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/*
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.
*/

#ifndef INVENTORY_HEADER
#define INVENTORY_HEADER

#include "debug.h"
#include "itemdef.h"
#include "irrlichttypes.h"
#include <istream>
#include <ostream>
#include <string>
#include <vector>

struct ToolCapabilities;

struct ItemStack
{
	ItemStack(): name(""), count(0), wear(0), metadata("") {}
	ItemStack(std::string name_, u16 count_,
			u16 wear, std::string metadata_,
			IItemDefManager *itemdef);
	~ItemStack() {}

	// Serialization
	void serialize(std::ostream &os) const;
	// Deserialization.  Pass itemdef unless you don't want aliases resolved.
	void deSerialize(std::istream &is, IItemDefManager *itemdef = NULL);
	void deSerialize(const std::string &s, IItemDefManager *itemdef = NULL);

	// Returns the string used for inventory
	std::string getItemString() const;

	/*
		Quantity methods
	*/

	bool empty() const
	{
		return count == 0;
	}

	void clear()
	{
		name = "";
		count = 0;
		wear = 0;
		metadata = "";
	}

	void add(u16 n)
	{
		count += n;
	}

	void remove(u16 n)
	{
		assert(count >= n); // Pre-condition
		count -= n;
		if(count == 0)
			clear(); // reset name, wear and metadata too
	}

	// Maximum size of a stack
	u16 getStackMax(IItemDefManager *itemdef) const
	{
		s16 max = itemdef->get(name).stack_max;
		return (max >= 0) ? max : 0;
	}

	// Number of items that can be added to this stack
	u16 freeSpace(IItemDefManager *itemdef) const
	{
		u16 max = getStackMax(itemdef);
		if(count > max)
			return 0;
		return max - count;
	}

	// Returns false if item is not known and cannot be used
	bool isKnown(IItemDefManager *itemdef) const
	{
		return itemdef->isKnown(name);
	}

	// Returns a pointer to the item definition struct,
	// or a fallback one (name="unknown") if the item is unknown.
	const ItemDefinition& getDefinition(
			IItemDefManager *itemdef) const
	{
		return itemdef->get(name);
	}

	// Get tool digging properties, or those of the hand if not a tool
	const ToolCapabilities& getToolCapabilities(
			IItemDefManager *itemdef) const
	{
		ToolCapabilities *cap;
		cap = itemdef->get(name).tool_capabilities;
		if(cap == NULL)
			cap = itemdef->get("").tool_capabilities;
		assert(cap != NULL);
		return *cap;
	}

	// Wear out (only tools)
	// Returns true if the item is (was) a tool
	bool addWear(s32 amount, IItemDefManager *itemdef)
	{
		if(getDefinition(itemdef).type == ITEM_TOOL)
		{
			if(amount > 65535 - wear)
				clear();
			else if(amount < -wear)
				wear = 0;
			else
				wear += amount;
			return true;
		}
		else
		{
			return false;
		}
	}

	// If possible, adds newitem to this item.
	// If cannot be added at all, returns the item back.
	// If can be added partly, decremented item is returned back.
	// If can be added fully, empty item is returned.
	ItemStack addItem(const ItemStack &newitem,
			IItemDefManager *itemdef);

	// Checks whether newitem could be added.
	// If restitem is non-NULL, it receives the part of newitem that
	// would be left over after adding.
	bool itemFits(const ItemStack &newitem,
			ItemStack *restitem,  // may be NULL
			IItemDefManager *itemdef) const;

	// Takes some items.
	// If there are not enough, takes as many as it can.
	// Returns empty item if couldn't take any.
	ItemStack takeItem(u32 takecount);

	// Similar to takeItem, but keeps this ItemStack intact.
	ItemStack peekItem(u32 peekcount) const;

	/*
		Properties
	*/
	std::string name;
	u16 count;
	u16 wear;
	std::string metadata;
};

class InventoryList
{
public:
	InventoryList(std::string name, u32 size, IItemDefManager *itemdef);
	~InventoryList();
	void clearItems();
	void setSize(u32 newsize);
	void setWidth(u32 newWidth);
	void setName(const std::string &name);
	void serialize(std::ostream &os) const;
	void deSerialize(std::istream &is);

	InventoryList(const InventoryList &other);
	InventoryList & operator = (const InventoryList &other);
	bool operator == (const InventoryList &other) const;
	bool operator != (const InventoryList &other) const
	{
		return !(*this == other);
	}

	const std::string &getName() const;
	u32 getSize() const;
	u32 getWidth() const;
	// Count used slots
	u32 getUsedSlots() const;
	u32 getFreeSlots() const;

