summaryrefslogtreecommitdiff
path: root/src/mapblock.cpp
blob: c4c4ad7959f4e0fbddc0d3388e8d4909461b9dbe (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
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
/*
(c) 2010 Perttu Ahola <celeron55@gmail.com>
*/

#include "mapblock.h"
#include "map.h"
// For g_materials
#include "main.h"
#include "light.h"
#include <sstream>


/*
	MapBlock
*/

bool MapBlock::isValidPositionParent(v3s16 p)
{
	if(isValidPosition(p))
	{
		return true;
	}
	else{
		return m_parent->isValidPosition(getPosRelative() + p);
	}
}

MapNode MapBlock::getNodeParent(v3s16 p)
{
	if(isValidPosition(p) == false)
	{
		return m_parent->getNode(getPosRelative() + p);
	}
	else
	{
		if(data == NULL)
			throw InvalidPositionException();
		return data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X];
	}
}

void MapBlock::setNodeParent(v3s16 p, MapNode & n)
{
	if(isValidPosition(p) == false)
	{
		m_parent->setNode(getPosRelative() + p, n);
	}
	else
	{
		if(data == NULL)
			throw InvalidPositionException();
		data[p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X] = n;
	}
}

FastFace * MapBlock::makeFastFace(u8 material, u8 light, v3f p,
		v3f dir, v3f scale, v3f posRelative_f)
{
	FastFace *f = new FastFace;
	
	// Position is at the center of the cube.
	v3f pos = p * BS;
	posRelative_f *= BS;

	v3f vertex_pos[4];
	// If looking towards z+, this is the face that is behind
	// the center point, facing towards z+.
	vertex_pos[0] = v3f( BS/2,-BS/2,BS/2);
	vertex_pos[1] = v3f(-BS/2,-BS/2,BS/2);
	vertex_pos[2] = v3f(-BS/2, BS/2,BS/2);
	vertex_pos[3] = v3f( BS/2, BS/2,BS/2);
	
	/*
		TODO: Rotate it the right way (one side comes upside down)
	*/
	core::CMatrix4<f32> m;
	m.buildRotateFromTo(v3f(0,0,1), dir);
	
	for(u16 i=0; i<4; i++){
		m.rotateVect(vertex_pos[i]);
		vertex_pos[i].X *= scale.X;
		vertex_pos[i].Y *= scale.Y;
		vertex_pos[i].Z *= scale.Z;
		vertex_pos[i] += pos + posRelative_f;
	}

	f32 abs_scale = 1.;
	if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
	else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
	else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;

	v3f zerovector = v3f(0,0,0);
	
	u8 li = decode_light(light);
	//u8 li = 150;

	u8 alpha = 255;

	if(material == MATERIAL_WATER)
	{
		alpha = 128;
	}

	video::SColor c = video::SColor(alpha,li,li,li);

	/*f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
			core::vector2d<f32>(0,1));
	f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
			core::vector2d<f32>(abs_scale,1));
	f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
			core::vector2d<f32>(abs_scale,0));
	f->vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
			core::vector2d<f32>(0,0));*/
	f->vertices[0] = video::S3DVertex(vertex_pos[0], zerovector, c,
			core::vector2d<f32>(0,1));
	f->vertices[1] = video::S3DVertex(vertex_pos[1], zerovector, c,
			core::vector2d<f32>(abs_scale,1));
	f->vertices[2] = video::S3DVertex(vertex_pos[2], zerovector, c,
			core::vector2d<f32>(abs_scale,0));
	f->vertices[3] = video::S3DVertex(vertex_pos[3], zerovector, c,
			core::vector2d<f32>(0,0));

	f->material = material;

	return f;
}
	
/*
	Parameters must consist of air and !air.
	Order doesn't matter.

	If either of the nodes doesn't exist, light is 0.
*/
u8 MapBlock::getFaceLight(v3s16 p, v3s16 face_dir)
{
	try{
		MapNode n = getNodeParent(p);
		MapNode n2 = getNodeParent(p + face_dir);
		u8 light;
		if(n.solidness() < n2.solidness())
			light = n.getLight();
		else
			light = n2.getLight();

