]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.cpp
Light update for map blocks
[minetest.git] / src / mapblock_mesh.cpp
index d95b8d2861d6d329e686774589bda084ea3d8151..933dfc32aa8e5ce4eb9246c06e56123a9e499088 100644 (file)
@@ -21,82 +21,70 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "light.h"
 #include "mapblock.h"
 #include "map.h"
-#include "main.h" // for g_profiler
 #include "profiler.h"
 #include "nodedef.h"
-#include "gamedef.h"
 #include "mesh.h"
+#include "minimap.h"
 #include "content_mapblock.h"
 #include "noise.h"
 #include "shader.h"
 #include "settings.h"
 #include "util/directiontables.h"
-
-static void applyFacesShading(video::SColor& color, float factor)
-{
-       color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
-       color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
-}
+#include <IMeshManipulator.h>
 
 /*
        MeshMakeData
 */
 
-MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
+MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
+               bool use_tangent_vertices):
        m_vmanip(),
        m_blockpos(-1337,-1337,-1337),
        m_crack_pos_relative(-1337, -1337, -1337),
-       m_highlighted_pos_relative(-1337, -1337, -1337),
        m_smooth_lighting(false),
        m_show_hud(false),
-       m_highlight_mesh_color(255, 255, 255, 255),
-       m_gamedef(gamedef),
-       m_use_shaders(use_shaders)
+       m_client(client),
+       m_use_shaders(use_shaders),
+       m_use_tangent_vertices(use_tangent_vertices)
 {}
 
-void MeshMakeData::fill(MapBlock *block)
+void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
 {
-       m_blockpos = block->getPos();
+       m_blockpos = blockpos;
 
        v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
 
-       /*
-               Copy data
-       */
-
-       // Allocate this block + neighbors
        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);
+}
 
-       {
-               //TimeTaker timer("copy central block data");
-               // 0ms
+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));
 
-               // Copy our data
-               block->copyTo(m_vmanip);
-       }
-       {
-               //TimeTaker timer("copy neighbor block data");
-               // 0ms
+       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());
 
-               /*
-                       Copy neighbors. This is lightning fast.
-                       Copying only the borders would be *very* slow.
-               */
+       fillBlockData(v3s16(0,0,0), block->getData());
 
-               // Get map
-               Map *map = block->getParent();
+       // Get map for reading neigbhor blocks
+       Map *map = block->getParent();
 
-               for(u16 i=0; i<26; i++)
-               {
-                       const v3s16 &dir = g_26dirs[i];
-                       v3s16 bp = m_blockpos + dir;
-                       MapBlock *b = map->getBlockNoCreateNoEx(bp);
-                       if(b)
-                               b->copyTo(m_vmanip);
-               }
+       for (u16 i=0; i<26; i++) {
+               const v3s16 &dir = g_26dirs[i];
+               v3s16 bp = m_blockpos + dir;
+               MapBlock *b = map->getBlockNoCreateNoEx(bp);
+               if(b)
+                       fillBlockData(dir, b->getData());
        }
 }
 
@@ -137,12 +125,6 @@ void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
                m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
 }
 
-void MeshMakeData::setHighlighted(v3s16 highlighted_pos, bool show_hud)
-{
-       m_show_hud = show_hud;
-       m_highlighted_pos_relative = highlighted_pos - m_blockpos*MAP_BLOCKSIZE;
-}
-
 void MeshMakeData::setSmoothLighting(bool smooth_lighting)
 {
        m_smooth_lighting = smooth_lighting;
@@ -238,7 +220,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
                v3s16(1,1,1),
        };
 
-       INodeDefManager *ndef = data->m_gamedef->ndef();
+       INodeDefManager *ndef = data->m_client->ndef();
 
        u16 ambient_occlusion = 0;
        u16 light_count = 0;
@@ -248,7 +230,7 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
 
        for (u32 i = 0; i < 8; i++)
        {
-               const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);
+               MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p - dirs8[i]);
 
                // if it's CONTENT_IGNORE we can't do any light calculations
                if (n.getContent() == CONTENT_IGNORE) {
@@ -327,19 +309,34 @@ u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
        return getSmoothLightCombined(p, data);
 }
 