	// Get reference to item
	const ItemStack& getItem(u32 i) const;
	ItemStack& getItem(u32 i);
	// Returns old item. Parameter can be an empty item.
	ItemStack changeItem(u32 i, const ItemStack &newitem);
	// Delete item
	void deleteItem(u32 i);

	// Adds an item to a suitable place. Returns leftover item (possibly empty).
	ItemStack addItem(const ItemStack &newitem);

	// If possible, adds item to given slot.
	// If cannot be added at all, returns the item back.
	// If can be added partly, decremented item is returned back.
	// If can be added fully, empty item is returned.
	ItemStack addItem(u32 i, const ItemStack &newitem);

	// Checks whether the item could be added to the given slot
	// If restitem is non-NULL, it receives the part of newitem that
	// would be left over after adding.
	bool itemFits(const u32 i, const ItemStack &newitem,
			ItemStack *restitem = NULL) const;

	// Checks whether there is room for a given item
	bool roomForItem(const ItemStack &item) const;

	// Checks whether the given count of the given item name
	// exists in this inventory list.
	bool containsItem(const ItemStack &item) const;

	// Removes the given count of the given item name from
	// this inventory list. Walks the list in reverse order.
	// If not as many items exist as requested, removes as
	// many as possible.
	// Returns the items that were actually removed.
	ItemStack removeItem(const ItemStack &item);

	// Takes some items from a slot.
	// If there are not enough, takes as many as it can.
	// Returns empty item if couldn't take any.
	ItemStack takeItem(u32 i, u32 takecount);

	// Similar to takeItem, but keeps the slot intact.
	ItemStack peekItem(u32 i, u32 peekcount) const;

	// Move an item to a different list (or a different stack in the same list)
	// count is the maximum number of items to move (0 for everything)
	// returns number of moved items
	u32 moveItem(u32 i, InventoryList *dest, u32 dest_i,
		u32 count = 0, bool swap_if_needed = true, bool *did_swap = NULL);

	// like moveItem, but without a fixed destination index
	// also with optional rollback recording
	void moveItemSomewhere(u32 i, InventoryList *dest, u32 count);

private:
	std::vector<ItemStack> m_items;
	u32 m_size, m_width;
	std::string m_name;
	IItemDefManager *m_itemdef;
};

class Inventory
{
public:
	~Inventory();

	void clear();
	void clearContents();

	Inventory(IItemDefManager *itemdef);
	Inventory(const Inventory &other);
	Inventory & operator = (const Inventory &other);
	bool operator == (const Inventory &other) const;
	bool operator != (const Inventory &other) const
	{
		return !(*this == other);
	}

	void serialize(std::ostream &os) const;
	void deSerialize(std::istream &is);

	InventoryList * addList(const std::string &name, u32 size);
	InventoryList * getList(const std::string &name);
	const InventoryList * getList(const std::string &name) const;
	std::vector<const InventoryList*> getLists();
	bool deleteList(const std::string &name);
	// A shorthand for adding items. Returns leftover item (possibly empty).
	ItemStack addItem(const std::string &listname, const ItemStack &newitem)
	{
		m_dirty = true;
		InventoryList *list = getList(listname);
		if(list == NULL)
			return newitem;
		return list->addItem(newitem);
	}

	bool checkModified() const
	{
		return m_dirty;
	}

	void setModified(const bool x)
	{
		m_dirty = x;
	}

private:
	// -1 if not found
	const s32 getListIndex(const std::string &name) const;

	std::vector<InventoryList*> m_lists;
	IItemDefManager *m_itemdef;
	bool m_dirty;
};

#endif

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/*
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 "mapblock_mesh.h"
#include "client.h"
#include "mapblock.h"
#include "map.h"
#include "profiler.h"
#include "shader.h"
#include "mesh.h"
#include "minimap.h"
#include "content_mapblock.h"
#include "util/directiontables.h"
#include "client/renderingengine.h"
#include <array>

/*
	MeshMakeData
*/

MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
		bool use_tangent_vertices):
	m_client(client),
	m_use_shaders(use_shaders),
	m_use_tangent_vertices(use_tangent_vertices)
{}

void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
{
	m_blockpos = blockpos;

	v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;

	m_vmanip.clear();
	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);
}

void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
{
	v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
	VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));

	v3s16 bp = m_blockpos + block_offset;
	v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
	m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
}

void MeshMakeData::fill(MapBlock *block)
{
	fillBlockDataBegin(block->getPos());

	fillBlockData(v3s16(0,0,0), block->getData());

