aboutsummaryrefslogtreecommitdiff
path: root/Dockerfile
Commit message (Expand)AuthorAge
* Use CMake's -B, --build, and --install optionsShadowNinja2022-04-08
* Add missing zstd-libs to final Docker imageBuckaroo Banzai2021-09-07
* Switch MapBlock compression to zstd (#10788)lhofhansl2021-08-31
* fix: update to alpine 3.14 (#11570)Loïc Blot2021-08-24
* Update Dockerfile and improve build speed (#11313)Bensuperpc2021-06-21
* fix(docker): reduce the number of required libraries on buildLoic Blot2021-04-02
* fix: use irrlicht fork instead of the standard libraryLoic Blot2021-04-02
* fix: don't send the whole local context to the docker imageLoic Blot2021-04-02
* Fix missing jsoncpp in the Docker imageLejo2021-03-09
* Enable LuaJIT on the Docker image (#10414)Buckaroo Banzai2020-09-26
* Add MetricsBackend with prometheus counter supportLoic Blot2020-04-29
* Add an option to disable unittest build, & disable them on Docker build (#9677)Loïc Blot2020-04-16
* Dockerfile: use alpine to reduce size (#9226)ㄗㄠˋ ㄑㄧˊ2020-04-12
* Automated build changes (#9619)Loïc Blot2020-04-09
* Fix syntax error in Dockerfilerubenwardy2020-01-17
* Dockerfile: correct `apt clean` + git clone --depth 1 + remove .git (#8697)Zaoqi2019-12-17
* Add a Dockerfile + gitlab CI build (#7968)Loïc Blot2018-12-12
/a> 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
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU 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 "light.h"
#include "mapblock.h"
#include "map.h"
#include "main.h" // For g_settings and g_texturesource
#include "content_mapblock.h"

void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
{
	m_daynight_ratio = daynight_ratio;
	m_blockpos = block->getPos();

	v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
	
	/*
		There is no harm not copying the TempMods of the neighbors
		because they are already copied to this block
	*/
	m_temp_mods.clear();
	block->copyTempMods(m_temp_mods);
	
	/*
		Copy data
	*/

	// Allocate this block + neighbors
	m_vmanip.clear();
	m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
			blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));

	{
		//TimeTaker timer("copy central block data");
		// 0ms

		// Copy our data
		block->copyTo(m_vmanip);
	}
	{
		//TimeTaker timer("copy neighbor block data");
		// 0ms

		/*
			Copy neighbors. This is lightning fast.
			Copying only the borders would be *very* slow.
		*/
		
		// Get map
		NodeContainer *parentcontainer = block->getParent();
		// This will only work if the parent is the map
		assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
		// OK, we have the map!
		Map *map = (Map*)parentcontainer;

		for(u16 i=0; i<6; i++)
		{
			const v3s16 &dir = g_6dirs[i];
			v3s16 bp = m_blockpos + dir;
			MapBlock *b = map->getBlockNoCreateNoEx(bp);
			if(b)
				b->copyTo(m_vmanip);
		}
	}
}

/*
	vertex_dirs: v3s16[4]
*/
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);
	}
}

inline video::SColor lightColor(u8 alpha, u8 light)
{
	return video::SColor(alpha,light,light,light);
}

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

void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
		v3s16 dir, v3f scale, v3f posRelative_f,
		core::array<FastFace> &dest)
{
	FastFace face;
	
	// Position is at the center of the cube.
	v3f pos = p * BS;
	posRelative_f *= 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 + 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 alpha = tile.alpha;
	/*u8 alpha = 255;
	if(tile.id == TILE_WATER)
		alpha = WATER_ALPHA;*/

	float x0 = tile.texture.pos.X;
	float y0 = tile.texture.pos.Y;
	float w = tile.texture.size.X;
	float h = tile.texture.size.Y;

	/*video::SColor c = lightColor(alpha, li);

	face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
			core::vector2d<f32>(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
			core::vector2d<f32>(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
			core::vector2d<f32>(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
			core::vector2d<f32>(x0+w*abs_scale, y0));*/

	face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
			lightColor(alpha, li0),
			core::vector2d<f32>(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
			lightColor(alpha, li1),
			core::vector2d<f32>(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
			lightColor(alpha, li2),
			core::vector2d<f32>(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
			lightColor(alpha, li3),
			core::vector2d<f32>(x0+w*abs_scale, y0));

	face.tile = tile;
	//DEBUG
	//f->tile = TILE_STONE;
	
	dest.push_back(face);
}
	
/*
	Gets node tile from any place relative to block.
	Returns TILE_NODE if doesn't exist or should not be drawn.
*/
TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
		NodeModMap &temp_mods)
{
	TileSpec spec;
	spec = mn.getTile(face_dir);
	
