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path: root/src/content_sao.cpp
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* Initialize all member variables of LuaEntitySAOPerttu Ahola2012-12-23
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* Full protocol 13 compatibility on server sidePerttu Ahola2012-11-29
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* Fix LuaEntitySAO::getClientInitializationData() and bump the related versionPerttu Ahola2012-11-26
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* A bunch of fixesMirceaKitsune2012-11-25
| | | | | | | | | | | | No longer hide players who are dead. With models, a death animation should be used instead Some changes requested by celeron55 Rename a lot of things in the code, and use better lua api function names Minor code corrections Bump protocol version up, since the models / animations / attachments code creates new client<->server messages
* Allow Vanessa's texture filtering / mipmap patch to work on models, as well ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | as all other node types Initialize m_bone_posrot too Update pos_translator for attached players, which should fix a bug noticed with carts where a detached player would travel from the detachment spot to where it was detached Don't make attachments possible to right-click either Properly apply object and text visibility for local attachments, and fix them showing when they shouldn't
* Update attachments at the ending of the addToScene function for parents. And ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | with this... *drum roll* Client-side attachments are at last functional and stick visibly. Fix the last segmentation fault (apparently). So far attachments seem to be fully functional, although removing the parent causes children to go to origin 0,0,0 and possibly still cause such a fault (though this should already be addressed) Fix a bug in falling code where entities get stuck Also check if the parent has been removed server-side, and detach the child if so. Fixes children going to origin 0,0,0 when their parent is removed. Unset all attachment properties when permanently detaching (on both the client and server). Also store less data we don't need Create a separate function for detaching, and also update lua api documentation When a child is detached, update its position from the server to clients. This WILL cause it to get positioned slightly differently client side, as the server attachment system only copies parent origin and knows not about mesh / bone transformation. This prevents different clients seeing the object detached in different spots which is most correct Update the position of attached players to clients. An attached player will see himself move, but this is currently VERY ugly and laggy as it is done by the server (it probably must stay this way too) Use a different approach for locally attached players. This allows for smooth positio transitions to work, as well at the player turning around freely. Still buggy however
* Send animations, bone overrides and attachments in entity initialization. ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | | | | Clients no longer have to be near an object when an animation or attachment is set to see the changes, and newly connected clients (or a client that simply renders the object for the first time) will get all of those settings. Therefore, the lua script no longer needs to run every X seconds either, just once per entity. Finish fixing the material color code. But it won't work until MineTest has dynamic lighting... another day another feature. Extra checks for the bone positioning / rotation code Many checks and consistency improvements to the client attachment code Make a separate function for checking if a client object is attached. A more in-depth change will be needed here to fix reading of invalid pointers Use a different method of fetching the parent. Fixes the mass segmentation faults when rendering an attachment (some still happen though) Major change to how attachments are handled. Fix the last segmentaton fault, which was due to the parent becoming invalid while being refreshed / removed which would bause the child to remain attached to nothing. Parents remove their children when being deleted themselves and add them back when re-added. Attachments are stored inside a 2D a vector which easily allows both a child to find their parent and a parent to find its children. Remove attachment list entry when an object is being permanently removed. Also avoid duplicate entries in this list when re-attaching the same object The "big code comments" can now go away. Client attachments almost work properly, and I know what else needs to be done
* Enable client-side attachments, add detachment codeMirceaKitsune2012-11-25
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* Fix some remaining issues with attachments, now they work. Tested with ↵MirceaKitsune2012-11-25
| | | | object->player and player->player attachments
* Complete the attachment framework.MirceaKitsune2012-11-25
| | | | | | | | | | | | The child ID can now be checked against the parent ID in content_cao.cpp so the parent can be detected. Actual attachment code to come Divide attachment system between server attachments and client attachments, neither coded right now. As explained in the code comment: // Attachments need to be handled on both the server and client. // If we attach only on the server, models (which are client-side) // can't be read so we don't know the origin and orientation of bones. // If we attach only on the client, the real position of attachments is // not updated and you can't click them for example.
* Framework for the attachment system, new object property which allows ↵MirceaKitsune2012-11-25