		// Make some nice difference to different sides
		if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
			light = diminish_light(diminish_light(light));
		else if(face_dir.X == -1 || face_dir.Z == -1)
			light = diminish_light(light);

		return light;
	}
	catch(InvalidPositionException &e)
	{
		return 0;
	}
}

/*
	Gets node material from any place relative to block.
	Returns MATERIAL_AIR if doesn't exist.
*/
u8 MapBlock::getNodeMaterial(v3s16 p)
{
	try{
		MapNode n = getNodeParent(p);
		return n.d;
	}
	catch(InvalidPositionException &e)
	{
		return MATERIAL_IGNORE;
	}
}

/*
	startpos:
	translate_dir: unit vector with only one of x, y or z
	face_dir: unit vector with only one of x, y or z
*/
void MapBlock::updateFastFaceRow(v3s16 startpos,
		u16 length,
		v3s16 translate_dir,
		v3s16 face_dir,
		core::list<FastFace*> &dest)
{
	/*
		Precalculate some variables
	*/
	v3f translate_dir_f(translate_dir.X, translate_dir.Y,
			translate_dir.Z); // floating point conversion
	v3f face_dir_f(face_dir.X, face_dir.Y,
			face_dir.Z); // floating point conversion
	v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
			getPosRelative().Z); // floating point conversion

	v3s16 p = startpos;
	/*
		The light in the air lights the surface is taken from
		the node that is air.
	*/
	u8 light = getFaceLight(p, face_dir);
	
	u16 continuous_materials_count = 0;
	
	u8 material0 = getNodeMaterial(p);
	u8 material1 = getNodeMaterial(p + face_dir);
		
	for(u16 j=0; j<length; j++)
	{
		bool next_is_different = true;
		
		v3s16 p_next;
		u8 material0_next = 0;
		u8 material1_next = 0;
		u8 light_next = 0;

		if(j != length - 1){
			p_next = p + translate_dir;
			material0_next = getNodeMaterial(p_next);
			material1_next = getNodeMaterial(p_next + face_dir);
			light_next = getFaceLight(p_next, face_dir);

			if(material0_next == material0
					&& material1_next == material1
					&& light_next == light)
			{
				next_is_different = false;
			}
		}

		continuous_materials_count++;
		
		if(next_is_different)
		{
			/*
				Create a face if there should be one
			*/
			u8 mf = face_materials(material0, material1);
			
			if(mf != 0)
			{
				// Floating point conversion of the position vector
				v3f pf(p.X, p.Y, p.Z);
				// Center point of face (kind of)
				v3f sp = pf - ((f32)continuous_materials_count / 2. - 0.5) * translate_dir_f;
				v3f scale(1,1,1);
				if(translate_dir.X != 0){
					scale.X = continuous_materials_count;
				}
				if(translate_dir.Y != 0){
					scale.Y = continuous_materials_count;
				}
				if(translate_dir.Z != 0){
					scale.Z = continuous_materials_count;
				}
				
				FastFace *f;

				// If node at sp (material0) is more solid
				if(mf == 1)
				{
					f = makeFastFace(material0, light,
							sp, face_dir_f, scale,
							posRelative_f);
				}
				// If node at sp is less solid (mf == 2)
				else
				{
					f = makeFastFace(material1, light,
							sp+face_dir_f, -1*face_dir_f, scale,
							posRelative_f);
				}
				dest.push_back(f);
			}

			continuous_materials_count = 0;
			material0 = material0_next;
			material1 = material1_next;
			light = light_next;
		}
		
		p = p_next;
	}
}

/*
	This is used because CMeshBuffer::append() is very slow
*/
struct PreMeshBuffer
{
	video::SMaterial material;
	core::array<u16> indices;
	core::array<video::S3DVertex> vertices;
};

class MeshCollector
{
public:
	void append(
			video::SMaterial material,
			const video::S3DVertex* const vertices,
			u32 numVertices,
			const u16* const indices,
			u32 numIndices
		)
	{
		PreMeshBuffer *p = NULL;
		for(u32 i=0; i<m_prebuffers.size(); i++)
		{
			PreMeshBuffer &pp = m_prebuffers[i];
			if(pp.material != material)
				continue;

			p = &pp;
			break;
		}

		if(p == NULL)
		{
			PreMeshBuffer pp;
			pp.material = material;
			m_prebuffers.push_back(pp);
			p = &m_prebuffers[m_prebuffers.size()-1];
		}

		u32 vertex_count = p->vertices.size();
		for(u32 i=0; i<numIndices; i++)
		{
			u32 j = indices[i] + vertex_count;
			if(j > 65535)
			{
				dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
				// NOTE: Fix is to just add an another MeshBuffer
			}
			p->indices.push_back(j);
		}
		for(u32 i=0; i<numVertices; i++)
		{
			p->vertices.push_back(vertices[i]);
		}
	}

	void fillMesh(scene::SMesh *mesh)
	{
		/*dstream<<"Filling mesh with "<<m_prebuffers.size()
				<<" meshbuffers"<<std::endl;*/
		for(u32 i=0; i<m_prebuffers.size(); i++)
		{
			PreMeshBuffer &p = m_prebuffers[i];