	// Get map for reading neighbor blocks
	Map *map = block->getParent();

	for (const v3s16 &dir : g_26dirs) {
		v3s16 bp = m_blockpos + dir;
		MapBlock *b = map->getBlockNoCreateNoEx(bp);
		if(b)
			fillBlockData(dir, b->getData());
	}
}

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::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(const v3s16 &p,
	const std::array<v3s16,8> &dirs, MeshMakeData *data, bool node_solid)
{
	INodeDefManager *ndef = data->m_client->ndef();

	u16 ambient_occlusion = 0;
	u16 light_count = 0;
	u8 light_source_max = 0;
	u16 light_day = 0;
	u16 light_night = 0;

	auto add_node = [&] (int i) -> const ContentFeatures& {
		MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
		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.getLightNoChecks(LIGHTBANK_DAY, &f));
			light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
			light_count++;
		} else {
			ambient_occlusion++;
		}
		return f;
	};

	if (node_solid) {
		ambient_occlusion = 3;
		bool corner_obstructed = true;
		for (int i = 0; i < 2; ++i) {
			if (add_node(i).light_propagates)
				corner_obstructed = false;
		}
		add_node(2);
		add_node(3);
		if (corner_obstructed)
			ambient_occlusion++;
		else
			add_node(4);
	} else {
		std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
		add_node(0);
		bool opaque1 = !add_node(1).light_propagates;
		bool opaque2 = !add_node(2).light_propagates;
		bool opaque3 = !add_node(3).light_propagates;
		obstructed[0] = opaque1 && opaque2;
		obstructed[1] = opaque1 && opaque3;
		obstructed[2] = opaque2 && opaque3;
		for (int k = 0; k < 4; ++k) {
			if (obstructed[k])
				ambient_occlusion++;
			else if (add_node(k + 4).light_propagates)
				obstructed[3] = false;
		}
	}

	if (light_count == 0) {
		light_day = light_night = 0;
	} else {
		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) {
		static thread_local const float ao_gamma = rangelim(
			g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);

		// Table of gamma space multiply factors.
		static const float light_amount[3] = {
			powf(0.75, 1.0 / ao_gamma),
			powf(0.5,  1.0 / ao_gamma),
			powf(0.25, 1.0 / ao_gamma)
		};

		//calculate table index for gamma space multiplier
		ambient_occlusion -= 5;

		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.
	Node at p is solid, and thus the lighting is face-dependent.
*/
u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
{
	v3s16 neighbor_offset1, neighbor_offset2;

	/*
	 * face_dir, neighbor_offset1 and neighbor_offset2 define an
	 * orthonormal basis which is used to define the offsets of the 8
	 * surrounding nodes and to differentiate the "distance" (by going only
	 * along directly neighboring nodes) relative to the node at p.
	 * Apart from the node at p, only the 4 nodes which contain face_dir
	 * can contribute light.
	 */
	if (face_dir.X != 0) {
		neighbor_offset1 = v3s16(0, corner.Y, 0);
		neighbor_offset2 = v3s16(0, 0, corner.Z);
	} else if (face_dir.Y != 0) {
		neighbor_offset1 = v3s16(0, 0, corner.Z);
		neighbor_offset2 = v3s16(corner.X, 0, 0);
	} else if (face_dir.Z != 0) {
		neighbor_offset1 = v3s16(corner.X,0,0);
		neighbor_offset2 = v3s16(0,corner.Y,0);
	}

	const std::array<v3s16,8> dirs = {{
		// Always shine light
		neighbor_offset1 + face_dir,
		neighbor_offset2 + face_dir,
		v3s16(0,0,0),
		face_dir,

		// Can be obstructed
		neighbor_offset1 + neighbor_offset2 + face_dir,

		// Do not shine light, only for ambient occlusion
		neighbor_offset1,
		neighbor_offset2,
		neighbor_offset1 + neighbor_offset2
	}};
	return getSmoothLightCombined(p, dirs, data, true);
}

/*
	Calculate smooth lighting at the given corner of p.
	Both light banks.
	Node at p is not solid, and the lighting is not face-dependent.
*/
u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
{
	const std::array<v3s16,8> dirs = {{
		// Always shine light
		v3s16(0,0,0),
		v3s16(corner.X,0,0),
		v3s16(0,corner.Y,0),
		v3s16(0,0,corner.Z),