-/*
-       Converts from day + night color values (0..255)
-       and a given daynight_ratio to the final SColor shown on screen.
-*/
-void finalColorBlend(video::SColor& result,
-               u8 day, u8 night, u32 daynight_ratio)
+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)
 {
-       s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
-       s32 b = rg;
+       video::SColorf dayLight;
+       get_sunlight_color(&dayLight, daynight_ratio);
+       final_color_blend(result,
+               encode_light_and_color(light, video::SColor(0xFFFFFFFF), 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;
 
-       // Moonlight is blue
-       b += (day - night) / 13;
-       rg -= (day - night) / 23;
+       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
@@ -347,19 +344,13 @@ void finalColorBlend(video::SColor& result,
                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(b, 0, 255) / 8];
-       b = irr::core::clamp(b, 0, 255);
 
-       // Artificial light is yellow-ish
-       static const u8 emphase_yellow_when_artificial[16] = {
-               0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
-       };
-       rg += emphase_yellow_when_artificial[night/16];
-       rg = irr::core::clamp(rg, 0, 255);
+       b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
+               0, 255) / 8] / 255.0f;
 
-       result.setRed(rg);
-       result.setGreen(rg);
-       result.setBlue(b);
+       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));
 }
 
 /*
@@ -436,7 +427,7 @@ struct FastFace
 };
 
 static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
-               v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
+               v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
 {
        // Position is at the center of the cube.
        v3f pos = p * BS;
@@ -586,24 +577,25 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
 
        v3f normal(dir.X, dir.Y, dir.Z);
 
-       u8 alpha = tile.alpha;
-
        dest.push_back(FastFace());
 
        FastFace& face = *dest.rbegin();
 
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
-                       MapBlock_LightColor(alpha, li0, light_source),
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
-                       MapBlock_LightColor(alpha, li1, light_source),
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
-                       MapBlock_LightColor(alpha, li2, light_source),
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
-                       MapBlock_LightColor(alpha, li3, light_source),
-                       core::vector2d<f32>(x0+w*abs_scale, y0));
+       u16 li[4] = { li0, li1, li2, li3 };
+       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) };
+
+       for (u8 i = 0; i < 4; i++) {
+               video::SColor c = encode_light_and_color(li[i], tile.color,
+                       tile.emissive_light);
+               if (!tile.emissive_light)
+                       applyFacesShading(c, normal);
+
+               face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
+       }
 
        face.tile = tile;
 }
@@ -669,8 +661,11 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
 */
 TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
 {
-       INodeDefManager *ndef = data->m_gamedef->ndef();
-       TileSpec spec = ndef->get(mn).tiles[tileindex];
+       INodeDefManager *ndef = data->m_client->ndef();
+       const ContentFeatures &f = ndef->get(mn);
+       TileSpec spec = f.tiles[tileindex];
+       if (!spec.has_color)
+               mn.getColor(f, &spec.color);
        // Apply temporary crack
        if (p == data->m_crack_pos_relative)
                spec.material_flags |= MATERIAL_FLAG_CRACK;
@@ -682,7 +677,7 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
 */
 TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
 {
-       INodeDefManager *ndef = data->m_gamedef->ndef();
+       INodeDefManager *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)
@@ -739,7 +734,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
        u16 tile_index=facedir*16 + dir_i;
        TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
        spec.rotation=dir_to_tile[tile_index + 1];
-       spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
+       spec.texture = data->m_client->tsrc()->getTexture(spec.texture_id);
        return spec;
 }
 
@@ -753,12 +748,11 @@ static void getTileInfo(
                v3s16 &p_corrected,
                v3s16 &face_dir_corrected,
                u16 *lights,
-               TileSpec &tile,
-               u8 &light_source
+               TileSpec &tile
        )
 {
        VoxelManipulator &vmanip = data->m_vmanip;
-       INodeDefManager *ndef = data->m_gamedef->ndef();
+       INodeDefManager *ndef = data->m_client->ndef();
        v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
 
        MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
@@ -769,7 +763,8 @@ static void getTileInfo(
                return;
        }
 
-       const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(blockpos_nodes + p + face_dir);
+       const MapNode &n1 = vmanip.getNodeRefUnsafeCheckFlags(
+               blockpos_nodes + p + face_dir);
 
        if (n1.getContent() == CONTENT_IGNORE) {
                makes_face = false;
@@ -789,26 +784,25 @@ static void getTileInfo(
 
        makes_face = true;
 
