]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.cpp
Light update for map blocks
[minetest.git] / src / mapblock_mesh.cpp
index fdeb31f4da5abc642f65816fd046dbfea82a6f3e..933dfc32aa8e5ce4eb9246c06e56123a9e499088 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+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
@@ -21,77 +21,77 @@ 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"
+#include <IMeshManipulator.h>
 
 /*
        MeshMakeData
 */
 
-MeshMakeData::MeshMakeData(IGameDef *gamedef):
+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_smooth_lighting(false),
-       m_gamedef(gamedef)
+       m_show_hud(false),
+       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();
-       m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
-                       blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
+       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
-
-               /*
-                       Copy neighbors. This is lightning fast.
-                       Copying only the borders would be *very* slow.
-               */
-               
-               // Get map
-               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);
-               }
+       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 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)
+                       fillBlockData(dir, b->getData());
        }
 }
 
 void MeshMakeData::fillSingleNode(MapNode *node)
 {
        m_blockpos = v3s16(0,0,0);
-       
+
        v3s16 blockpos_nodes = v3s16(0,0,0);
        VoxelArea area(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
                        blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1));
@@ -139,9 +139,8 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting)
        Single light bank.
 */
 static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
-               MeshMakeData *data)
+               INodeDefManager *ndef)
 {
-       INodeDefManager *ndef = data->m_gamedef->ndef();
        u8 light = n.getLight(bank, ndef);
 
        while(increment > 0)
@@ -162,10 +161,10 @@ static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
        Calculate non-smooth lighting at interior of node.
        Both light banks.
 */
-u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
+u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
 {
-       u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
-       u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
+       u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
+       u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
        return day | (night << 8);
 }
 
@@ -174,10 +173,8 @@ u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
        Single light bank.
 */
 static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
-               v3s16 face_dir, MeshMakeData *data)
+               v3s16 face_dir, INodeDefManager *ndef)
 {
-       INodeDefManager *ndef = data->m_gamedef->ndef();
-
        u8 light;
        u8 l1 = n.getLight(bank, ndef);
        u8 l2 = n2.getLight(bank, ndef);
@@ -189,26 +186,9 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
        // Boost light level for light sources
        u8 light_source = MYMAX(ndef->get(n).light_source,
                        ndef->get(n2).light_source);
-       //if(light_source >= light)
-               //return decode_light(undiminish_light(light_source));
        if(light_source > light)
-               //return decode_light(light_source);
                light = light_source;
 
-       // Make some nice difference to different sides
-
-       // This makes light come from a corner
-       /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
-               light = diminish_light(diminish_light(light));
-       else if(face_dir.X == -1 || face_dir.Z == -1)
-               light = diminish_light(light);*/
-
-       // All neighboring faces have different shade (like in minecraft)
-       if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
-               light = diminish_light(diminish_light(light));
-       else if(face_dir.Z == 1 || face_dir.Z == -1)
-               light = diminish_light(light);
-
        return decode_light(light);
 }
 
@@ -216,20 +196,20 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
        Calculate non-smooth lighting at face of node.
        Both light banks.
 */
-u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
 {
-       u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
-       u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
+       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.
-       Single light bank.
+       Both light banks
 */
-static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
+static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
 {
-       static v3s16 dirs8[8] = {
+       static const v3s16 dirs8[8] = {
                v3s16(0,0,0),
                v3s16(0,0,1),
                v3s16(0,1,0),
@@ -240,67 +220,77 @@ static u8 getSmoothLight(enum LightBank bank, 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 = 0;
        u16 light_count = 0;
        u8 light_source_max = 0;
-       for(u32 i=0; i<8; i++)
+       u16 light_day = 0;
+       u16 light_night = 0;
+
+       for (u32 i = 0; i < 8; i++)
        {
-               MapNode n = data->m_vmanip.getNodeNoEx(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) {
+                       continue;
+               }
+
                const ContentFeatures &f = ndef->get(n);
-               if(f.light_source > light_source_max)
+               if (f.light_source > light_source_max)
                        light_source_max = f.light_source;
-               // Check f.solidness because fast-style leaves look
-               // better this way
-               if(f.param_type == CPT_LIGHT && f.solidness != 2)
-               {
-                       light += decode_light(n.getLight(bank, ndef));
+               // Check f.solidness because fast-style leaves look better this way
+               if (f.param_type == CPT_LIGHT && f.solidness != 2) {
+                       light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
+                       light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
                        light_count++;
-               }
-               else if(n.getContent() != CONTENT_IGNORE)
-               {
+               } else {
                        ambient_occlusion++;
                }
        }
 
        if(light_count == 0)
-               return 255;
-       
-       light /= light_count;
+               return 0xffff;
+
+       light_day /= light_count;
+       light_night /= light_count;
 
