]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.cpp
Fix mod store rating
[minetest.git] / src / mapblock_mesh.cpp
index 22b56a15c1bc3b6f4b1bec306c3056263a8732a8..ab4b63f864aa06beffce28946dd35b2406a0f759 100644 (file)
@@ -21,7 +21,6 @@ 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"
@@ -32,26 +31,26 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "util/directiontables.h"
 
-float srgb_linear_multiply(float f, float m, float max)
+static void applyFacesShading(video::SColor& color, float factor)
 {
-       f = f * f; // SRGB -> Linear
-       f *= m;
-       f = sqrt(f); // Linear -> SRGB
-       if(f > max)
-               f = max;
-       return f;
+       color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
+       color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
 }
 
 /*
        MeshMakeData
 */
 
-MeshMakeData::MeshMakeData(IGameDef *gamedef):
+MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
        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_gamedef(gamedef)
+       m_show_hud(false),
+       m_highlight_mesh_color(255, 255, 255, 255),
+       m_gamedef(gamedef),
+       m_use_shaders(use_shaders)
 {}
 
 void MeshMakeData::fill(MapBlock *block)
@@ -66,8 +65,9 @@ void MeshMakeData::fill(MapBlock *block)
 
        // 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");
@@ -136,6 +136,12 @@ 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;
@@ -197,26 +203,9 @@ 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);
 }
 
@@ -233,11 +222,11 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
 
 /*
        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),
@@ -251,12 +240,14 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
        INodeDefManager *ndef = data->m_gamedef->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]);
+               const MapNode &n = data->m_vmanip.getNodeRefUnsafeCheckFlags(p - dirs8[i]);
 
                // if it's CONTENT_IGNORE we can't do any light calculations
                if (n.getContent() == CONTENT_IGNORE) {
@@ -264,56 +255,59 @@ static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
                }
 
                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 {
+               } else {
                        ambient_occlusion++;
                }
        }
 
        if(light_count == 0)
-               return 255;
+               return 0xffff;
 
-       light /= light_count;
+       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)
+       bool skip_ambient_occlusion_night = false;
+       if(decode_light(light_source_max) >= light_night) {
+               light_night = decode_light(light_source_max);
+               skip_ambient_occlusion_night = true;
+       }
+
+       if (ambient_occlusion > 4)
        {
-               //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;
+               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);
        }
 
-       return light;
-}
-
-/*
-       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);
 }
 
 /*
@@ -323,20 +317,20 @@ 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);
+       // else corner.Z == -1
 
-       return getSmoothLight(p, 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.
 */
-static void finalColorBlend(video::SColor& result,
+void finalColorBlend(video::SColor& result,
                u8 day, u8 night, u32 daynight_ratio)
 {
        s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
@@ -348,25 +342,19 @@ static void finalColorBlend(video::SColor& result,
 
        // 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];
+       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 u8 emphase_yellow_when_artificial[16] = {
+       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];
-       if(rg < 0)
-               rg = 0;
-       if(rg > 255)
-               rg = 255;
+       rg = irr::core::clamp(rg, 0, 255);
 
        result.setRed(rg);
        result.setGreen(rg);
@@ -449,8 +437,6 @@ 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)
 {
-       FastFace face;
-
        // Position is at the center of the cube.
        v3f pos = p * BS;
 
@@ -601,6 +587,10 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
 
        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));
@@ -615,7 +605,6 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                        core::vector2d<f32>(x0+w*abs_scale, y0));
 
        face.tile = tile;
-       dest.push_back(face);
 }
 
 /*
@@ -682,10 +671,8 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
        INodeDefManager *ndef = data->m_gamedef->ndef();
        TileSpec spec = ndef->get(mn).tiles[tileindex];
        // Apply temporary crack
-       if(p == data->m_crack_pos_relative)
-       {
+       if (p == data->m_crack_pos_relative)
                spec.material_flags |= MATERIAL_FLAG_CRACK;
-       }
        return spec;
 }
 
@@ -713,8 +700,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
 
        // Get rotation for things like chests
        u8 facedir = mn.getFaceDir(ndef);
-       if (facedir > 23)
-               facedir = 0;
+
        static const u16 dir_to_tile[24 * 16] =
        {
                // 0     +X    +Y    +Z           -Z    -Y    -X   ->   value=tile,rotation
@@ -759,8 +745,8 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
 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,
@@ -774,14 +760,20 @@ static void getTileInfo(
        INodeDefManager *ndef = data->m_gamedef->ndef();
        v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
 
-       MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
+       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 ) {
+       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;
        }
-       MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
 