-       if(mf == 1)
-       {
-               tile = getNodeTile(n0, p, face_dir, data);
+       MapNode n = n0;
+
+       if (mf == 1) {
                p_corrected = p;
                face_dir_corrected = face_dir;
-               light_source = ndef->get(n0).light_source;
-       }
-       else
-       {
-               tile = getNodeTile(n1, p + face_dir, -face_dir, data);
+       } else {
+               n = n1;
                p_corrected = p + face_dir;
                face_dir_corrected = -face_dir;
-               light_source = ndef->get(n1).light_source;
        }
+       tile = getNodeTile(n, p_corrected, face_dir_corrected, data);
+       const ContentFeatures &f = ndef->get(n);
+       tile.emissive_light = f.light_source;
 
        // eg. water and glass
-       if(equivalent)
+       if (equivalent)
                tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
 
-       if(data->m_smooth_lighting == false)
+       if (data->m_smooth_lighting == false)
        {
                lights[0] = lights[1] = lights[2] = lights[3] =
                                getFaceLight(n0, n1, face_dir, ndef);
@@ -844,20 +838,20 @@ static void updateFastFaceRow(
 {
        v3s16 p = startpos;
 
-       u16 continuous_tiles_count = 0;
+       u16 continuous_tiles_count = 1;
 
        bool makes_face = false;
        v3s16 p_corrected;
        v3s16 face_dir_corrected;
        u16 lights[4] = {0,0,0,0};
        TileSpec tile;
-       u8 light_source = 0;
        getTileInfo(data, p, face_dir,
                        makes_face, p_corrected, face_dir_corrected,
-                       lights, tile, light_source);
+                       lights, tile);
 
-       for(u16 j=0; j<MAP_BLOCKSIZE; j++)
-       {
+       // 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;
 
@@ -867,21 +861,19 @@ static void updateFastFaceRow(
                v3s16 next_p_corrected;
                v3s16 next_face_dir_corrected;
                u16 next_lights[4] = {0,0,0,0};
-               TileSpec next_tile;
-               u8 next_light_source = 0;
+
 
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
-               if(j != MAP_BLOCKSIZE - 1)
-               {
+               if (j != MAP_BLOCKSIZE - 1) {
                        p_next = p + translate_dir;
 
                        getTileInfo(data, p_next, face_dir,
                                        next_makes_face, next_p_corrected,
                                        next_face_dir_corrected, next_lights,
-                                       next_tile, next_light_source);
+                                       next_tile);
 
-                       if(next_makes_face == makes_face
+                       if (next_makes_face == makes_face
                                        && next_p_corrected == p_corrected + translate_dir
                                        && next_face_dir_corrected == face_dir_corrected
                                        && next_lights[0] == lights[0]
@@ -890,50 +882,24 @@ static void updateFastFaceRow(
                                        && next_lights[3] == lights[3]
                                        && next_tile == tile
                                        && tile.rotation == 0
-                                       && next_light_source == light_source)
-                       {
+                                       && (tile.material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
+                                       && (tile.material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)
+                                       && tile.color == next_tile.color
+                                       && tile.emissive_light == next_tile.emissive_light) {
                                next_is_different = false;
+                               continuous_tiles_count++;
                        }
-                       else{
-                               /*if(makes_face){
-                                       g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
-                                                       next_makes_face != makes_face ? 1 : 0);
-                                       g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
-                                                       (next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
-                                       g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
-                                                       next_face_dir_corrected != face_dir_corrected ? 1 : 0);
-                                       g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
-                                                       (next_lights[0] != lights[0] ||
-                                                       next_lights[0] != lights[0] ||
-                                                       next_lights[0] != lights[0] ||
-                                                       next_lights[0] != lights[0]) ? 1 : 0);
-                                       g_profiler->add("Meshgen: diff: !(next_tile == tile)",
-                                                       !(next_tile == tile) ? 1 : 0);
-                               }*/
-                       }
-                       /*g_profiler->add("Meshgen: Total faces checked", 1);
-                       if(makes_face)
-                               g_profiler->add("Meshgen: Total makes_face checked", 1);*/
-               } else {
-                       /*if(makes_face)
-                               g_profiler->add("Meshgen: diff: last position", 1);*/
                }
 