| | | | | | | | | | | | | | changing the color and alpha of mesh materials New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there Framework for the attachment system, with no actual functionality yet Send bone and player object to the setAttachment function in content_sao.cpp, but we need a way to translate it there and send it to the client I will also want position and rotation offsets to be possible to apply to attachments Network object ID from server to client. This will be used to identify the parent client-side and know what to attach to
* Get the new animation framework properly workingMirceaKitsune2012-11-25
| | | | | | Store start and end frames as v2f Also move bone animations to their own function instead of object properties
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
| | | | Attempt to move the animation system to a more correct implementation, rather than using object properties. Incomplete and breaks functionality
* Properly read the mesh from LUA.MirceaKitsune2012-11-25
| | | | | | | | | | | | | | | | | Players can now be set to meshes using the following test script: function switch_player_visual() prop = { mesh="player.obj", texture="player.png", visual="mesh", } for _, obj in pairs(minetest.get_connected_players()) do obj:set_properties(prop) end minetest.after(1.0, switch_player_visual) end minetest.after(1.0, switch_player_visual)
* 3D model support for players using Irrlicht. Also ready the basis for mesh ↵MirceaKitsune2012-11-25
| | | | support on nodes / items via LUA (to be done). Supports any mesh format compatible with Irrlicht, but animations are not set up yet.
* Add dtime_s to entity activationPerttu Ahola2012-09-09
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* Remove special handling of creative modePerttu Ahola2012-07-25
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* Server-side checking of digging; disable_anticheat settingPerttu Ahola2012-07-21
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* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
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* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Add comment about ItemSAO being deprecatedPerttu Ahola2012-06-11
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Fix crash after 'LuaEntity name "particles:smoke" not defined' and similar ↵Perttu Ahola2012-04-08
| | | | errors
* Fix disabling of player movement cheat detection in singleplayerPerttu Ahola2012-04-01
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* Don't apply player movement cheat detection in singleplayerPerttu Ahola2012-04-01
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* Add server-side enforcement of the 'fast' privilege; also fix client ↵Perttu Ahola2012-03-31
| | | | checking 'fly' instead of 'fast'
* Fix the position of LuaEntityCAOs not getting updated at allPerttu Ahola2012-03-30
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* ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on ↵Perttu Ahola2012-03-30
| | | | players too!
* ObjectPropertiesPerttu Ahola2012-03-30
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* Use GenericCAO in place of LuaEntityCAO and PlayerCAOPerttu Ahola2012-03-29
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* Add GenericCAO and player armor groups, but don't use them yetPerttu Ahola2012-03-29
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* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
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* Clean up log messages everywherePerttu Ahola2012-03-11
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* Immediate smoke puff when a normal entity is punched to deathPerttu Ahola2012-03-10
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* Fix and tune things, add tool "recharge" animation, add dummyballPerttu Ahola2012-03-10
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* LuaEntity armor groupsPerttu Ahola2012-03-10
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* Damage groups WIPPerttu Ahola2012-03-10
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* Entity damage system WIP; Remove C++ mobsPerttu Ahola2012-03-10
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* itemgroup.h and ItemGroupList typedefPerttu Ahola2012-03-10
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* Digging time groups WIPPerttu Ahola2012-03-10
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* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* Add ObjectRef:getvelocity(), ObjectRef:setyaw() and ObjectRef:getyaw()Perttu Ahola2012-01-02
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* ObjectRef:get_entity_name() and fixing of comments in default/init.luaPerttu Ahola2012-01-02
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* Delete unknown LuaEntities when punchedPerttu Ahola2011-12-04
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* Remove obsolete createPickedUpItem()Perttu Ahola2011-12-02
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* Add time_from_last_punch to Lua APIPerttu Ahola2011-12-02
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* Players are more like objects + related stuffPerttu Ahola2011-12-01
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* Player-is-SAO WIPPerttu Ahola2011-12-01
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* CraftItem rework and Lua interfaceKahrl2011-11-29
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* Improve luaentity sprite functionality (and add some random stuff)Perttu Ahola2011-11-29
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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/meshgen/collector.h"
#include "client/renderingengine.h"
#include <array>