        // Boost brightness around light sources
-       if(decode_light(light_source_max) >= light)
-               //return decode_light(undiminish_light(light_source_max));
-               return decode_light(light_source_max);
+       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;
+       }
 
-       if(ambient_occlusion > 4)
-       {
-               //ambient_occlusion -= 4;
-               //light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-               float light_amount = (8 - ambient_occlusion) / 4.0;
-               float light_f = (float)light / 255.0;
-               light_f = pow(light_f, 2.2f); // gamma -> linear space
-               light_f = light_f * light_amount;
-               light_f = pow(light_f, 1.0f/2.2f); // linear -> gamma space
-               if(light_f > 1.0)
-                       light_f = 1.0;
-               light = 255.0 * light_f + 0.5;
+       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;
        }
 
-       return light;
-}
+       if (ambient_occlusion > 4)
+       {
+               static const float ao_gamma = rangelim(
+                       g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
+
+               // Table of gamma space multiply factors.
+               static 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);
+       }
 
-/*
-       Calculate smooth lighting at the XYZ- corner of p.
-       Both light banks.
-*/
-static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
-{
-       u16 day = getSmoothLight(LIGHTBANK_DAY, p, data);
-       u16 night = getSmoothLight(LIGHTBANK_NIGHT, p, data);
-       return day | (night << 8);
+       return light_day | (light_night << 8);
 }
 
 /*
@@ -310,54 +300,57 @@ static u16 getSmoothLight(v3s16 p, MeshMakeData *data)
 u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
 {
        if(corner.X == 1) p.X += 1;
-       else              assert(corner.X == -1);
+       // else corner.X == -1
        if(corner.Y == 1) p.Y += 1;
-       else              assert(corner.Y == -1);
+       // else corner.Y == -1
        if(corner.Z == 1) p.Z += 1;
-       else              assert(corner.Z == -1);
-       
-       return getSmoothLight(p, data);
+       // else corner.Z == -1
+
+       return getSmoothLightCombined(p, data);
 }
 
-/*
-       Converts from day + night color values (0..255)
-       and a given daynight_ratio to the final SColor shown on screen.
-*/
-static void finalColorBlend(video::SColor& result,
-               u8 day, u8 night, u32 daynight_ratio)
+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);
+}
 
-       // Moonlight is blue
-       b += (day - night) / 13;
-       rg -= (day - night) / 23;
+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 u8 emphase_blue_when_dark[32] = {
+       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,
        };
-       if(b < 0)
-               b = 0;
-       if(b > 255)
-               b = 255;
-       b += emphase_blue_when_dark[b / 8];
-
-       // Artificial light is yellow-ish
-       static u8 emphase_yellow_when_artificial[16] = {
-               0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
-       };
-       rg += emphase_yellow_when_artificial[night/16];
-       if(rg < 0)
-               rg = 0;
-       if(rg > 255)
-               rg = 255;
-
-       result.setRed(rg);
-       result.setGreen(rg);
-       result.setBlue(b);
+
+       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));
 }
 
 /*
@@ -434,16 +427,132 @@ struct FastFace
 };
 
 static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
-               v3f p, v3s16 dir, v3f scale, core::array<FastFace> &dest)
+               v3f p, v3s16 dir, v3f scale, std::vector<FastFace> &dest)
 {
-       FastFace face;
-       
        // Position is at the center of the cube.
        v3f pos = p * BS;
 
+       float x0 = 0.0;
+       float y0 = 0.0;
+       float w = 1.0;
+       float h = 1.0;
+
        v3f vertex_pos[4];
        v3s16 vertex_dirs[4];
        getNodeVertexDirs(dir, vertex_dirs);
+
+       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(
@@ -461,36 +570,34 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                vertex_pos[i] += pos;
        }
 