        // This is hackish
        bool equivalent = false;
@@ -938,21 +930,18 @@ static void updateFastFaceRow(
                                // Floating point conversion of the position vector
                                v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
+                               v3f 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)
-                               {
+                               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;
                                }
 
@@ -961,7 +950,7 @@ static void updateFastFaceRow(
                                                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);
                                }
                        }
@@ -989,8 +978,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
        /*
                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
@@ -1004,8 +993,8 @@ 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
@@ -1019,8 +1008,8 @@ 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
@@ -1042,14 +1031,19 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        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");
+
        // 4-21ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
        // 24-155ms for MAP_BLOCKSIZE=32  (NOTE: probably outdated)
        //TimeTaker timer1("MapBlockMesh()");
 
        std::vector<FastFace> fastfaces_new;
+       fastfaces_new.reserve(512);
 
        /*
                We are including the faces of the trailing edges of the block.
@@ -1111,6 +1105,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
 
        mapblock_mesh_generate_special(data, collector);
 
+       m_highlight_mesh_color = data->m_highlight_mesh_color;
 
        /*
                Convert MeshCollector to SMesh
@@ -1118,16 +1113,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        ITextureSource *tsrc = m_gamedef->tsrc();
        IShaderSource *shdrsrc = m_gamedef->getShaderSource();
 
-       bool enable_shaders     = g_settings->getBool("enable_shaders");
-       bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
-       bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
-
        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
@@ -1141,7 +1129,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                        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 = tsrc->getTextureForMesh(
                                        os.str()+"0",
                                        &p.tile.texture_id);
                }
@@ -1161,32 +1149,41 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                                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(),
-                                       &p.tile.texture_id);
+                       FrameSpec animation_frame = p.tile.frames[0];
+                       p.tile.texture = animation_frame.texture;
                }
-               // - Classic lighting (shaders handle this by themselves)
-               if(!enable_shaders)
+
+               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++)
                {
-                       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)
                        {
-                               video::SColor &vc = p.vertices[j].Color;
+                               // - 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);
-                               // Brighten topside (no shaders)
-                               if(p.vertices[j].Normal.Y > 0.5)
-                               {
-                                       vc.setRed  (srgb_linear_multiply(vc.getRed(),   1.3, 255.0));
-                                       vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
-                                       vc.setBlue (srgb_linear_multiply(vc.getBlue(),  1.3, 255.0));
-                               }
                        }
                }
 
@@ -1196,42 +1193,26 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                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);
 
-               if (enable_shaders) {
-                       material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
-                       p.tile.applyMaterialOptionsWithShaders(material);
-                       material.setTexture(2, tsrc->getTexture("disable_img.png"));
-                       if (enable_bumpmapping || enable_parallax_occlusion) {
-                               if (tsrc->isKnownSourceImage("override_normal.png")){
-                                       material.setTexture(1, tsrc->getTexture("override_normal.png"));
-                                       material.setTexture(2, tsrc->getTexture("enable_img.png"));
+               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->getTextureForMesh("enable_img.png"));
                                } else {
-                                       std::string fname_base = tsrc->getTextureName(p.tile.texture_id);
-                                       std::string normal_ext = "_normal.png";
-                                       size_t pos = fname_base.find(".");
-                                       std::string fname_normal = fname_base.substr(0, pos) + normal_ext;
-
-                                       if (tsrc->isKnownSourceImage(fname_normal)) {
-                                               // look for image extension and replace it
-                                               size_t i = 0;
-                                               while ((i = fname_base.find(".", i)) != std::string::npos) {
-                                                       fname_base.replace(i, 4, normal_ext);
-                                                       i += normal_ext.length();
-                                               }
-                                               material.setTexture(1, tsrc->getTexture(fname_base));
-                                               material.setTexture(2, tsrc->getTexture("enable_img.png"));
-                                       }
+                                       material.setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
                                }
+                       } else {
+                               p.tile.applyMaterialOptions(material);
                        }
-               } else {
-                       p.tile.applyMaterialOptions(material);
                }
-               // Create meshbuffer
 