/*
	MeshMakeData
*/

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

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::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,
	const NodeDefManager *ndef)
{
	u8 light = n.getLight(bank, ndef);
	if (light > 0)
		light = rangelim(light + increment, 0, LIGHT_SUN);
	return decode_light(light);
}

/*
	Calculate non-smooth lighting at interior of node.
	Both light banks.
*/
u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *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, const NodeDefManager *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, const v3s16 &face_dir,
	const NodeDefManager *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)
{
	const NodeDefManager *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;
	bool direct_sunlight = false;

	auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
		if (obstructed) {
			ambient_occlusion++;
			return false;
		}
		MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
		if (n.getContent() == CONTENT_IGNORE)
			return true;
		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) {
			u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
			u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
			if (light_level_day == LIGHT_SUN)
				direct_sunlight = true;
			light_day += decode_light(light_level_day);
			light_night += decode_light(light_level_night);
			light_count++;
		} else {
			ambient_occlusion++;
		}
		return f.light_propagates;
	};

	bool obstructed[4] = { true, true, true, true };
	add_node(0);
	bool opaque1 = !add_node(1);
	bool opaque2 = !add_node(2);
	bool opaque3 = !add_node(3);
	obstructed[0] = opaque1 && opaque2;
	obstructed[1] = opaque1 && opaque3;
	obstructed[2] = opaque2 && opaque3;
	for (u8 k = 0; k < 3; ++k)
		if (add_node(k + 4, obstructed[k]))
			obstructed[3] = false;
	if (add_node(7, obstructed[3])) { // wrap light around nodes
		ambient_occlusion -= 3;
		for (u8 k = 0; k < 3; ++k)
			add_node(k + 4, !obstructed[k]);
	}

	if (light_count == 0) {
		light_day = light_night = 0;
	} else {
		light_day /= light_count;
		light_night /= light_count;
	}

	// boost direct sunlight, if any
	if (direct_sunlight)
		light_day = 0xFF;

	// 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 thread_local 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)
{
	return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
}

/*
	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);
}

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
*/

// This table is moved outside getNodeVertexDirs to avoid the compiler using
// a mutex to initialize this table at runtime right in the hot path.
// For details search the internet for "cxa_guard_acquire".
static const v3s16 vertex_dirs_table[] = {
	// ( 1, 0, 0)
	v3s16( 1,-1, 1), v3s16( 1,-1,-1),
	v3s16( 1, 1,-1), v3s16( 1, 1, 1),
	// ( 0, 1, 0)
	v3s16( 1, 1,-1), v3s16(-1, 1,-1),
	v3s16(-1, 1, 1), v3s16( 1, 1, 1),
	// ( 0, 0, 1)
	v3s16(-1,-1, 1), v3s16( 1,-1, 1),
	v3s16( 1, 1, 1), v3s16(-1, 1, 1),
	// invalid
	v3s16(), v3s16(), v3s16(), v3s16(),
	// ( 0, 0,-1)
	v3s16( 1,-1,-1), v3s16(-1,-1,-1),
	v3s16(-1, 1,-1), v3s16( 1, 1,-1),
	// ( 0,-1, 0)
	v3s16( 1,-1, 1), v3s16(-1,-1, 1),
	v3s16(-1,-1,-1), v3s16( 1,-1,-1),
	// (-1, 0, 0)
	v3s16(-1,-1,-1), v3s16(-1,-1, 1),
	v3s16(-1, 1, 1), v3s16(-1, 1,-1)
};

/*
	vertex_dirs: v3s16[4]
*/
static void getNodeVertexDirs(const 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
	*/

	// Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
	// (0,0,1), (0,0,-1)
	assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z == 1);

	// Convert direction to single integer for table lookup
	u8 idx = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
	idx = (idx - 1) * 4;

#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC diagnostic push
#if __GNUC__ > 7
#pragma GCC diagnostic ignored "-Wclass-memaccess"
#endif
#endif
	memcpy(vertex_dirs, &vertex_dirs_table[idx], 4 * sizeof(v3s16));
#if defined(__GNUC__) && !defined(__clang__)
#pragma GCC diagnostic pop
#endif
}

static void getNodeTextureCoords(v3f base, const v3f &scale, const 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 + 1;
		*v = base.Z + 1;
	}
}

struct FastFace
{
	TileSpec tile;
	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;
};

static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
	const v3f &tp, const v3f &p, const v3s16 &dir, const 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) };