-       f32 abs_scale = 1.;
+       f32 abs_scale = 1.0;
        if     (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
        else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
        else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
 
        v3f normal(dir.X, dir.Y, dir.Z);
 
-       u8 alpha = tile.alpha;
-
-       float x0 = tile.texture.pos.X;
-       float y0 = tile.texture.pos.Y;
-       float w = tile.texture.size.X;
-       float h = tile.texture.size.Y;
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
-                       MapBlock_LightColor(alpha, li0),
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
-                       MapBlock_LightColor(alpha, li1),
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
-                       MapBlock_LightColor(alpha, li2),
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
-                       MapBlock_LightColor(alpha, li3),
-                       core::vector2d<f32>(x0+w*abs_scale, y0));
+       dest.push_back(FastFace());
+
+       FastFace& face = *dest.rbegin();
+
+       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;
-       
-       dest.push_back(face);
 }
 
 /*
@@ -510,16 +617,16 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
 
        if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
                return 0;
-       
+
        bool contents_differ = (m1 != m2);
-       
+
        const ContentFeatures &f1 = ndef->get(m1);
        const ContentFeatures &f2 = ndef->get(m2);
 
        // Contents don't differ for different forms of same liquid
        if(f1.sameLiquid(f2))
                contents_differ = false;
-       
+
        u8 c1 = f1.solidness;
        u8 c2 = f2.solidness;
 
@@ -528,12 +635,12 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
 
        if(makes_face == false)
                return 0;
-       
+
        if(c1 == 0)
                c1 = f1.visual_solidness;
        if(c2 == 0)
                c2 = f2.visual_solidness;
-       
+
        if(c1 == c2){
                *equivalent = true;
                // If same solidness, liquid takes precense
@@ -542,7 +649,7 @@ static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
                if(f2.isLiquid())
                        return 2;
        }
-       
+
        if(c1 > c2)
                return 1;
        else
@@ -554,19 +661,14 @@ 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)
-       {
+       if (p == data->m_crack_pos_relative)
                spec.material_flags |= MATERIAL_FLAG_CRACK;
-               spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
-       }
-       // If animated, replace tile texture with one without texture atlas
-       if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
-       {
-               spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
-       }
        return spec;
 }
 
@@ -575,7 +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)
@@ -590,68 +692,57 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
        //  5 = (0,0,-1)
        //  6 = (0,-1,0)
        //  7 = (-1,0,0)
-       u8 dir_i = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
+       u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7)*2;
 
        // Get rotation for things like chests
        u8 facedir = mn.getFaceDir(ndef);
-       assert(facedir <= 3);
-       
-       static const u8 dir_to_tile[4 * 8] =
+
+       static const u16 dir_to_tile[24 * 16] =
        {
-               // 0  +X  +Y  +Z   0  -Z  -Y  -X
-                  0,  2,  0,  4,  0,  5,  1,  3,  // facedir = 0
-                  0,  4,  0,  3,  0,  2,  1,  5,  // facedir = 1
-                  0,  3,  0,  5,  0,  4,  1,  2,  // facedir = 2
-                  0,  5,  0,  2,  0,  3,  1,  4,  // facedir = 3
+               // 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
+
        };
-       u8 tileindex = dir_to_tile[facedir*8 + dir_i];
-
-       // If not rotated or is side tile, we're done
-       if(facedir == 0 || (tileindex != 0 && tileindex != 1))
-               return getNodeTileN(mn, p, tileindex, data);
-
-       // This is the top or bottom tile, and it shall be rotated; thus rotate it
-       TileSpec spec = getNodeTileN(mn, p, tileindex, data);
-       if(tileindex == 0){
-               if(facedir == 1){ // -90
-                       std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
-                       name += "^[transformR270";
-                       spec.texture = data->m_gamedef->tsrc()->getTexture(name);
-               }
-               else if(facedir == 2){ // 180
-                       spec.texture.pos += spec.texture.size;
-                       spec.texture.size *= -1;
-               }
-               else if(facedir == 3){ // 90
-                       std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
-                       name += "^[transformR90";
-                       spec.texture = data->m_gamedef->tsrc()->getTexture(name);
-               }
-       }
-       else if(tileindex == 1){
-               if(facedir == 1){ // -90
-                       std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
-                       name += "^[transformR90";
-                       spec.texture = data->m_gamedef->tsrc()->getTexture(name);
-               }
-               else if(facedir == 2){ // 180
-                       spec.texture.pos += spec.texture.size;
-                       spec.texture.size *= -1;
-               }
-               else if(facedir == 3){ // 90
-                       std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
-                       name += "^[transformR270";
-                       spec.texture = data->m_gamedef->tsrc()->getTexture(name);
-               }
-       }
+       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_client->tsrc()->getTexture(spec.texture_id);
        return spec;
 }
 
