summaryrefslogtreecommitdiff
path: root/src/mapblock_mesh.cpp
blob: 3f40f9c0046fb8acd851d5cfb326ff4a8765b789 (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
generated by cgit v1.2.3 (git 2.25.1) at 2024-10-02 23:08:01 +0000
 


ndef = data->m_gamedef->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, MeshMakeData *data)
{
	u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
	u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
	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, MeshMakeData *data)
{
	INodeDefManager *ndef = data->m_gamedef->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)
		//return decode_light(undiminish_light(light_source));
	if(light_source > light)
		//return decode_light(light_source);
		light = light_source;

	// Make some nice difference to different sides

	// This makes light come from a corner
	/*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);*/

	// All neighboring faces have different shade (like in minecraft)
	if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
		light = diminish_light(diminish_light(light));
	else if(face_dir.Z == 1 || face_dir.Z == -1)
		light = diminish_light(light);

	return decode_light(light);
}

/*
	Calculate non-smooth lighting at face of node.
	Both light banks.
*/
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
{
	u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
	u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
	return day | (night << 8);
}

/*
	Calculate smooth lighting at the XYZ- corner of p.
	Single light bank.
*/
static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
{
	static 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 = 0;
	u16 light_count = 0;
	u8 light_source_max = 0;
	for(u32 i=0; i<8; i++)
	{
		MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[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 += decode_light(n.getLight(bank, ndef));
			light_count++;
		}
		else if(n.getContent() != CONTENT_IGNORE)
		{
			ambient_occlusion++;
		}
	}

	if(light_count == 0)
		return 255;
	
	light /= light_count;

	// Boost brightness around light sources
	if(decode_light(light_source_max) >= light)
		//return decode_light(undiminish_light(light_source_max));
		return decode_light(light_source_max);

	if(ambient_occlusion > 4)
	{
		//ambient_occlusion -= 4;
		//light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
		float light_amount = (8 - ambient_occlusion) / 4.0;
		float light_f = (float)light / 255.0;
		light_f = pow(light_f, 2.2f); // gamma -> linear space
		light_f = light_f * light_amount;
		light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
		if(light_f > 1.0)
			light_f = 1.0;
		light = 255.0 * light_f + 0.5;
	}

	return light;
}

/*
	Calculate smooth lighting at the XYZ- corner of p.
	Both light banks.
*/
static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
{
	u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
	u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
	return day | (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              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, data);
}

/*
	Converts from day + night color values (0..255)
	and a given daynight_ratio to the final SColor shown on screen.
*/
static 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 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,
	};
	if(b < 0)
		b = 0;
	if(b > 255)
		b = 255;
	b += emphase_blue_when_dark[b / 8];

	// Artificial light is yellow-ish
	static 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];
	if(rg < 0)
		rg = 0;
	if(rg > 255)
		rg = 255;

	result.setRed(rg);
	result.setGreen(rg);
	result.setBlue(b);
}

/*
	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);
	}
}

struct FastFace
{
	TileSpec tile;
	video::S3DVertex vertices[4]; // Precalculated vertices
};

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

	v3f vertex_pos[4];
	v3s16 vertex_dirs[4];
	getNodeVertexDirs(dir, vertex_dirs);
	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(u16 i=0; i<4; i++)
	{
		vertex_pos[i].X *= scale.X;
		vertex_pos[i].Y *= scale.Y;
		vertex_pos[i].Z *= scale.Z;
		vertex_pos[i] += pos;
	}

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

	u8 alpha = tile.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;

	face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
			MapBlock_LightColor(alpha, li0),
			core::vector2d<f32>(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
			MapBlock_LightColor(alpha, li1),
			core::vector2d<f32>(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
			MapBlock_LightColor(alpha, li2),
			core::vector2d<f32>(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
			MapBlock_LightColor(alpha, li3),
			core::vector2d<f32>(x0+w*abs_scale, y0));

	face.tile = tile;
	
	dest.push_back(face);
}

/*
	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 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
		return 0;
	
	bool contents_differ = (m1 != m2);
	
	const ContentFeatures &f1 = ndef->get(m1);
	const ContentFeatures &f2 = ndef->get(m2);

	// Contents don't differ for different forms of same liquid
	if(f1.sameLiquid(f2))
		contents_differ = false;
	
	u8 c1 = f1.solidness;
	u8 c2 = f2.solidness;

	bool solidness_differs = (c1 != c2);
	bool makes_face = contents_differ && solidness_differs;

	if(makes_face == false)
		return 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;
	}
	
	if(c1 > c2)
		return 1;
	else
		return 2;
}

/*
	Gets nth node tile (0 <= n <= 5).
*/
TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
{
	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;
		spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
	}
	// If animated, replace tile texture with one without texture atlas
	if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
	{
		spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
	}
	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;