	// 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.tile = tile;
}

/*
	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,
	const NodeDefManager *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, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
{
	const NodeDefManager *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, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
{
	const NodeDefManager *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, true);

	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 ,
		   0,0,  4,2 , 1,1 , 2,2 ,  0,0,  3,2 , 0,3 , 5,2

	};
	u16 tile_index = facedir * 16 + dir_i;
	getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
	tile.rotation = tile.world_aligned ? 0 : dir_to_tile[tile_index + 1];
}

static void getTileInfo(
		// Input:
		MeshMakeData *data,
		const v3s16 &p,
		const v3s16 &face_dir,
		// Output:
		bool &makes_face,
		v3s16 &p_corrected,
		v3s16 &face_dir_corrected,
		u16 *lights,
		u8 &waving,
		TileSpec &tile
	)
{
	VoxelManipulator &vmanip = data->m_vmanip;
	const NodeDefManager *ndef = data->m_client->ndef();
	v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;

	const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);

	// Don't even try to get n1 if n0 is already CONTENT_IGNORE
	if (n0.getContent() == CONTENT_IGNORE) {
		makes_face = false;
		return;
	}

	const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);

	if (n1.getContent() == CONTENT_IGNORE) {
		makes_face = false;
		return;
	}

	// 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;

	MapNode n = n0;

	if (mf == 1) {
		p_corrected = p;
		face_dir_corrected = face_dir;
	} else {
		n = n1;
		p_corrected = p + face_dir;
		face_dir_corrected = -face_dir;
	}

	getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
	const ContentFeatures &f = ndef->get(n);
	waving = f.waving;
	tile.emissive_light = f.light_source;

	// eg. water and glass
	if (equivalent) {
		for (TileLayer &layer : tile.layers)
			layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
	}

	if (!data->m_smooth_lighting) {
		lights[0] = lights[1] = lights[2] = lights[3] =
				getFaceLight(n0, n1, face_dir, ndef);
	} else {
		v3s16 vertex_dirs[4];
		getNodeVertexDirs(face_dir_corrected, vertex_dirs);

		v3s16 light_p = blockpos_nodes + p_corrected;
		for (u16 i = 0; i < 4; i++)
			lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
	}
}

/*
	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,
		const v3s16 &&startpos,
		v3s16 translate_dir,
		const v3f &&translate_dir_f,
		const v3s16 &&face_dir,
		std::vector<FastFace> &dest)
{
	static thread_local const bool waving_liquids =
		g_settings->getBool("enable_shaders") &&
		g_settings->getBool("enable_waving_water");

	v3s16 p = startpos;

	u16 continuous_tiles_count = 1;

	bool makes_face = false;
	v3s16 p_corrected;
	v3s16 face_dir_corrected;
	u16 lights[4] = {0, 0, 0, 0};
	u8 waving = 0;
	TileSpec tile;

	// Get info of first tile
	getTileInfo(data, p, face_dir,
			makes_face, p_corrected, face_dir_corrected,
			lights, waving, tile);

	// Unroll this variable which has a significant build cost
	TileSpec next_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;

		bool next_makes_face = false;
		v3s16 next_p_corrected;
		v3s16 next_face_dir_corrected;
		u16 next_lights[4] = {0, 0, 0, 0};

		// If at last position, there is nothing to compare to and
		// the face must be drawn anyway
		if (j != MAP_BLOCKSIZE - 1) {
			p += translate_dir;

			getTileInfo(data, p, face_dir,
					next_makes_face, next_p_corrected,
					next_face_dir_corrected, next_lights,
					waving,
					next_tile);

			if (next_makes_face == makes_face
					&& next_p_corrected == p_corrected + translate_dir
					&& next_face_dir_corrected == face_dir_corrected
					&& memcmp(next_lights, lights, sizeof(lights)) == 0
					// Don't apply fast faces to waving water.
					&& (waving != 3 || !waving_liquids)
					&& next_tile.isTileable(tile)) {
				next_is_different = false;
				continuous_tiles_count++;
			}
		}
		if (next_is_different) {
			/*
				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 * 0.5f - 0.5f)
					* 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],
						pf, sp, face_dir_corrected, scale, dest);
				g_profiler->avg("Meshgen: Tiles per face [#]", continuous_tiles_count);
			}

