb3f(-g, -g, -g,  g,  g, -g), // z-
		aabb3f(-g, -g, -g,  g, -g,  g), // y-
		aabb3f(-g, -g, -g, -g,  g,  g), // x-
	};

	// tables of neighbour (connect if same type and merge allowed),
	// checked with g_26dirs

	// 1 = connect, 0 = face visible
	bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};

	// 1 = check
	static const bool check_nb_vertical   [FRAMED_NEIGHBOR_COUNT] = {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
	static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] = {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
	static const bool check_nb_all        [FRAMED_NEIGHBOR_COUNT] = {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
	const bool *check_nb = check_nb_all;

	// neighbours checks for frames visibility
	if (H_merge || V_merge) {
		if (!H_merge)
			check_nb = check_nb_vertical; // vertical-only merge
		if (!V_merge)
			check_nb = check_nb_horizontal; // horizontal-only merge
		content_t current = n.getContent();
		for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) {
			if (!check_nb[i])
				continue;
			v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
			MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
			content_t n2c = n2.getContent();
			if (n2c == current)
				nb[i] = 1;
		}
	}

	// edge visibility

	static const u8 nb_triplet[FRAMED_EDGE_COUNT][3] = {
		{1, 2,  7}, {1, 5,  6}, {4, 2, 15}, {4, 5, 14},
		{2, 0, 11}, {2, 3, 13}, {5, 0, 10}, {5, 3, 12},
		{0, 1,  8}, {0, 4, 16}, {3, 4, 17}, {3, 1,  9},
	};

	tile = tiles[1];
	for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) {
		bool edge_invisible;
		if (nb[nb_triplet[edge][2]])
			edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]];
		else
			edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]];
		if (edge_invisible)
			continue;
		drawAutoLightedCuboid(frame_edges[edge]);
	}

	for (int face = 0; face < 6; face++) {
		if (nb[face])
			continue;
		tile = glass_tiles[face];
		drawAutoLightedCuboid(glass_faces[face]);
	}

	// Optionally render internal liquid level defined by param2
	// Liquid is textured with 1 tile defined in nodedef 'special_tiles'
	if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
			f->special_tiles[0].layers[0].texture) {
		// Internal liquid level has param2 range 0 .. 63,
		// convert it to -0.5 .. 0.5
		float vlev = (param2 / 63.0) * 2.0 - 1.0;
		getSpecialTile(0, &tile);
		drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
		                             -(nb[4] ? g : b),
		                             -(nb[3] ? g : b),
		                              (nb[2] ? g : b),
		                              (nb[1] ? g : b) * vlev,
		                              (nb[0] ? g : b)));
	}
}

void MapblockMeshGenerator::drawAllfacesNode()
{
	static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
	useTile(0, 0, 0);
	drawAutoLightedCuboid(box);
}

void MapblockMeshGenerator::drawTorchlikeNode()
{
	u8 wall = n.getWallMounted(nodedef);
	u8 tileindex = 0;
	switch (wall) {
		case DWM_YP: tileindex = 1; break; // ceiling
		case DWM_YN: tileindex = 0; break; // floor
		default:     tileindex = 2; // side (or invalid—should we care?)
	}
	useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);

	float size = BS / 2 * f->visual_scale;
	v3f vertices[4] = {
		v3f(-size,  size, 0),
		v3f( size,  size, 0),
		v3f( size, -size, 0),
		v3f(-size, -size, 0),
	};

	for (v3f &vertex : vertices) {
		switch (wall) {
			case DWM_YP:
				vertex.rotateXZBy(-45); break;
			case DWM_YN:
				vertex.rotateXZBy( 45); break;
			case DWM_XP:
				vertex.rotateXZBy(  0); break;
			case DWM_XN:
				vertex.rotateXZBy(180); break;
			case DWM_ZP:
				vertex.rotateXZBy( 90); break;
			case DWM_ZN:
				vertex.rotateXZBy(-90); break;
		}
	}
	drawQuad(vertices);
}