-               continuous_tiles_count++;
-
-               if(next_is_different)
-               {
+               if (next_is_different) {
                        /*
                                Create a face if there should be one
                        */
-                       if(makes_face)
-                       {
+                       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 - 0.5) * translate_dir_f;
-                               if(continuous_tiles_count != 1)
-                                       sp += translate_dir_f;
                                v3f scale(1,1,1);
 
                                if(translate_dir.X != 0) {
@@ -947,8 +913,7 @@ static void updateFastFaceRow(
                                }
 
                                makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
-                                               sp, face_dir_corrected, scale, light_source,
-                                               dest);
+                                               sp, face_dir_corrected, scale, dest);
 
                                g_profiler->avg("Meshgen: faces drawn by tiling", 0);
                                for(int i = 1; i < continuous_tiles_count; i++){
@@ -956,19 +921,15 @@ static void updateFastFaceRow(
                                }
                        }
 
-                       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;
-                       light_source = next_light_source;
+                       continuous_tiles_count = 1;
                }
 
+               makes_face = next_makes_face;
+               p_corrected = next_p_corrected;
+               face_dir_corrected = next_face_dir_corrected;
+               std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16));
+               if (next_is_different)
+                       tile = next_tile;
                p = p_next;
        }
 }
@@ -1028,16 +989,26 @@ static void updateAllFastFaceRows(MeshMakeData *data,
 
 MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_mesh(new scene::SMesh()),
-       m_gamedef(data->m_gamedef),
+       m_minimap_mapblock(NULL),
+       m_client(data->m_client),
+       m_driver(m_client->tsrc()->getDevice()->getVideoDriver()),
+       m_tsrc(m_client->getTextureSource()),
+       m_shdrsrc(m_client->getShaderSource()),
        m_animation_force_timer(0), // force initial animation
        m_last_crack(-1),
        m_crack_materials(),
-       m_highlighted_materials(),
        m_last_daynight_ratio((u32) -1),
        m_daynight_diffs()
 {
        m_enable_shaders = data->m_use_shaders;
-       m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+       m_use_tangent_vertices = data->m_use_tangent_vertices;
+       m_enable_vbo = g_settings->getBool("enable_vbo");
+
+       if (g_settings->getBool("enable_minimap")) {
+               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)
@@ -1064,15 +1035,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                Convert FastFaces to MeshCollector
        */
 
-       MeshCollector collector;
+       MeshCollector collector(m_use_tangent_vertices);
 
        {
                // avg 0ms (100ms spikes when loading textures the first time)
                // (NOTE: probably outdated)
                //TimeTaker timer2("MeshCollector building");
 
-               for(u32 i=0; i<fastfaces_new.size(); i++)
-               {
+               for (u32 i = 0; i < fastfaces_new.size(); i++) {
                        FastFace &f = fastfaces_new[i];
 
                        const u16 indices[] = {0,1,2,2,3,0};
@@ -1084,12 +1054,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        const u16 *indices_p = indices;
 
                        /*
-                               Revert triangles for nicer looking gradient if vertices
-                               1 and 3 have same color or 0 and 2 have different color.
-                               getRed() is the day color.
+                               Revert triangles for nicer looking gradient if the
+                               brightness of vertices 1 and 3 differ less than
+                               the brightness of vertices 0 and 2.
                        */
-                       if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
-                                       || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
+                       if (fabs(f.vertices[0].Color.getLuminance()
+                                       - f.vertices[2].Color.getLuminance())
+                                       > fabs(f.vertices[1].Color.getLuminance()
+                                       - f.vertices[3].Color.getLuminance()))
                                indices_p = indices_alternate;
 
                        collector.append(f.tile, f.vertices, 4, indices_p, 6);
@@ -1104,15 +1076,14 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                - whatever
        */
 
-       mapblock_mesh_generate_special(data, collector);
-
-       m_highlight_mesh_color = data->m_highlight_mesh_color;
+       {
+               MapblockMeshGenerator generator(data, &collector);
+               generator.generate();
+       }
 