		// Can be obstructed
		v3s16(corner.X,corner.Y,0),
		v3s16(corner.X,0,corner.Z),
		v3s16(0,corner.Y,corner.Z),
		v3s16(corner.X,corner.Y,corner.Z)
	}};
	return getSmoothLightCombined(p, dirs, data, false);
}

void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
	f32 rg = daynight_ratio / 1000.0f - 0.04f;
	f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
	sunlight->r = rg;
	sunlight->g = rg;
	sunlight->b = b;
}

void final_color_blend(video::SColor *result,
		u16 light, u32 daynight_ratio)
{
	video::SColorf dayLight;
	get_sunlight_color(&dayLight, daynight_ratio);
	final_color_blend(result,
		encode_light(light, 0), dayLight);
}

void final_color_blend(video::SColor *result,
		const video::SColor &data, const video::SColorf &dayLight)
{
	static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);

	video::SColorf c(data);
	f32 n = 1 - c.a;

	f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
	f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
	f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;

	// 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[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
		0, 255) / 8] / 255.0f;

	result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
	result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
	result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
}

/*
	Mesh generation helpers
*/

/*
	vertex_dirs: v3s16[4]
*/
static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
{
	/*
		If looked from outside the node towards the face, the corners are:
		0: bottom-right
		1: bottom-left
		2: top-left
		3: top-right
	*/
	if (dir == v3s16(0, 0, 1)) {
		// If looking towards z+, this is the face that is behind
		// the center point, facing towards z+.
		vertex_dirs[0] = v3s16(-1,-1, 1);
		vertex_dirs[1] = v3s16( 1,-1, 1);
		vertex_dirs[2] = v3s16( 1, 1, 1);
		vertex_dirs[3] = v3s16(-1, 1, 1);
	} else if (dir == v3s16(0, 0, -1)) {
		// faces towards Z-
		vertex_dirs[0] = v3s16( 1,-1,-1);
		vertex_dirs[1] = v3s16(-1,-1,-1);
		vertex_dirs[2] = v3s16(-1, 1,-1);
		vertex_dirs[3] = v3s16( 1, 1,-1);
	} else if (dir == v3s16(1, 0, 0)) {
		// faces towards X+
		vertex_dirs[0] = v3s16( 1,-1, 1);
		vertex_dirs[1] = v3s16( 1,-1,-1);
		vertex_dirs[2] = v3s16( 1, 1,-1);
		vertex_dirs[3] = v3s16( 1, 1, 1);
	} else if (dir == v3s16(-1, 0, 0)) {
		// faces towards X-
		vertex_dirs[0] = v3s16(-1,-1,-1);
		vertex_dirs[1] = v3s16(-1,-1, 1);
		vertex_dirs[2] = v3s16(-1, 1, 1);
		vertex_dirs[3] = v3s16(-1, 1,-1);
	} else if (dir == v3s16(0, 1, 0)) {
		// faces towards Y+ (assume Z- as "down" in texture)
		vertex_dirs[0] = v3s16( 1, 1,-1);
		vertex_dirs[1] = v3s16(-1, 1,-1);
		vertex_dirs[2] = v3s16(-1, 1, 1);
		vertex_dirs[3] = v3s16( 1, 1, 1);
	} else if (dir == v3s16(0, -1, 0)) {
		// faces towards Y- (assume Z+ as "down" in texture)
		vertex_dirs[0] = v3s16( 1,-1, 1);
		vertex_dirs[1] = v3s16(-1,-1, 1);
		vertex_dirs[2] = v3s16(-1,-1,-1);
		vertex_dirs[3] = v3s16( 1,-1,-1);
	}
}

static void getNodeTextureCoords(v3f base, const v3f &scale, v3s16 dir, float *u, float *v)
{
	if (dir.X > 0 || dir.Y > 0 || dir.Z < 0)
		base -= scale;
	if (dir == v3s16(0,0,1)) {
		*u = -base.X - 1;
		*v = -base.Y - 1;
	} else if (dir == v3s16(0,0,-1)) {
		*u = base.X + 1;
		*v = -base.Y - 2;
	} else if (dir == v3s16(1,0,0)) {
		*u = base.Z + 1;
		*v = -base.Y - 2;
	} else if (dir == v3s16(-1,0,0)) {
		*u = -base.Z - 1;
		*v = -base.Y - 1;
	} else if (dir == v3s16(0,1,0)) {
		*u = base.X + 1;
		*v = -base.Z - 2;
	} else if (dir == v3s16(0,-1,0)) {
		*u = base.X;
		*v = base.Z;
	}
}