			continuous_tiles_count = 1;
		}

		makes_face = next_makes_face;
		p_corrected = next_p_corrected;
		face_dir_corrected = next_face_dir_corrected;
		memcpy(lights, next_lights, sizeof(lights));
		if (next_is_different)
			tile = std::move(next_tile); // faster than copy
	}
}

static void updateAllFastFaceRows(MeshMakeData *data,
		std::vector<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
				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
				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
				dest);
}

static void applyTileColor(PreMeshBuffer &pmb)
{
	video::SColor tc = pmb.layer.color;
	if (tc == video::SColor(0xFFFFFFFF))
		return;
	for (video::S3DVertex &vertex : pmb.vertices) {
		video::SColor *c = &vertex.Color;
		c->set(c->getAlpha(),
			c->getRed() * tc.getRed() / 255,
			c->getGreen() * tc.getGreen() / 255,
			c->getBlue() * tc.getBlue() / 255);
	}
}

/*
	MapBlockMesh
*/

MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
	m_minimap_mapblock(NULL),
	m_tsrc(data->m_client->getTextureSource()),
	m_shdrsrc(data->m_client->getShaderSource()),
	m_animation_force_timer(0), // force initial animation
	m_last_crack(-1),
	m_last_daynight_ratio((u32) -1)
{
	for (auto &m : m_mesh)
		m = new scene::SMesh();
	m_enable_shaders = data->m_use_shaders;
	m_enable_vbo = g_settings->getBool("enable_vbo");

	if (data->m_client->getMinimap()) {
		m_minimap_mapblock = new MinimapMapblock;
		m_minimap_mapblock->getMinimapNodes(
			&data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
	}

	// 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
	// 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
	//TimeTaker timer1("MapBlockMesh()");

	std::vector<FastFace> fastfaces_new;
	fastfaces_new.reserve(512);

	/*
		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 (const FastFace &f : fastfaces_new) {
			static const u16 indices[] = {0, 1, 2, 2, 3, 0};
			static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
			const u16 *indices_p =
				f.vertex_0_2_connected ? indices : indices_alternate;
			collector.append(f.tile, f.vertices, 4, indices_p, 6);
		}
	}

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

	{
		MapblockMeshGenerator generator(data, &collector);
		generator.generate();
	}

	/*
		Convert MeshCollector to SMesh
	*/

	for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
		for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
		{
			PreMeshBuffer &p = collector.prebuffers[layer][i];

			applyTileColor(p);

			// Generate animation data
			// - Cracks
			if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
				// Find the texture name plus ^[crack:N:
				std::ostringstream os(std::ios::binary);
				os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
				if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
					os << "o";  // use ^[cracko
				u8 tiles = p.layer.scale;
				if (tiles > 1)
					os << ":" << (u32)tiles;
				os << ":" << (u32)p.layer.animation_frame_count << ":";
				m_crack_materials.insert(std::make_pair(
						std::pair<u8, u32>(layer, i), os.str()));
				// Replace tile texture with the cracked one
				p.layer.texture = m_tsrc->getTextureForMesh(
						os.str() + "0",
						&p.layer.texture_id);
			}
			// - Texture animation
			if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
				// Add to MapBlockMesh in order to animate these tiles
				m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
				m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
				if (g_settings->getBool(
						"desynchronize_mapblock_texture_animation")) {
					// Get starting position from noise
					m_animation_frame_offsets[std::pair<u8, u32>(layer, 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[std::pair<u8, u32>(layer, i)] = 0;
				}
				// Replace tile texture with the first animation frame
				p.layer.texture = (*p.layer.frames)[0].texture;
			}

			if (!m_enable_shaders) {
				// Extract colors for day-night animation
				// Dummy sunlight to handle non-sunlit areas
				video::SColorf sunlight;
				get_sunlight_color(&sunlight, 0);
				u32 vertex_count = p.vertices.size();
				for (u32 j = 0; j < vertex_count; j++) {
					video::SColor *vc = &p.vertices[j].Color;
					video::SColor copy = *vc;
					if (vc->getAlpha() == 0) // No sunlight - no need to animate
						final_color_blend(vc, copy, sunlight); // Finalize color
					else // Record color to animate
						m_daynight_diffs[std::pair<u8, u32>(layer, i)][j] = copy;