+               // Create meshbuffer
                // This is a "Standard MeshBuffer",
                // it's a typedeffed CMeshBuffer<video::S3DVertex>
                scene::SMeshBuffer *buf = new scene::SMeshBuffer();
@@ -1279,7 +1260,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_has_animation =
                !m_crack_materials.empty() ||
                !m_daynight_diffs.empty() ||
-               !m_animation_tiles.empty();
+               !m_animation_tiles.empty() ||
+               !m_highlighted_materials.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
@@ -1290,10 +1272,6 @@ MapBlockMesh::~MapBlockMesh()
 
 bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
 {
-       bool enable_shaders = g_settings->getBool("enable_shaders");
-       bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
-       bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
-       bool smooth_lighting = g_settings->getBool("smooth_lighting");
 
        if(!m_has_animation)
        {
@@ -1319,7 +1297,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                        os<<basename<<crack;
                        u32 new_texture_id = 0;
                        video::ITexture *new_texture =
-                               tsrc->getTexture(os.str(), &new_texture_id);
+                               tsrc->getTextureForMesh(os.str(), &new_texture_id);
                        buf->getMaterial().setTexture(0, new_texture);
 
                        // If the current material is also animated,
@@ -1356,41 +1334,21 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
 
                scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
                ITextureSource *tsrc = m_gamedef->getTextureSource();
-               IShaderSource *shdrsrc = m_gamedef->getShaderSource();
-
-               // 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
-               buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
-               if (enable_shaders){
-                       buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
-                       buf->getMaterial().MaterialType = shdrsrc->getShaderInfo(tile.shader_id).material;
-                       if (enable_bumpmapping || enable_parallax_occlusion){
-                               if (tsrc->isKnownSourceImage("override_normal.png")){
-                                       buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png"));
-                                       buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
-                               } else {
-                                       std::string fname_base,fname_normal;
-                                       fname_base = tsrc->getTextureName(tile.texture_id);
-                                       unsigned pos;
-                                       pos = fname_base.find(".");
-                                       fname_normal = fname_base.substr (0, pos);
-                                       fname_normal += "_normal.png";
-                                       if (tsrc->isKnownSourceImage(fname_normal)){
-                                               os.str("");
-                                               os<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
-                                               buf->getMaterial().setTexture(1, tsrc->getTexture(os.str()));
-                                               buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
-                                       }
-                               }
+
+               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->getTextureForMesh("enable_img.png"));
+                       } else {
+                               buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
                        }
                }
        }
 
        // 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
                                i = m_daynight_diffs.begin();
@@ -1407,41 +1365,35 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
                                u8 night = j->second.second;
                                finalColorBlend(vertices[vertexIndex].Color,
                                                day, night, daynight_ratio);
-                               // If no smooth lighting, shading is already correct
-                               if(!smooth_lighting)
-                                       continue;
-                               // Make sides and bottom darker than the top
-                               video::SColor &vc = vertices[vertexIndex].Color;
-                               if(vertices[vertexIndex].Normal.Y > 0.5) {
-                                       vc.setRed  (srgb_linear_multiply(vc.getRed(),   1.2, 255.0));
-                                       vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0));
-                                       vc.setBlue (srgb_linear_multiply(vc.getBlue(),  1.2, 255.0));
-                               } else if (vertices[vertexIndex].Normal.Y < -0.5) {
-                                       vc.setRed  (srgb_linear_multiply(vc.getRed(),   0.3, 255.0));
-                                       vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0));
-                                       vc.setBlue (srgb_linear_multiply(vc.getBlue(),  0.3, 255.0));
-                               } else if (vertices[vertexIndex].Normal.X > 0.5) {
-                                       vc.setRed  (srgb_linear_multiply(vc.getRed(),   0.8, 255.0));
-                                       vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
-                                       vc.setBlue (srgb_linear_multiply(vc.getBlue(),  0.8, 255.0));
-                               } else if (vertices[vertexIndex].Normal.X < -0.5) {
-                                       vc.setRed  (srgb_linear_multiply(vc.getRed(),   0.8, 255.0));
-                                       vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
-                                       vc.setBlue (srgb_linear_multiply(vc.getBlue(),  0.8, 255.0));
-                               } else if (vertices[vertexIndex].Normal.Z > 0.5) {
-                                       vc.setRed  (srgb_linear_multiply(vc.getRed(),   0.5, 255.0));
-                                       vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
-                                       vc.setBlue (srgb_linear_multiply(vc.getBlue(),  0.5, 255.0));
-                               } else if (vertices[vertexIndex].Normal.Z < -0.5) {
-                                       vc.setRed  (srgb_linear_multiply(vc.getRed(),   0.5, 255.0));
-                                       vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
-                                       vc.setBlue (srgb_linear_multiply(vc.getBlue(),  0.5, 255.0));
-                               }
                        }
                }
                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;
 }
 
@@ -1499,3 +1451,54 @@ void MeshCollector::append(const TileSpec &tile,
                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)
+{
+       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];
+       }
+
+       u32 vertex_count = p->vertices.size();
+       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);
+       }
+}