        /*
                Convert MeshCollector to SMesh
        */
-       ITextureSource *tsrc = m_gamedef->tsrc();
-       IShaderSource *shdrsrc = m_gamedef->getShaderSource();
 
        for(u32 i = 0; i < collector.prebuffers.size(); i++)
        {
@@ -1124,19 +1095,18 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                {
                        // Find the texture name plus ^[crack:N:
                        std::ostringstream os(std::ios::binary);
-                       os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
+                       os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
                        if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
                                os<<"o";  // use ^[cracko
                        os<<":"<<(u32)p.tile.animation_frame_count<<":";
                        m_crack_materials.insert(std::make_pair(i, os.str()));
                        // Replace tile texture with the cracked one
-                       p.tile.texture = tsrc->getTexture(
+                       p.tile.texture = m_tsrc->getTextureForMesh(
                                        os.str()+"0",
                                        &p.tile.texture_id);
                }
                // - Texture animation
-               if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
-               {
+               if (p.tile.material_flags & MATERIAL_FLAG_ANIMATION) {
                        // Add to MapBlockMesh in order to animate these tiles
                        m_animation_tiles[i] = p.tile;
                        m_animation_frames[i] = 0;
@@ -1154,37 +1124,30 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        p.tile.texture = animation_frame.texture;
                }
 
-               if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
-                       m_highlighted_materials.push_back(i);   
-
-               for(u32 j = 0; j < p.vertices.size(); j++)
-               {
-                       // Note applyFacesShading second parameter is precalculated sqrt
-                       // value for speed improvement
-                       // Skip it for lightsources and top faces.
-                       video::SColor &vc = p.vertices[j].Color;
-                       if (!vc.getBlue()) {
-                               if (p.vertices[j].Normal.Y < -0.5) {
-                                       applyFacesShading (vc, 0.447213);
-                               } else if (p.vertices[j].Normal.X > 0.5) {
-                                       applyFacesShading (vc, 0.670820);
-                               } else if (p.vertices[j].Normal.X < -0.5) {
-                                       applyFacesShading (vc, 0.670820);
-                               } else if (p.vertices[j].Normal.Z > 0.5) {
-                                       applyFacesShading (vc, 0.836660);
-                               } else if (p.vertices[j].Normal.Z < -0.5) {
-                                       applyFacesShading (vc, 0.836660);
+               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 =
+                               m_use_tangent_vertices ?
+                                       p.tangent_vertices.size() : p.vertices.size();
+                       for (u32 j = 0; j < vertex_count; j++) {
+                               video::SColor *vc;
+                               if (m_use_tangent_vertices) {
+                                       vc = &p.tangent_vertices[j].Color;
+                               } else {
+                                       vc = &p.vertices[j].Color;
                                }
-                       }
-                       if(!m_enable_shaders)
-                       {
-                               // - Classic lighting (shaders handle this by themselves)
-                               // Set initial real color and store for later updates
-                               u8 day = vc.getRed();
-                               u8 night = vc.getGreen();
-                               finalColorBlend(vc, day, night, 1000);
-                               if(day != night)
-                                       m_daynight_diffs[i][j] = std::make_pair(day, night);
+                               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[i][j] = copy;
+
+                               // The sunlight ratio has been stored,
+                               // delete alpha (for the final rendering).
+                               vc->setAlpha(255);
                        }
                }
 
@@ -1196,46 +1159,57 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                material.setFlag(video::EMF_FOG_ENABLE, true);
                material.setTexture(0, p.tile.texture);
 
-               if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
-                       material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
-               } else {
-                       if (m_enable_shaders) {
-                               material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
-                               p.tile.applyMaterialOptionsWithShaders(material);
-                               if (p.tile.normal_texture) {
-                                       material.setTexture(1, p.tile.normal_texture);
-                                       material.setTexture(2, tsrc->getTexture("enable_img.png"));
-                               } else {
-                                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
-                               }
-                       } else {
-                               p.tile.applyMaterialOptions(material);
+               if (m_enable_shaders) {
+                       material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
+                       p.tile.applyMaterialOptionsWithShaders(material);
+                       if (p.tile.normal_texture) {
+                               material.setTexture(1, p.tile.normal_texture);
                        }
+                       material.setTexture(2, p.tile.flags_texture);
+               } else {
+                       p.tile.applyMaterialOptions(material);
                }
 