	/*
		Check temporary modifications on this node
	*/
	/*core::map<v3s16, NodeMod>::Node *n;
	n = m_temp_mods.find(p);
	// If modified
	if(n != NULL)
	{
		struct NodeMod mod = n->getValue();*/
	NodeMod mod;
	if(temp_mods.get(p, &mod))
	{
		if(mod.type == NODEMOD_CHANGECONTENT)
		{
			MapNode mn2(mod.param);
			spec = mn2.getTile(face_dir);
		}
		if(mod.type == NODEMOD_CRACK)
		{
			/*
				Get texture id, translate it to name, append stuff to
				name, get texture id
			*/

			// Get original texture name
			u32 orig_id = spec.texture.id;
			std::string orig_name = g_texturesource->getTextureName(orig_id);

			// Create new texture name
			std::ostringstream os;
			os<<orig_name<<"^[crack"<<mod.param;

			// Get new texture
			u32 new_id = g_texturesource->getTextureId(os.str());
			
			/*dstream<<"MapBlock::getNodeTile(): Switching from "
					<<orig_name<<" to "<<os.str()<<" ("
					<<orig_id<<" to "<<new_id<<")"<<std::endl;*/
			
			spec.texture = g_texturesource->getTexture(new_id);
		}
	}
	
	return spec;
}

u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
{
	/*
		Check temporary modifications on this node
	*/
	/*core::map<v3s16, NodeMod>::Node *n;
	n = m_temp_mods.find(p);
	// If modified
	if(n != NULL)
	{
		struct NodeMod mod = n->getValue();*/
	NodeMod mod;
	if(temp_mods.get(p, &mod))
	{
		if(mod.type == NODEMOD_CHANGECONTENT)
		{
			// Overrides content
			return mod.param;
		}
		if(mod.type == NODEMOD_CRACK)
		{
			/*
				Content doesn't change.
				
				face_contents works just like it should, because
				there should not be faces between differently cracked
				nodes.

				If a semi-transparent node is cracked in front an
				another one, it really doesn't matter whether there
				is a cracked face drawn in between or not.
			*/
		}
	}

	return mn.d;
}

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),
};

// Calculate lighting at the XYZ- corner of p
u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
{
	u16 ambient_occlusion = 0;
	u16 light = 0;
	u16 light_count = 0;
	for(u32 i=0; i<8; i++)
	{
		MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
		if(content_features(n.d).param_type == CPT_LIGHT)
		{
			light += decode_light(n.getLightBlend(daynight_ratio));
			light_count++;
		}
		else
		{
			if(n.d != CONTENT_IGNORE)
				ambient_occlusion++;
		}
	}

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

	if(ambient_occlusion > 4)
	{
		ambient_occlusion -= 4;
		light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
	}

	return light;
}

// Calculate lighting at the given corner of p
u8 getSmoothLight(v3s16 p, v3s16 corner,
		VoxelManipulator &vmanip, u32 daynight_ratio)
{
	if(corner.X == 1) p.X += 1;
	else              assert(corner.X == -1);
	if(corner.Y == 1) p.Y += 1;
	else              assert(corner.Y == -1);
	if(corner.Z == 1) p.Z += 1;
	else              assert(corner.Z == -1);
	
	return getSmoothLight(p, vmanip, daynight_ratio);
}

void getTileInfo(
		// Input:
		v3s16 blockpos_nodes,
		v3s16 p,
		v3s16 face_dir,
		u32 daynight_ratio,
		VoxelManipulator &vmanip,
		NodeModMap &temp_mods,
		bool smooth_lighting,
		// Output:
		bool &makes_face,
		v3s16 &p_corrected,
		v3s16 &face_dir_corrected,
		u8 *lights,
		TileSpec &tile
	)
{
	MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
	MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
	TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
	TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
	
	// This is hackish
	u8 content0 = getNodeContent(p, n0, temp_mods);
	u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
	u8 mf = face_contents(content0, content1);

	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;
	}
	
	if(smooth_lighting == false)
	{
		lights[0] = lights[1] = lights[2] = lights[3] =
				decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
	}
	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], vmanip, daynight_ratio);
		}
	}
	
	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
*/
void updateFastFaceRow(
		u32 daynight_ratio,
		v3f posRelative_f,
		v3s16 startpos,
		u16 length,
		v3s16 translate_dir,
		v3f translate_dir_f,
		v3s16 face_dir,
		v3f face_dir_f,
		core::array<FastFace> &dest,
		NodeModMap &temp_mods,
		VoxelManipulator &vmanip,
		v3s16 blockpos_nodes,
		bool smooth_lighting)
{
	v3s16 p = startpos;
	
	u16 continuous_tiles_count = 0;
	
	bool makes_face;
	v3s16 p_corrected;
	v3s16 face_dir_corrected;
	u8 lights[4];
	TileSpec tile;
	getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
			vmanip, temp_mods, smooth_lighting,
			makes_face, p_corrected, face_dir_corrected, lights, tile);

	for(u16 j=0; j<length; j++)
	{
		// If tiling can be done, this is set to false in the next step
		bool next_is_different = true;
		
		v3s16 p_next;
		
		bool next_makes_face = false;
		v3s16 next_p_corrected;
		v3s16 next_face_dir_corrected;
		u8 next_lights[4] = {0,0,0,0};
		TileSpec next_tile;
		