	// Get rotation for things like chests
	u8 facedir = mn.getFaceDir(ndef);
	assert(facedir <= 3);
	
	static const u8 dir_to_tile[4 * 8] =
	{
		// 0  +X  +Y  +Z   0  -Z  -Y  -X
		   0,  2,  0,  4,  0,  5,  1,  3,  // facedir = 0
		   0,  4,  0,  3,  0,  2,  1,  5,  // facedir = 1
		   0,  3,  0,  5,  0,  4,  1,  2,  // facedir = 2
		   0,  5,  0,  2,  0,  3,  1,  4,  // facedir = 3
	};
	u8 tileindex = dir_to_tile[facedir*8 + dir_i];
	return getNodeTileN(mn, p, tileindex, data);
}

static void getTileInfo(
		// Input:
		MeshMakeData *data,
		v3s16 p,
		v3s16 face_dir,
		// Output:
		bool &makes_face,
		v3s16 &p_corrected,
		v3s16 &face_dir_corrected,
		u16 *lights,
		TileSpec &tile
	)
{
	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);
	MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
	TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
	TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
	
	// This is hackish
	bool equivalent = false;
	u8 mf = face_contents(n0.getContent(), n1.getContent(),
			&equivalent, ndef);

	if(mf == 0)
	{
		makes_face = false;
		return;
	}

	makes_face = true;
	
	if(mf == 1)
	{
		tile = tile0;
		p_corrected = p;
		face_dir_corrected = face_dir;
	}
	else
	{
		tile = tile1;
		p_corrected = p + face_dir;
		face_dir_corrected = -face_dir;
	}
	
	// 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] =
				getFaceLight(n0, n1, face_dir, data);
	}
	else
	{
		v3s16 vertex_dirs[4];
		getNodeVertexDirs(face_dir_corrected, vertex_dirs);
		for(u16 i=0; i<4; i++)
		{
			lights[i] = getSmoothLight(
					blockpos_nodes + p_corrected,
					vertex_dirs[i], data);
		}
	}
	
	return;
}

/*
	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
*/
static void updateFastFaceRow(
		MeshMakeData *data,
		v3s16 startpos,
		v3s16 translate_dir,
		v3f translate_dir_f,
		v3s16 face_dir,
		v3f face_dir_f,
		core::array<FastFace> &dest)
{
	v3s16 p = startpos;
	
	u16 continuous_tiles_count = 0;
	
	bool makes_face = false;
	v3s16 p_corrected;
	v3s16 face_dir_corrected;
	u16 lights[4] = {0,0,0,0};
	TileSpec tile;
	getTileInfo(data, p, face_dir, 
			makes_face, p_corrected, face_dir_corrected,
			lights, tile);

	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;
		u16 next_lights[4] = {0,0,0,0};
		TileSpec next_tile;
		
		// If at last position, there is nothing to compare to and
		// the face must be drawn anyway
		if(j != MAP_BLOCKSIZE - 1)
		{
			p_next = p + translate_dir;
			
			getTileInfo(data, p_next, face_dir,
					next_makes_face, next_p_corrected,
					next_face_dir_corrected, next_lights,
					next_tile);
			
			if(next_makes_face == makes_face
					&& 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_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)
		{
			/*
				Create a face if there should be one
			*/
			if(makes_face)
			{
				// 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;
				if(continuous_tiles_count != 1)
					sp += translate_dir_f;
				v3f scale(1,1,1);

				if(translate_dir.X != 0)
				{
					scale.X = continuous_tiles_count;
				}
				if(translate_dir.Y != 0)
				{
					scale.Y = continuous_tiles_count;
				}
				if(translate_dir.Z != 0)
				{
					scale.Z = continuous_tiles_count;
				}
				
				makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
						sp, face_dir_corrected, scale,
						dest);
				
				g_profiler->avg("Meshgen: faces drawn by tiling", 0);
				for(int i=1; i<continuous_tiles_count; i++){
					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;
			lights[0] = next_lights[0];
			lights[1] = next_lights[1];
			lights[2] = next_lights[2];
			lights[3] = next_lights[3];
			tile = next_tile;
		}
		
		p = p_next;
	}
}

static void updateAllFastFaceRows(MeshMakeData *data,
		core::array<FastFace> &dest)
{
	/*
		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);
		}
	}

	/*
		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);
		}
	}

	/*
		Go through every y,z and get back(z+) faces in rows of x+
	*/
	for(s16 z=0; z<MAP_BLOCKSIZE; z++){
		for(s16 y=0; y<MAP_BLOCKSIZE; y++){
			updateFastFaceRow(data,
					v3s16(0,y,z),
					v3s16(1,0,0), //dir
					v3f  (1,0,0),
					v3s16(0,0,1), //face dir
					v3f  (0,0,1),
					dest);
		}
	}
}

/*
	MapBlockMesh
*/

MapBlockMesh::MapBlockMesh(MeshMakeData *data):
	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_last_daynight_ratio((u32) -1),
	m_daynight_diffs()
{
	// 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
	// 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
	//TimeTaker timer1("MapBlockMesh()");

	core::array<FastFace> fastfaces_new;

	/*
		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.