-               // Create meshbuffer
-               // This is a "Standard MeshBuffer",
-               // it's a typedeffed CMeshBuffer<video::S3DVertex>
-               scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-               // Set material
-               buf->Material = material;
-               // Add to mesh
-               m_mesh->addMeshBuffer(buf);
-               // Mesh grabbed it
-               buf->drop();
-               buf->append(&p.vertices[0], p.vertices.size(),
+               scene::SMesh *mesh = (scene::SMesh *)m_mesh;
+
+               // Create meshbuffer, add to mesh
+               if (m_use_tangent_vertices) {
+                       scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
+                       // Set material
+                       buf->Material = material;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       // Mesh grabbed it
+                       buf->drop();
+                       buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
+                               &p.indices[0], p.indices.size());
+               } else {
+                       scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+                       // Set material
+                       buf->Material = material;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       // Mesh grabbed it
+                       buf->drop();
+                       buf->append(&p.vertices[0], p.vertices.size(),
                                &p.indices[0], p.indices.size());
+               }
        }
 
-       m_camera_offset = camera_offset;
-
        /*
                Do some stuff to the mesh
        */
+       m_camera_offset = camera_offset;
+       translateMesh(m_mesh,
+               intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
 
-       translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
+       if (m_use_tangent_vertices) {
+               scene::IMeshManipulator* meshmanip =
+                       m_client->getSceneManager()->getMeshManipulator();
+               meshmanip->recalculateTangents(m_mesh, true, false, false);
+       }
 
-       if(m_mesh)
+       if (m_mesh)
        {
 #if 0
                // Usually 1-700 faces and 1-7 materials
@@ -1245,14 +1219,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 #endif
 
                // Use VBO for mesh (this just would set this for ever buffer)
-               // This will lead to infinite memory usage because or irrlicht.
-               //m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
-
-               /*
-                       NOTE: If that is enabled, some kind of a queue to the main
-                       thread should be made which would call irrlicht to delete
-                       the hardware buffer and then delete the mesh
-               */
+               if (m_enable_vbo) {
+                       m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
+               }
        }
 
        //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
@@ -1261,19 +1230,24 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_has_animation =
                !m_crack_materials.empty() ||
                !m_daynight_diffs.empty() ||
-               !m_animation_tiles.empty() ||
-               !m_highlighted_materials.empty();
+               !m_animation_tiles.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
 {
+       if (m_enable_vbo && m_mesh) {
+               for (u32 i = 0; i < m_mesh->getMeshBufferCount(); i++) {
+                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i);
+                       m_driver->removeHardwareBuffer(buf);
+               }
+       }
        m_mesh->drop();
        m_mesh = NULL;
+       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;
@@ -1285,27 +1259,24 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        // Cracks
        if(crack != m_last_crack)
        {
-               for(std::map<u32, std::string>::iterator
-                               i = m_crack_materials.begin();
-                               i != m_crack_materials.end(); i++)
-               {
+               for (UNORDERED_MAP<u32, std::string>::iterator i = m_crack_materials.begin();
+                               i != m_crack_materials.end(); ++i) {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
                        std::string basename = i->second;
 
                        // Create new texture name from original
-                       ITextureSource *tsrc = m_gamedef->getTextureSource();
                        std::ostringstream os;
                        os<<basename<<crack;
                        u32 new_texture_id = 0;
                        video::ITexture *new_texture =
-                               tsrc->getTexture(os.str(), &new_texture_id);
+                               m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
                        buf->getMaterial().setTexture(0, new_texture);
 
                        // If the current material is also animated,
                        // update animation info
-                       std::map<u32, TileSpec>::iterator anim_iter =
-                               m_animation_tiles.find(i->first);
-                       if(anim_iter != m_animation_tiles.end()){
+                       UNORDERED_MAP<u32, TileSpec>::iterator anim_iter =
+                                       m_animation_tiles.find(i->first);
+                       if (anim_iter != m_animation_tiles.end()){
                                TileSpec &tile = anim_iter->second;
                                tile.texture = new_texture;
                                tile.texture_id = new_texture_id;
@@ -1318,10 +1289,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        }
 