		// If at last position, there is nothing to compare to and
		// the face must be drawn anyway
		if(j != length - 1)
		{
			p_next = p + translate_dir;
			
			getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
					vmanip, temp_mods, smooth_lighting,
					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
					&& 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;
			}
		}

		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;
				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,
						posRelative_f, dest);
			}

			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;
	}
}

scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
{
	// 4-21ms for MAP_BLOCKSIZE=16
	// 24-155ms for MAP_BLOCKSIZE=32
	//TimeTaker timer1("makeMapBlockMesh()");

	core::array<FastFace> fastfaces_new;

	v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
	
	// floating point conversion
	v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
	
	/*
		Some settings
	*/
	//bool new_style_water = g_settings.getBool("new_style_water");
	//bool new_style_leaves = g_settings.getBool("new_style_leaves");
	bool smooth_lighting = g_settings.getBool("smooth_lighting");
	
	/*
		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
		//TimeTaker timer2("updateMesh() collect");

		/*
			Go through every y,z and get top(y+) faces in rows of x+
		*/
		for(s16 y=0; y<MAP_BLOCKSIZE; y++){
			for(s16 z=0; z<MAP_BLOCKSIZE; z++){
				updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
						v3s16(0,y,z), MAP_BLOCKSIZE,
						v3s16(1,0,0), //dir
						v3f  (1,0,0),
						v3s16(0,1,0), //face dir
						v3f  (0,1,0),
						fastfaces_new,
						data->m_temp_mods,
						data->m_vmanip,
						blockpos_nodes,
						smooth_lighting);
			}
		}
		/*
			Go through every x,y and get right(x+) faces in rows of z+
		*/
		for(s16 x=0; x<MAP_BLOCKSIZE; x++){
			for(s16 y=0; y<MAP_BLOCKSIZE; y++){
				updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
						v3s16(x,y,0), MAP_BLOCKSIZE,
						v3s16(0,0,1),
						v3f  (0,0,1),
						v3s16(1,0,0),
						v3f  (1,0,0),
						fastfaces_new,
						data->m_temp_mods,
						data->m_vmanip,
						blockpos_nodes,
						smooth_lighting);
			}
		}
		/*
			Go through every y,z and get back(z+) faces in rows of x+
		*/
		for(s16 z=0; z<MAP_BLOCKSIZE; z++){
			for(s16 y=0; y<MAP_BLOCKSIZE; y++){
				updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
						v3s16(0,y,z), MAP_BLOCKSIZE,
						v3s16(1,0,0),
						v3f  (1,0,0),
						v3s16(0,0,1),
						v3f  (0,0,1),
						fastfaces_new,
						data->m_temp_mods,
						data->m_vmanip,
						blockpos_nodes,
						smooth_lighting);
			}
		}
	}

	// End of slow part

	/*
		Convert FastFaces to SMesh
	*/

	MeshCollector collector;

	if(fastfaces_new.size() > 0)
	{
		// avg 0ms (100ms spikes when loading textures the first time)
		//TimeTaker timer2("updateMesh() mesh building");

		video::SMaterial material;
		material.setFlag(video::EMF_LIGHTING, false);
		material.setFlag(video::EMF_BILINEAR_FILTER, false);
		material.setFlag(video::EMF_FOG_ENABLE, true);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
		//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);

		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};
			
			video::ITexture *texture = f.tile.texture.atlas;
			if(texture == NULL)
				continue;

			material.setTexture(0, texture);
			
			f.tile.applyMaterialOptions(material);

			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.
			*/
			if(f.vertices[0].Color != f.vertices[2].Color
					|| f.vertices[1].Color == f.vertices[3].Color)
				indices_p = indices_alternate;
			
			collector.append(material, f.vertices, 4, indices_p, 6);
		}
	}

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

	mapblock_mesh_generate_special(data, collector);
	
	/*
		Add stuff from collector to mesh
	*/
	
	scene::SMesh *mesh_new = NULL;
	mesh_new = new scene::SMesh();
	
	collector.fillMesh(mesh_new);

	/*
		Do some stuff to the mesh
	*/

	mesh_new->recalculateBoundingBox();

	/*
		Delete new mesh if it is empty
	*/

	if(mesh_new->getMeshBufferCount() == 0)
	{
		mesh_new->drop();
		mesh_new = NULL;
	}

	if(mesh_new)
	{
#if 0
		// Usually 1-700 faces and 1-7 materials
		std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
				<<"and uses "<<mesh_new->getMeshBufferCount()
				<<" materials (meshbuffers)"<<std::endl;
#endif

		// Use VBO for mesh (this just would set this for ever buffer)
		// This will lead to infinite memory usage because or irrlicht.
		//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);

		/*
			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
		*/
	}

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