 static void getTileInfo(
                // Input:
                MeshMakeData *data,
-               v3s16 p,
-               v3s16 face_dir,
+               const v3s16 &p,
+               const v3s16 &face_dir,
                // Output:
                bool &makes_face,
                v3s16 &p_corrected,
@@ -661,14 +752,25 @@ static void getTileInfo(
        )
 {
        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.getNodeNoEx(blockpos_nodes + p);
-       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
-       TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
-       
+       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(),
@@ -681,28 +783,29 @@ static void getTileInfo(
        }
 
        makes_face = true;
-       
-       if(mf == 1)
-       {
-               tile = tile0;
+
+       MapNode n = n0;
+
+       if (mf == 1) {
                p_corrected = p;
                face_dir_corrected = face_dir;
-       }
-       else
-       {
-               tile = tile1;
+       } else {
+               n = n1;
                p_corrected = p + face_dir;
                face_dir_corrected = -face_dir;
        }
-       
+       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, data);
+                               getFaceLight(n0, n1, face_dir, ndef);
        }
        else
        {
@@ -715,7 +818,7 @@ static void getTileInfo(
                                        vertex_dirs[i], data);
                }
        }
-       
+
        return;
 }
 
@@ -731,161 +834,114 @@ static void updateFastFaceRow(
                v3f translate_dir_f,
                v3s16 face_dir,
                v3f face_dir_f,
-               core::array<FastFace> &dest)
+               std::vector<FastFace> &dest)
 {
        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;
-       getTileInfo(data, p, face_dir, 
+       getTileInfo(data, p, face_dir,
                        makes_face, p_corrected, face_dir_corrected,
                        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;
-               
+
                v3s16 p_next;
-               
+
                bool next_makes_face = false;
                v3s16 next_p_corrected;
                v3s16 next_face_dir_corrected;
                u16 next_lights[4] = {0,0,0,0};
-               TileSpec next_tile;
-               
+
+
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
-               if(j != MAP_BLOCKSIZE - 1)
-               {
+               if (j != MAP_BLOCKSIZE - 1) {
                        p_next = p + translate_dir;
-                       
+
                        getTileInfo(data, p_next, face_dir,
                                        next_makes_face, next_p_corrected,
                                        next_face_dir_corrected, next_lights,
                                        next_tile);
-                       
-                       if(next_makes_face == makes_face
+
+                       if (next_makes_face == makes_face
                                        && next_p_corrected == p_corrected + translate_dir
                                        && next_face_dir_corrected == face_dir_corrected
                                        && next_lights[0] == lights[0]
                                        && next_lights[1] == lights[1]
                                        && next_lights[2] == lights[2]
                                        && next_lights[3] == lights[3]
-                                       && next_tile == tile)
-                       {
+                                       && next_tile == tile
+                                       && tile.rotation == 0
+                                       && (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++;
-               
-               // This is set to true if the texture doesn't allow more tiling
-               bool end_of_texture = false;
-               /*
-                       If there is no texture, it can be tiled infinitely.
-                       If tiled==0, it means the texture can be tiled infinitely.
-                       Otherwise check tiled agains continuous_tiles_count.
-               */
-               if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
-               {
-                       if(tile.texture.tiled <= continuous_tiles_count)
-                               end_of_texture = true;
-               }
-               
-               // Do this to disable tiling textures
-               //end_of_texture = true; //DEBUG
-               
-               if(next_is_different || end_of_texture)
-               {
+               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. - 0.5) * translate_dir_f;
-                               if(continuous_tiles_count != 1)
-                                       sp += translate_dir_f;
+                               v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
                                v3f scale(1,1,1);
 