			/*dstream<<"p.vertices.size()="<<p.vertices.size()
					<<", p.indices.size()="<<p.indices.size()
					<<std::endl;*/
			
			// Create meshbuffer
			
			// This is a "Standard MeshBuffer",
			// it's a typedeffed CMeshBuffer<video::S3DVertex>
			scene::SMeshBuffer *buf = new scene::SMeshBuffer();
			// Set material
			buf->Material = p.material;
			//((scene::SMeshBuffer*)buf)->Material = p.material;
			// Use VBO
			//buf->setHardwareMappingHint(scene::EHM_STATIC);
			// Add to mesh
			mesh->addMeshBuffer(buf);
			// Mesh grabbed it
			buf->drop();

			buf->append(p.vertices.pointer(), p.vertices.size(),
					p.indices.pointer(), p.indices.size());
		}
	}

private:
	core::array<PreMeshBuffer> m_prebuffers;
};

void MapBlock::updateMesh()
{
	/*v3s16 p = getPosRelative();
	std::cout<<"MapBlock("<<p.X<<","<<p.Y<<","<<p.Z<<")"
			<<"::updateMesh(): ";*/
			//<<"::updateMesh()"<<std::endl;
	
	/*
		TODO: Change this to directly generate the mesh (and get rid
		      of FastFaces)
	*/

	core::list<FastFace*> *fastfaces_new = new core::list<FastFace*>;
	
	/*
		We are including the faces of the trailing edges of the block.
		This means that when something changes, the caller must
		also update the meshes of the blocks at the leading edges.
	*/

	/*
		Go through every y,z and get top faces in rows of x+
	*/
	for(s16 y=0; y<MAP_BLOCKSIZE; y++){
	//for(s16 y=-1; y<MAP_BLOCKSIZE; y++){
		for(s16 z=0; z<MAP_BLOCKSIZE; z++){
			updateFastFaceRow(v3s16(0,y,z), MAP_BLOCKSIZE,
					v3s16(1,0,0),
					v3s16(0,1,0),
					*fastfaces_new);
		}
	}
	/*
		Go through every x,y and get right faces in rows of z+
	*/
	for(s16 x=0; x<MAP_BLOCKSIZE; x++){
	//for(s16 x=-1; x<MAP_BLOCKSIZE; x++){
		for(s16 y=0; y<MAP_BLOCKSIZE; y++){
			updateFastFaceRow(v3s16(x,y,0), MAP_BLOCKSIZE,
					v3s16(0,0,1),
					v3s16(1,0,0),
					*fastfaces_new);
		}
	}
	/*
		Go through every y,z and get back faces in rows of x+
	*/
	for(s16 z=0; z<MAP_BLOCKSIZE; z++){
	//for(s16 z=-1; z<MAP_BLOCKSIZE; z++){
		for(s16 y=0; y<MAP_BLOCKSIZE; y++){
			updateFastFaceRow(v3s16(0,y,z), MAP_BLOCKSIZE,
					v3s16(1,0,0),
					v3s16(0,0,1),
					*fastfaces_new);
		}
	}

	scene::SMesh *mesh_new = NULL;
	
	if(fastfaces_new->getSize() > 0)
	{
		MeshCollector collector;

		core::list<FastFace*>::Iterator i = fastfaces_new->begin();

		for(; i != fastfaces_new->end(); i++)
		{
			FastFace *f = *i;

			const u16 indices[] = {0,1,2,2,3,0};

			collector.append(g_materials[f->material], f->vertices, 4,
					indices, 6);
		}

		mesh_new = new scene::SMesh();
		
		collector.fillMesh(mesh_new);

#if 0
		scene::IMeshBuffer *buf = NULL;

		core::list<FastFace*>::Iterator i = fastfaces_new->begin();