					// The sunlight ratio has been stored,
					// delete alpha (for the final rendering).
					vc->setAlpha(255);
				}
			}

			// 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.setTexture(0, p.layer.texture);

			if (m_enable_shaders) {
				material.MaterialType = m_shdrsrc->getShaderInfo(
						p.layer.shader_id).material;
				p.layer.applyMaterialOptionsWithShaders(material);
				if (p.layer.normal_texture)
					material.setTexture(1, p.layer.normal_texture);
				material.setTexture(2, p.layer.flags_texture);
			} else {
				p.layer.applyMaterialOptions(material);
			}

			scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];

			scene::SMeshBuffer *buf = new scene::SMeshBuffer();
			buf->Material = material;
			buf->append(&p.vertices[0], p.vertices.size(),
				&p.indices[0], p.indices.size());
			mesh->addMeshBuffer(buf);
			buf->drop();
		}

		if (m_mesh[layer]) {
			// Use VBO for mesh (this just would set this for ever buffer)
			if (m_enable_vbo)
				m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
		}
	}

	//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()
{
	for (scene::IMesh *m : m_mesh) {
		if (m_enable_vbo) {
			for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
				scene::IMeshBuffer *buf = m->getMeshBuffer(i);
				RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
			}
		}
		m->drop();
	}
	delete m_minimap_mapblock;
}

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 (auto &crack_material : m_crack_materials) {
			scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
				getMeshBuffer(crack_material.first.second);
			std::string basename = crack_material.second;

			// Create new texture name from original
			std::ostringstream os;
			os << basename << crack;
			u32 new_texture_id = 0;
			video::ITexture *new_texture =
					m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
			buf->getMaterial().setTexture(0, new_texture);

			// If the current material is also animated,
			// update animation info
			auto anim_iter = m_animation_tiles.find(crack_material.first);
			if (anim_iter != m_animation_tiles.end()) {
				TileLayer &tile = anim_iter->second;
				tile.texture = new_texture;
				tile.texture_id = new_texture_id;
				// force animation update
				m_animation_frames[crack_material.first] = -1;
			}
		}

		m_last_crack = crack;
	}

	// Texture animation
	for (auto &animation_tile : m_animation_tiles) {
		const TileLayer &tile = animation_tile.second;
		// Figure out current frame
		int frameoffset = m_animation_frame_offsets[animation_tile.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[animation_tile.first])
			continue;

		m_animation_frames[animation_tile.first] = frame;

		scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
			getMeshBuffer(animation_tile.first.second);

		const FrameSpec &animation_frame = (*tile.frames)[frame];
		buf->getMaterial().setTexture(0, animation_frame.texture);
		if (m_enable_shaders) {
			if (animation_frame.normal_texture)
				buf->getMaterial().setTexture(1,
					animation_frame.normal_texture);
			buf->getMaterial().setTexture(2, animation_frame.flags_texture);
		}
	}

	// Day-night transition
	if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
		// Force reload mesh to VBO
		if (m_enable_vbo)
			for (scene::IMesh *m : m_mesh)
				m->setDirty();
		video::SColorf day_color;
		get_sunlight_color(&day_color, daynight_ratio);

		for (auto &daynight_diff : m_daynight_diffs) {
			scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
				getMeshBuffer(daynight_diff.first.second);
			video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
			for (const auto &j : daynight_diff.second)
				final_color_blend(&(vertices[j.first].Color), j.second,
						day_color);
		}
		m_last_daynight_ratio = daynight_ratio;
	}

	return true;
}

video::SColor encode_light(u16 light, u8 emissive_light)
{
	// Get components
	u32 day = (light & 0xff);
	u32 night = (light >> 8);
	// Add emissive light
	night += emissive_light * 2.5f;
	if (night > 255)
		night = 255;
	// Since we don't know if the day light is sunlight or
	// artificial light, assume it is artificial when the night
	// light bank is also lit.
	if (day < night)
		day = 0;
	else
		day = day - night;
	u32 sum = day + night;
	// Ratio of sunlight:
	u32 r;
	if (sum > 0)
		r = day * 255 / sum;
	else
		r = 0;
	// Average light:
	float b = (day + night) / 2;
	return video::SColor(r, b, b, b);
}