struct FastFace
{
	TileLayer layer;
	video::S3DVertex vertices[4]; // Precalculated vertices
	/*!
	 * The face is divided into two triangles. If this is true,
	 * vertices 0 and 2 are connected, othervise vertices 1 and 3
	 * are connected.
	 */
	bool vertex_0_2_connected;
	u8 layernum;
	bool world_aligned;
};

static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
	v3f tp, v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
{
	// Position is at the center of the cube.
	v3f pos = p * BS;

	float x0 = 0.0f;
	float y0 = 0.0f;
	float w = 1.0f;
	float h = 1.0f;

	v3f vertex_pos[4];
	v3s16 vertex_dirs[4];
	getNodeVertexDirs(dir, vertex_dirs);
	if (tile.world_aligned)
		getNodeTextureCoords(tp, scale, dir, &x0, &y0);

	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(
				BS / 2 * vertex_dirs[i].X,
				BS / 2 * vertex_dirs[i].Y,
				BS / 2 * vertex_dirs[i].Z
		);
	}

	for (v3f &vpos : vertex_pos) {
		vpos.X *= scale.X;
		vpos.Y *= scale.Y;
		vpos.Z *= scale.Z;
		vpos += pos;
	}

	f32 abs_scale = 1.0f;
	if      (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
	else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
	else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;

	v3f normal(dir.X, dir.Y, dir.Z);

	u16 li[4] = { li0, li1, li2, li3 };
	u16 day[4];
	u16 night[4];

	for (u8 i = 0; i < 4; i++) {
		day[i] = li[i] >> 8;
		night[i] = li[i] & 0xFF;
	}

	bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
			< abs(day[1] - day[3]) + abs(night[1] - night[3]);

	v2f32 f[4] = {
		core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
		core::vector2d<f32>(x0, y0 + h),
		core::vector2d<f32>(x0, y0),
		core::vector2d<f32>(x0 + w * abs_scale, y0) };

	for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
		const TileLayer *layer = &tile.layers[layernum];
		if (layer->texture_id == 0)
			continue;

		// equivalent to dest.push_back(FastFace()) but faster
		dest.emplace_back();
		FastFace& face = *dest.rbegin();

		for (u8 i = 0; i < 4; i++) {
			video::SColor c = encode_light(li[i], tile.emissive_light);
			if (!tile.emissive_light)
				applyFacesShading(c, normal);

			face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
		}

		/*
		 Revert triangles for nicer looking gradient if the
		 brightness of vertices 1 and 3 differ less than
		 the brightness of vertices 0 and 2.
		 */
		face.vertex_0_2_connected = vertex_0_2_connected;

		face.layer = *layer;
		face.layernum = layernum;

		face.world_aligned = tile.world_aligned;
	}
}

/*
	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
*/
static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
		INodeDefManager *ndef)
{
	*equivalent = false;

	if (m1 == m2 || m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
		return 0;

	const ContentFeatures &f1 = ndef->get(m1);
	const ContentFeatures &f2 = ndef->get(m2);

	// Contents don't differ for different forms of same liquid
	if (f1.sameLiquid(f2))
		return 0;

	u8 c1 = f1.solidness;
	u8 c2 = f2.solidness;

	if (c1 == c2)
		return 0;

	if (c1 == 0)
		c1 = f1.visual_solidness;
	else 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;
	}

	if (c1 > c2)
		return 1;

	return 2;
}

/*
	Gets nth node tile (0 <= n <= 5).
*/
void getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
{
	INodeDefManager *ndef = data->m_client->ndef();
	const ContentFeatures &f = ndef->get(mn);
	tile = f.tiles[tileindex];
	bool has_crack = p == data->m_crack_pos_relative;
	for (TileLayer &layer : tile.layers) {
		if (layer.texture_id == 0)
			continue;
		if (!layer.has_color)
			mn.getColor(f, &(layer.color));
		// Apply temporary crack
		if (has_crack)
			layer.material_flags |= MATERIAL_FLAG_CRACK;
	}
}

/*
	Gets node tile given a face direction.
*/
void getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data, TileSpec &tile)
{
	INodeDefManager *ndef = data->m_client->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);

	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 ,