		// MATERIAL_AIR shouldn't be used by any face
		u8 material_in_use = MATERIAL_AIR;

		for(; i != fastfaces_new->end(); i++)
		{
			FastFace *f = *i;
			
			if(f->material != material_in_use || buf == NULL)
			{
				// Try to get a meshbuffer associated with the material
				buf = mesh_new->getMeshBuffer(g_materials[f->material]);
				// If not found, create one
				if(buf == NULL)
				{
					// This is a "Standard MeshBuffer",
					// it's a typedeffed CMeshBuffer<video::S3DVertex>
					buf = new scene::SMeshBuffer();
					// Set material
					((scene::SMeshBuffer*)buf)->Material = g_materials[f->material];
					// Use VBO
					//buf->setHardwareMappingHint(scene::EHM_STATIC);
					// Add to mesh
					mesh_new->addMeshBuffer(buf);
					// Mesh grabbed it
					buf->drop();
				}
				material_in_use = f->material;
			}
			
			u16 new_indices[] = {0,1,2,2,3,0};
			
			//buf->append(f->vertices, 4, indices, 6);
		}
#endif

		// Use VBO for mesh (this just would set this for ever buffer)
		//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
		
		/*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
				<<"and uses "<<mesh_new->getMeshBufferCount()
				<<" materials (meshbuffers)"<<std::endl;*/
	}

	// TODO: Get rid of the FastFace stage
	core::list<FastFace*>::Iterator i;
	i = fastfaces_new->begin();
	for(; i != fastfaces_new->end(); i++)
	{
		delete *i;
	}
	fastfaces_new->clear();
	delete fastfaces_new;

	/*
		Replace the mesh
	*/

	mesh_mutex.Lock();

	scene::SMesh *mesh_old = mesh;

	mesh = mesh_new;
	
	if(mesh_old != NULL)
	{
		// Remove hardware buffers of meshbuffers of mesh
		// NOTE: No way, this runs in a different thread and everything
		/*u32 c = mesh_old->getMeshBufferCount();
		for(u32 i=0; i<c; i++)
		{
			IMeshBuffer *buf = mesh_old->getMeshBuffer(i);
		}*/
		// Drop the mesh
		mesh_old->drop();
		//delete mesh_old;
	}

	mesh_mutex.Unlock();
	
	//std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
}

/*
	Propagates sunlight down through the block.
	Doesn't modify nodes that are not affected by sunlight.
	
	Returns false if sunlight at bottom block is invalid
	Returns true if bottom block doesn't exist.

	If there is a block above, continues from it.
	If there is no block above, assumes there is sunlight, unless
	is_underground is set.

	At the moment, all sunlighted nodes are added to light_sources.
	TODO: This could be optimized.
*/
bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources)
{
	// Whether the sunlight at the top of the bottom block is valid
	bool block_below_is_valid = true;
	
	v3s16 pos_relative = getPosRelative();
	
	for(s16 x=0; x<MAP_BLOCKSIZE; x++)
	{
		for(s16 z=0; z<MAP_BLOCKSIZE; z++)
		{
			bool no_sunlight = false;
			bool no_top_block = false;
			// Check if node above block has sunlight
			try{
				MapNode n = getNodeParent(v3s16(x, MAP_BLOCKSIZE, z));
				if(n.getLight() != LIGHT_SUN)
				{
					/*if(is_underground)
					{
						no_sunlight = true;
					}*/
					no_sunlight = true;
				}
			}
			catch(InvalidPositionException &e)
			{
				no_top_block = true;
				
				// TODO: This makes over-ground roofed places sunlighted
				// Assume sunlight, unless is_underground==true
				if(is_underground)
				{
					no_sunlight = true;
				}
				
				// TODO: There has to be some way to allow this behaviour
				// As of now, it just makes everything dark.
				// No sunlight here
				//no_sunlight = true;
			}

			/*std::cout<<"("<<x<<","<<z<<"): "
					<<"no_top_block="<<no_top_block
					<<", is_underground="<<is_underground
					<<", no_sunlight="<<no_sunlight
					<<std::endl;*/
		
			s16 y = MAP_BLOCKSIZE-1;
			
			if(no_sunlight == false)
			{
				// Continue spreading sunlight downwards through transparent
				// nodes
				for(; y >= 0; y--)
				{
					v3s16 pos(x, y, z);
					
					MapNode &n = getNodeRef(pos);

					if(n.sunlight_propagates())
					{
						n.setLight(LIGHT_SUN);

						light_sources.insert(pos_relative + pos, true);
					}
					else{
						break;
					}
				}
			}

			bool sunlight_should_go_down = (y==-1);

			// Fill rest with black (only transparent ones)
			for(; y >= 0; y--){
				v3s16 pos(x, y, z);
				
				MapNode &n = getNodeRef(pos);

				if(n.light_propagates())
				{
					n.setLight(0);
				}
				else{
					break;
				}
			}

			/*
				If the block below hasn't already been marked invalid:

				Check if the node below the block has proper sunlight at top.
				If not, the block below is invalid.
				