		NOTE: This is the slowest part of this method.
	*/
	{
		// 4-23ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
		//TimeTaker timer2("updateAllFastFaceRows()");
		updateAllFastFaceRows(data, fastfaces_new);
	}
	// End of slow part

	/*
		Convert FastFaces to MeshCollector
	*/

	MeshCollector collector;

	{
		// avg 0ms (100ms spikes when loading textures the first time)
		// (NOTE: probably outdated)
		//TimeTaker timer2("MeshCollector building");

		for(u32 i=0; i<fastfaces_new.size(); i++)
		{
			FastFace &f = fastfaces_new[i];

			const u16 indices[] = {0,1,2,2,3,0};
			const u16 indices_alternate[] = {0,1,3,2,3,1};
			
			if(f.tile.texture.atlas == 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.getRed() != f.vertices[2].Color.getRed()
					|| f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
				indices_p = indices_alternate;
			
			collector.append(f.tile, f.vertices, 4, indices_p, 6);
		}
	}

	/*
		Add special graphics:
		- torches
		- flowing water
		- fences
		- whatever
	*/

	mapblock_mesh_generate_special(data, collector);
	

	/*
		Convert MeshCollector to SMesh
		Also store animation info
	*/
	for(u32 i = 0; i < collector.prebuffers.size(); i++)
	{
		PreMeshBuffer &p = collector.prebuffers[i];
		/*dstream<<"p.vertices.size()="<<p.vertices.size()
				<<", p.indices.size()="<<p.indices.size()
				<<std::endl;*/

		// Generate animation data
		// - Cracks
		if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
		{
			ITextureSource *tsrc = data->m_gamedef->tsrc();
			std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
			if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
				crack_basename += "^[cracko";
			else
				crack_basename += "^[crack";
			m_crack_materials.insert(std::make_pair(i, crack_basename));
		}
		// - Texture animation
		if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
		{
			ITextureSource *tsrc = data->m_gamedef->tsrc();
			// 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
			std::ostringstream os(std::ios::binary);
			os<<tsrc->getTextureName(p.tile.texture.id);
			os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
			p.tile.texture = tsrc->getTexture(os.str());
		}
		// - Lighting
		for(u32 j = 0; j < p.vertices.size(); j++)
		{
			video::SColor &vc = p.vertices[j].Color;
			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.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
		material.MaterialType
				= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
		material.setTexture(0, p.tile.texture.atlas);
		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.pointer(), p.vertices.size(),
				p.indices.pointer(), p.indices.size());
	}

	/*
		Do some stuff to the mesh
	*/

	translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
	m_mesh->recalculateBoundingBox(); // translateMesh already does this

	if(m_mesh)
	{
#if 0
		// Usually 1-700 faces and 1-7 materials
		std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
				<<"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.
		//m_mesh->setHardwareMappingHint(scene::EHM_STATIC);

		/*
			NOTE: If that is enabled, some kind of a queue to the main
			thread should be made which would call irrlicht to delete
			the hardware buffer and then delete the mesh
		*/
	}
	
	//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();
}

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;
			AtlasPointer ap = tsrc->getTexture(os.str());
			buf->getMaterial().setTexture(0, ap.atlas);
		}

		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();

		// Create new texture name from original
		std::ostringstream os(std::ios::binary);
		os<<tsrc->getTextureName(tile.texture.id);
		os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
		// Set the texture
		AtlasPointer ap = tsrc->getTexture(os.str());
		buf->getMaterial().setTexture(0, ap.atlas);
	}

	// Day-night transition
	if(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;
	}

	return true;
}

/*
	MeshCollector
*/

void MeshCollector::append(const TileSpec &tile,
		const video::S3DVertex *vertices, u32 numVertices,
		const u16 *indices, u32 numIndices)
{
	PreMeshBuffer *p = NULL;
	for(u32 i=0; i<prebuffers.size(); i++)
	{
		PreMeshBuffer &pp = prebuffers[i];
		if(pp.tile != tile)
			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;
		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]);
	}
}