-                               if(translate_dir.X != 0)
-                               {
+                               if(translate_dir.X != 0) {
                                        scale.X = continuous_tiles_count;
                                }
-                               if(translate_dir.Y != 0)
-                               {
+                               if(translate_dir.Y != 0) {
                                        scale.Y = continuous_tiles_count;
                                }
-                               if(translate_dir.Z != 0)
-                               {
+                               if(translate_dir.Z != 0) {
                                        scale.Z = continuous_tiles_count;
                                }
-                               
+
                                makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
-                                               sp, face_dir_corrected, scale,
-                                               dest);
-                               
+                                               sp, face_dir_corrected, scale, dest);
+
                                g_profiler->avg("Meshgen: faces drawn by tiling", 0);
-                               for(int i=1; i<continuous_tiles_count; i++){
+                               for(int i = 1; i < continuous_tiles_count; i++){
                                        g_profiler->avg("Meshgen: faces drawn by tiling", 1);
                                }
                        }
 
-                       continuous_tiles_count = 0;
-                       
-                       makes_face = next_makes_face;
-                       p_corrected = next_p_corrected;
-                       face_dir_corrected = next_face_dir_corrected;
-                       lights[0] = next_lights[0];
-                       lights[1] = next_lights[1];
-                       lights[2] = next_lights[2];
-                       lights[3] = next_lights[3];
-                       tile = next_tile;
+                       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;
        }
 }
 
 static void updateAllFastFaceRows(MeshMakeData *data,
-               core::array<FastFace> &dest)
+               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++){
+       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
@@ -899,8 +955,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                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++){
+       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
@@ -914,8 +970,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                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++){
+       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
@@ -931,20 +987,35 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        MapBlockMesh
 */
 
-MapBlockMesh::MapBlockMesh(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_last_daynight_ratio((u32) -1),
        m_daynight_diffs()
 {
+       m_enable_shaders = data->m_use_shaders;
+       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)
        //TimeTaker timer1("MapBlockMesh()");
 
-       core::array<FastFace> fastfaces_new;
+       std::vector<FastFace> fastfaces_new;
+       fastfaces_new.reserve(512);
 
        /*
                We are including the faces of the trailing edges of the block.
@@ -964,34 +1035,35 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                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};
                        const u16 indices_alternate[] = {0,1,3,2,3,1};
-                       
-                       if(f.tile.texture.atlas == NULL)
+
+                       if(f.tile.texture == NULL)
                                continue;
 
                        const u16 *indices_p = indices;
-                       
+
                        /*
-                               Revert triangles for nicer looking gradient if vertices
-                               1 and 3 have same color or 0 and 2 have different color.
-                               getRed() is the day color.
+                               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);
                }
        }
@@ -1004,36 +1076,37 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                - whatever
        */
 
-       mapblock_mesh_generate_special(data, collector);
-       
+       {
+               MapblockMeshGenerator generator(data, &collector);
+               generator.generate();
+       }
 
        /*
                Convert MeshCollector to SMesh
-               Also store animation info
        */
+
        for(u32 i = 0; i < collector.prebuffers.size(); i++)
        {
                PreMeshBuffer &p = collector.prebuffers[i];
-               /*dstream<<"p.vertices.size()="<<p.vertices.size()
-                               <<", p.indices.size()="<<p.indices.size()
-                               <<std::endl;*/
 
                // Generate animation data
                // - Cracks
                if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
                {
-                       ITextureSource *tsrc = data->m_gamedef->tsrc();
-                       std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
+                       // Find the texture name plus ^[crack:N:
+                       std::ostringstream os(std::ios::binary);
+                       os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
                        if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
-                               crack_basename += "^[cracko";
-                       else
-                               crack_basename += "^[crack";
-                       m_crack_materials.insert(std::make_pair(i, crack_basename));
+                               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 = m_tsrc->getTextureForMesh(
+                                       os.str()+"0",
+                                       &p.tile.texture_id);
                }
                // - Texture animation
-               if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
-               {
-                       ITextureSource *tsrc = data->m_gamedef->tsrc();
+               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;
@@ -1047,22 +1120,36 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                                m_animation_frame_offsets[i] = 0;
                        }
                        // Replace tile texture with the first animation frame
-                       std::ostringstream os(std::ios::binary);
-                       os<<tsrc->getTextureName(p.tile.texture.id);
-                       os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
-                       p.tile.texture = tsrc->getTexture(os.str());
-               }
-               // - Lighting
-               for(u32 j = 0; j < p.vertices.size(); j++)
-               {
-                       video::SColor &vc = p.vertices[j].Color;
-                       u8 day = vc.getRed();
-                       u8 night = vc.getGreen();
-                       finalColorBlend(vc, day, night, 1000);
-                       if(day != night)
-                               m_daynight_diffs[i][j] = std::make_pair(day, night);
+                       FrameSpec animation_frame = p.tile.frames[0];
+                       p.tile.texture = animation_frame.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 =
+                               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;
+                               }
+                               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);
+                       }
+               }
 