        // Texture animation
-       for(std::map<u32, TileSpec>::iterator
-                       i = m_animation_tiles.begin();
-                       i != m_animation_tiles.end(); i++)
-       {
+       for (UNORDERED_MAP<u32, TileSpec>::iterator i = m_animation_tiles.begin();
+                       i != m_animation_tiles.end(); ++i) {
                const TileSpec &tile = i->second;
                // Figure out current frame
                int frameoffset = m_animation_frame_offsets[i->first];
@@ -1334,67 +1303,42 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                m_animation_frames[i->first] = frame;
 
                scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
-               ITextureSource *tsrc = m_gamedef->getTextureSource();
 
                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, tsrc->getTexture("enable_img.png"));
-                       } else {
-                               buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
                        }
+                       buf->getMaterial().setTexture(2, animation_frame.flags_texture);
                }
        }
 
        // Day-night transition
        if(!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio))
        {
-               for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
+               // Force reload mesh to VBO
+               if (m_enable_vbo) {
+                       m_mesh->setDirty();
+               }
+               video::SColorf day_color;
+               get_sunlight_color(&day_color, daynight_ratio);
+               for(std::map<u32, std::map<u32, video::SColor > >::iterator
                                i = m_daynight_diffs.begin();
-                               i != m_daynight_diffs.end(); i++)
+                               i != m_daynight_diffs.end(); ++i)
                {
                        scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
-                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
-                       for(std::map<u32, std::pair<u8, u8 > >::iterator
+                       video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
+                       for(std::map<u32, video::SColor >::iterator
                                        j = i->second.begin();
-                                       j != i->second.end(); j++)
+                                       j != i->second.end(); ++j)
                        {
-                               u32 vertexIndex = j->first;
-                               u8 day = j->second.first;
-                               u8 night = j->second.second;
-                               finalColorBlend(vertices[vertexIndex].Color,
-                                               day, night, daynight_ratio);
+                               final_color_blend(&(vertices[j->first].Color), j->second, day_color);
                        }
                }
                m_last_daynight_ratio = daynight_ratio;
        }
 
-       // Node highlighting
-       if (m_enable_highlighting) {
-               u8 day = m_highlight_mesh_color.getRed();
-               u8 night = m_highlight_mesh_color.getGreen();   
-               video::SColor hc;
-               finalColorBlend(hc, day, night, daynight_ratio);
-               float sin_r = 0.07 * sin(1.5 * time);
-               float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
-               float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
-               hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
-               hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
-               hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
-
-               for(std::list<u32>::iterator
-                       i = m_highlighted_materials.begin();
-                       i != m_highlighted_materials.end(); i++)
-               {
-                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
-                       video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
-                       for (u32 j = 0; j < buf->getVertexCount() ;j++)
-                               vertices[j].Color = hc;
-               }
-       }
-
        return true;
 }
 
@@ -1402,6 +1346,9 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
 {
        if (camera_offset != m_camera_offset) {
                translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
+               if (m_enable_vbo) {
+                       m_mesh->setDirty();
+               }
                m_camera_offset = camera_offset;
        }
 }
@@ -1414,43 +1361,51 @@ void MeshCollector::append(const TileSpec &tile,
                const video::S3DVertex *vertices, u32 numVertices,
                const u16 *indices, u32 numIndices)
 {
-       if(numIndices > 65535)
-       {
+       if (numIndices > 65535) {
                dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
                return;
        }
 
        PreMeshBuffer *p = NULL;
-       for(u32 i=0; i<prebuffers.size(); i++)
-       {
+       for (u32 i = 0; i < prebuffers.size(); i++) {
                PreMeshBuffer &pp = prebuffers[i];
-               if(pp.tile != tile)
+               if (pp.tile != tile)
                        continue;
-               if(pp.indices.size() + numIndices > 65535)
+               if (pp.indices.size() + numIndices > 65535)
                        continue;
 
                p = &pp;
                break;
        }
 
-       if(p == NULL)
-       {
+       if (p == NULL) {
                PreMeshBuffer pp;
                pp.tile = tile;
                prebuffers.push_back(pp);
-               p = &prebuffers[prebuffers.size()-1];
+               p = &prebuffers[prebuffers.size() - 1];
        }
 
