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/*
Minetest-c55
Copyright (C) 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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

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

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef GUICHATCONSOLE_HEADER
#define GUICHATCONSOLE_HEADER

#include "irrlichttypes_extrabloated.h"
#include "chat.h"

class Client;

class GUIChatConsole : public gui::IGUIElement
{
public:
	GUIChatConsole(gui::IGUIEnvironment* env,
			gui::IGUIElement* parent,
			s32 id,
			ChatBackend* backend,
			Client* client);
	virtual ~GUIChatConsole();

	// Open the console (height = desired fraction of screen size)
	// This doesn't open immediately but initiates an animation.
	// You should call isOpenInhibited() before this.
	void openConsole(f32 height);
	// Check if the console should not be opened at the moment
	// This is to avoid reopening the console immediately after closing
	bool isOpenInhibited() const;
	// Close the console, equivalent to openConsole(0).
	// This doesn't close immediately but initiates an animation.
	void closeConsole();
	// Close the console immediately, without animation.
	void closeConsoleAtOnce();

	// Return the desired height (fraction of screen size)
	// Zero if the console is closed or getting closed
	f32 getDesiredHeight() const;

	// Change how the cursor looks
	void setCursor(
		bool visible,
		bool blinking = false,
		f32 blink_speed = 1.0,
		f32 relative_height = 1.0);

	// Irrlicht draw method
	virtual void draw();

	bool canTakeFocus(gui::IGUIElement* element) { return false; }

	virtual bool OnEvent(const SEvent& event);

private:
	void reformatConsole();
	void recalculateConsolePosition();

	// These methods are called by draw
	void animate(u32 msec);
	void drawBackground();
	void drawText();
	void drawPrompt();

private:
	// pointer to the chat backend
	ChatBackend* m_chat_backend;

	// pointer to the client
	Client* m_client;

	// current screen size
	v2u32 m_screensize;

	// used to compute how much time passed since last animate()
	u32 m_animate_time_old;

	// should the console be opened or closed?
	bool m_open;
	// current console height [pixels]
	s32 m_height;
	// desired height [pixels]
	f32 m_desired_height;
	// desired height [screen height fraction]
	f32 m_desired_height_fraction;
	// console open/close animation speed [screen height fraction / second]
	f32 m_height_speed;
	// if nonzero, opening the console is inhibited [milliseconds]
	u32 m_open_inhibited;

	// cursor blink frame (16-bit value)
	// cursor is off during [0,32767] and on during [32768,65535]
	u32 m_cursor_blink;
	// cursor blink speed [on/off toggles / second]
	f32 m_cursor_blink_speed;
	// cursor height [line height]
	f32 m_cursor_height;

	// background texture
	video::ITexture* m_background;
	// background color (including alpha)
	video::SColor m_background_color;

	// font
	gui::IGUIFont* m_font;
	v2u32 m_fontsize;
};


#endif

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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

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

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mapblock_mesh.h"
#include "client.h"
#include "mapblock.h"
#include "map.h"
#include "profiler.h"
#include "shader.h"
#include "mesh.h"
#include "minimap.h"
#include "content_mapblock.h"
#include "util/directiontables.h"
#include "client/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;
		*v = -base.Y;
	} else if (dir == v3s16(0,0,-1)) {
		*u = base.X + 1;
		*v = -base.Y - 1;
	} else if (dir == v3s16(1,0,0)) {
		*u = base.Z + 1;
		*v = -base.Y - 1;
	} else if (dir == v3s16(-1,0,0)) {
		*u = -base.Z;
		*v = -base.Y;
	} else if (dir == v3s16(0,1,0)) {
		*u = base.X + 1;
		*v = -base.Z - 1;
	} 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");

	static thread_local const bool force_not_tiling =
			g_settings->getBool("enable_dynamic_shadows");

	v3s16 p = startpos;

	u16 continuous_tiles_count = 1;

	bool makes_face = false;
	v3s16 p_corrected;