                // Create material
                video::SMaterial material;
@@ -1070,36 +1157,59 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
                material.setFlag(video::EMF_BACK_FACE_CULLING, true);
                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                material.setFlag(video::EMF_FOG_ENABLE, true);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
-               //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-               material.MaterialType
-                               = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               material.setTexture(0, p.tile.texture.atlas);
-               p.tile.applyMaterialOptions(material);
-
-               // Create meshbuffer
-
-               // This is a "Standard MeshBuffer",
-               // it's a typedeffed CMeshBuffer<video::S3DVertex>
-               scene::SMeshBuffer *buf = new scene::SMeshBuffer();
-               // Set material
-               buf->Material = material;
-               // Add to mesh
-               m_mesh->addMeshBuffer(buf);
-               // Mesh grabbed it
-               buf->drop();
-               buf->append(p.vertices.pointer(), p.vertices.size(),
-                               p.indices.pointer(), p.indices.size());
+               material.setTexture(0, p.tile.texture);
+
+               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);
+               }
+
+               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());
+               }
        }
 
        /*
                Do some stuff to the mesh
        */
+       m_camera_offset = camera_offset;
+       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);
+       }
 
-       translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
-       m_mesh->recalculateBoundingBox(); // translateMesh already does this
-
-       if(m_mesh)
+       if (m_mesh)
        {
 #if 0
                // Usually 1-700 faces and 1-7 materials
@@ -1109,16 +1219,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
 #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;
 
        // Check if animation is required for this mesh
@@ -1130,8 +1235,15 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
 
 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)
@@ -1147,29 +1259,38 @@ 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;
-                       AtlasPointer ap = tsrc->getTexture(os.str());
-                       buf->getMaterial().setTexture(0, ap.atlas);
+                       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
+                       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;
+                               // force animation update
+                               m_animation_frames[i->first] = -1;
+                       }
                }
 
                m_last_crack = crack;
        }
-       
+
        // 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];
@@ -1182,35 +1303,37 @@ 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();
-
-               // Create new texture name from original
-               std::ostringstream os(std::ios::binary);
-               os<<tsrc->getTextureName(tile.texture.id);
-               os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
-               // Set the texture
-               AtlasPointer ap = tsrc->getTexture(os.str());
-               buf->getMaterial().setTexture(0, ap.atlas);
+
+               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(daynight_ratio != m_last_daynight_ratio)
+       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;
@@ -1219,6 +1342,17 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        return true;
 }
 
+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;
+       }
+}
+
 /*
        MeshCollector
 */
@@ -1227,38 +1361,144 @@ void MeshCollector::append(const TileSpec &tile,
                const video::S3DVertex *vertices, u32 numVertices,
                const u16 *indices, u32 numIndices)
 {
+       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)
                        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 j = indices[i] + vertex_count;
-               if(j > 65535)
-               {
-                       dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
-                       // NOTE: Fix is to just add an another MeshBuffer
+       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]);
+}
+
+/*
+       MeshCollector - for meshnodes and converted drawtypes.
+*/
+
+void MeshCollector::append(const TileSpec &tile,
+               const video::S3DVertex *vertices, u32 numVertices,
+               const u16 *indices, u32 numIndices,
+               v3f pos, video::SColor c, u8 light_source)
+{
+       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++) {
+               PreMeshBuffer &pp = prebuffers[i];
+               if(pp.tile != tile)
+                       continue;
+               if(pp.indices.size() + numIndices > 65535)
+                       continue;
+
+               p = &pp;
+               break;
+       }
+
+       if (p == NULL) {
+               PreMeshBuffer pp;
+               pp.tile = tile;
+               prebuffers.push_back(pp);
+               p = &prebuffers[prebuffers.size() - 1];
+       }
+
+       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);
+       }
+}
+
+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());
 }