-       u32 vertex_count = p->vertices.size();
-       for(u32 i=0; i<numIndices; i++)
-       {
+       u32 vertex_count;
+       if (m_use_tangent_vertices) {
+               vertex_count = p->tangent_vertices.size();
+               for (u32 i = 0; i < numVertices; i++) {
+                       video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
+                               vertices[i].Color, vertices[i].TCoords);
+                       p->tangent_vertices.push_back(vert);
+               }
+       } else {
+               vertex_count = p->vertices.size();
+               for (u32 i = 0; i < numVertices; i++) {
+                       video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
+                               vertices[i].Color, vertices[i].TCoords);
+                       p->vertices.push_back(vert);
+               }
+       }
+
+       for (u32 i = 0; i < numIndices; i++) {
                u32 j = indices[i] + vertex_count;
                p->indices.push_back(j);
        }
-       for(u32 i=0; i<numVertices; i++)
-       {
-               p->vertices.push_back(vertices[i]);
-       }
 }
 
 /*
@@ -1460,17 +1415,15 @@ void MeshCollector::append(const TileSpec &tile,
 void MeshCollector::append(const TileSpec &tile,
                const video::S3DVertex *vertices, u32 numVertices,
                const u16 *indices, u32 numIndices,
-               v3f pos, video::SColor c)
+               v3f pos, video::SColor c, u8 light_source)
 {
-       if(numIndices > 65535)
-       {
+       if (numIndices > 65535) {
                dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
                return;
        }
 
        PreMeshBuffer *p = NULL;
-       for(u32 i=0; i<prebuffers.size(); i++)
-       {
+       for (u32 i = 0; i < prebuffers.size(); i++) {
                PreMeshBuffer &pp = prebuffers[i];
                if(pp.tile != tile)
                        continue;
@@ -1481,25 +1434,71 @@ void MeshCollector::append(const TileSpec &tile,
                break;
        }
 
-       if(p == NULL)
-       {
+       if (p == NULL) {
                PreMeshBuffer pp;
                pp.tile = tile;
                prebuffers.push_back(pp);
-               p = &prebuffers[prebuffers.size()-1];
+               p = &prebuffers[prebuffers.size() - 1];
        }
 
-       u32 vertex_count = p->vertices.size();
-       for(u32 i=0; i<numIndices; i++)
-       {
+       video::SColor original_c = c;
+       u32 vertex_count;
+       if (m_use_tangent_vertices) {
+               vertex_count = p->tangent_vertices.size();
+               for (u32 i = 0; i < numVertices; i++) {
+                       if (!light_source) {
+                               c = original_c;
+                               applyFacesShading(c, vertices[i].Normal);
+                       }
+                       video::S3DVertexTangents vert(vertices[i].Pos + pos,
+                               vertices[i].Normal, c, vertices[i].TCoords);
+                       p->tangent_vertices.push_back(vert);
+               }
+       } else {
+               vertex_count = p->vertices.size();
+               for (u32 i = 0; i < numVertices; i++) {
+                       if (!light_source) {
+                               c = original_c;
+                               applyFacesShading(c, vertices[i].Normal);
+                       }
+                       video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal, c,
+                               vertices[i].TCoords);
+                       p->vertices.push_back(vert);
+               }
+       }
+
+       for (u32 i = 0; i < numIndices; i++) {
                u32 j = indices[i] + vertex_count;
                p->indices.push_back(j);
        }
-       for(u32 i=0; i<numVertices; i++)
-       {
-               video::S3DVertex vert = vertices[i];
-               vert.Pos += pos;
-               vert.Color = c;         
-               p->vertices.push_back(vert);
-       }
+}
+
+video::SColor encode_light_and_color(u16 light, const video::SColor &color,
+       u8 emissive_light)
+{
+       // Get components
+       f32 day = (light & 0xff) / 255.0f;
+       f32 night = (light >> 8) / 255.0f;
+       // Add emissive light
+       night += emissive_light * 0.01f;
+       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;
+       f32 sum = day + night;
+       // Ratio of sunlight:
+       float r;
+       if (sum > 0)
+               r = day / sum;
+       else
+               r = 0;
+       // Average light:
+       float b = (day + night) / 2;
+       return video::SColor(r * 255, b * color.getRed(), b * color.getGreen(),
+               b * color.getBlue());
 }