				Ignore non-transparent nodes as they always have no light
			*/
			try
			{
			if(block_below_is_valid)
			{
				MapNode n = getNodeParent(v3s16(x, -1, z));
				if(n.light_propagates())
				{
					if(n.getLight() == LIGHT_SUN
							&& sunlight_should_go_down == false)
						block_below_is_valid = false;
					else if(n.getLight() != LIGHT_SUN
							&& sunlight_should_go_down == true)
						block_below_is_valid = false;
				}
			}//if
			}//try
			catch(InvalidPositionException &e)
			{
				/*std::cout<<"InvalidBlockException for bottom block node"
						<<std::endl;*/
				// Just no block below, no need to panic.
			}
		}
	}

	return block_below_is_valid;
}

/*
	Serialization
*/

void MapBlock::serialize(std::ostream &os, u8 version)
{
	if(!ser_ver_supported(version))
		throw VersionMismatchException("ERROR: MapBlock format not supported");
	
	if(data == NULL)
	{
		throw SerializationError("ERROR: Not writing dummy block.");
	}
	
	// These have no compression
	if(version <= 3 || version == 5 || version == 6)
	{
		u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
		
		u32 buflen = 1 + nodecount * MapNode::serializedLength(version);
		SharedBuffer<u8> dest(buflen);

		dest[0] = is_underground;
		for(u32 i=0; i<nodecount; i++)
		{
			u32 s = 1 + i * MapNode::serializedLength(version);
			data[i].serialize(&dest[s], version);
		}
		
		os.write((char*)*dest, dest.getSize());
	}
	// All otherversions
	else
	{
		/*
			With compression.
			Compress the materials and the params separately.
		*/
		
		// First byte
		os.write((char*)&is_underground, 1);

		u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;

		// Get and compress materials
		SharedBuffer<u8> materialdata(nodecount);
		for(u32 i=0; i<nodecount; i++)
		{
			materialdata[i] = data[i].d;
		}
		compress(materialdata, os, version);

		// Get and compress params
		SharedBuffer<u8> paramdata(nodecount);
		for(u32 i=0; i<nodecount; i++)
		{
			paramdata[i] = data[i].param;
		}
		compress(paramdata, os, version);
	}
}

void MapBlock::deSerialize(std::istream &is, u8 version)
{
	if(!ser_ver_supported(version))
		throw VersionMismatchException("ERROR: MapBlock format not supported");

	// These have no compression
	if(version <= 3 || version == 5 || version == 6)
	{
		u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
		char tmp;
		is.read(&tmp, 1);
		if(is.gcount() != 1)
			throw SerializationError
					("MapBlock::deSerialize: no enough input data");
		is_underground = tmp;
		for(u32 i=0; i<nodecount; i++)
		{
			s32 len = MapNode::serializedLength(version);
			SharedBuffer<u8> d(len);
			is.read((char*)*d, len);
			if(is.gcount() != len)
				throw SerializationError
						("MapBlock::deSerialize: no enough input data");
			data[i].deSerialize(*d, version);
		}
	}
	// All other versions
	else
	{
		u32 nodecount = MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;

		u8 t8;
		is.read((char*)&t8, 1);
		is_underground = t8;

		{
			// Uncompress and set material data
			std::ostringstream os(std::ios_base::binary);
			decompress(is, os, version);
			std::string s = os.str();
			if(s.size() != nodecount)
				throw SerializationError
						("MapBlock::deSerialize: invalid format");
			for(u32 i=0; i<s.size(); i++)
			{
				data[i].d = s[i];
			}
		}
		{
			// Uncompress and set param data
			std::ostringstream os(std::ios_base::binary);
			decompress(is, os, version);
			std::string s = os.str();
			if(s.size() != nodecount)
				throw SerializationError
						("MapBlock::deSerialize: invalid format");
			for(u32 i=0; i<s.size(); i++)
			{
				data[i].param = s[i];
			}
		}
	}
}


//END