void MapblockMeshGenerator::drawSignlikeNode()
{
	u8 wall = n.getWallMounted(nodedef);
	useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
	static const float offset = BS / 16;
	float size = BS / 2 * f->visual_scale;
	// Wall at X+ of node
	v3f vertices[4] = {
		v3f(BS / 2 - offset,  size,  size),
		v3f(BS / 2 - offset,  size, -size),
		v3f(BS / 2 - offset, -size, -size),
		v3f(BS / 2 - offset, -size,  size),
	};

	for (v3f &vertex : vertices) {
		switch (wall) {
			case DWM_YP:
				vertex.rotateXYBy( 90); break;
			case DWM_YN:
				vertex.rotateXYBy(-90); break;
			case DWM_XP:
				vertex.rotateXZBy(  0); break;
			case DWM_XN:
				vertex.rotateXZBy(180); break;
			case DWM_ZP:
				vertex.rotateXZBy( 90); break;
			case DWM_ZN:
				vertex.rotateXZBy(-90); break;
		}
	}
	drawQuad(vertices);
}

void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
	bool offset_top_only)
{
	v3f vertices[4] = {
		v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0),
		v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0),
		v3f( scale, -BS / 2, 0),
		v3f(-scale, -BS / 2, 0),
	};
	if (random_offset_Y) {
		PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
		offset.Y = -BS * ((yrng.next() % 16 / 16.0) * 0.125);
	}
	int offset_count = offset_top_only ? 2 : 4;
	for (int i = 0; i < offset_count; i++)
		vertices[i].Z += quad_offset;

	for (v3f &vertex : vertices) {
		vertex.rotateXZBy(rotation + rotate_degree);
		vertex += offset;
	}
	drawQuad(vertices, v3s16(0, 0, 0), plant_height);
}

void MapblockMeshGenerator::drawPlantlike()
{
	draw_style = PLANT_STYLE_CROSS;
	scale = BS / 2 * f->visual_scale;
	offset = v3f(0, 0, 0);
	rotate_degree = 0;
	random_offset_Y = false;
	face_num = 0;
	plant_height = 1.0;

	switch (f->param_type_2) {
	case CPT2_MESHOPTIONS:
		draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE);
		if (n.param2 & MO_BIT_SCALE_SQRT2)
			scale *= 1.41421;
		if (n.param2 & MO_BIT_RANDOM_OFFSET) {
			PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16);
			offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
			offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
		}
		if (n.param2 & MO_BIT_RANDOM_OFFSET_Y)
			random_offset_Y = true;
		break;

	case CPT2_DEGROTATE:
		rotate_degree = n.param2 * 2;
		break;

	case CPT2_LEVELED:
		plant_height = n.param2 / 16.0;
		break;

	default:
		break;
	}

	switch (draw_style) {
	case PLANT_STYLE_CROSS:
		drawPlantlikeQuad(46);
		drawPlantlikeQuad(-44);
		break;

	case PLANT_STYLE_CROSS2:
		drawPlantlikeQuad(91);
		drawPlantlikeQuad(1);
		break;

	case PLANT_STYLE_STAR:
		drawPlantlikeQuad(121);
		drawPlantlikeQuad(241);
		drawPlantlikeQuad(1);
		break;

	case PLANT_STYLE_HASH:
		drawPlantlikeQuad(  1, BS / 4);
		drawPlantlikeQuad( 91, BS / 4);
		drawPlantlikeQuad(181, BS / 4);
		drawPlantlikeQuad(271, BS / 4);
		break;

	case PLANT_STYLE_HASH2:
		drawPlantlikeQuad(  1, -BS / 2, true);
		drawPlantlikeQuad( 91, -BS / 2, true);
		drawPlantlikeQuad(181, -BS / 2, true);
		drawPlantlikeQuad(271, -BS / 2, true);
		break;
	}
}

void MapblockMeshGenerator::drawPlantlikeNode()
{
	useTile();
	drawPlantlike();
}

void MapblockMeshGenerator::drawPlantlikeRootedNode()
{
	useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);