]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.cpp
Disable word wrap in vertical texts in main menu
[minetest.git] / src / mapblock_mesh.cpp
index 465170c2d1b2292f30417c5d23df4b5890e2494b..abe23855f247ea71513296b130753a066b766f90 100644 (file)
@@ -21,23 +21,31 @@ 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_settings and g_texturesource
+#include "main.h" // for g_profiler
+#include "profiler.h"
+#include "nodedef.h"
+#include "gamedef.h"
+#include "mesh.h"
 #include "content_mapblock.h"
 
-void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
+/*
+       MeshMakeData
+*/
+
+MeshMakeData::MeshMakeData(IGameDef *gamedef):
+       m_vmanip(),
+       m_blockpos(-1337,-1337,-1337),
+       m_crack_pos_relative(-1337, -1337, -1337),
+       m_smooth_lighting(false),
+       m_gamedef(gamedef)
+{}
+
+void MeshMakeData::fill(MapBlock *block)
 {
-       m_daynight_ratio = daynight_ratio;
        m_blockpos = block->getPos();
 
        v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
        
-       /*
-               There is no harm not copying the TempMods of the neighbors
-               because they are already copied to this block
-       */
-       m_temp_mods.clear();
-       block->copyTempMods(m_temp_mods);
-       
        /*
                Copy data
        */
@@ -77,10 +85,261 @@ void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
        }
 }
 
+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));
+       s32 volume = area.getVolume();
+       s32 our_node_index = area.index(1,1,1);
+
+       // Allocate this block + neighbors
+       m_vmanip.clear();
+       m_vmanip.addArea(area);
+
+       // Fill in data
+       MapNode *data = new MapNode[volume];
+       for(s32 i = 0; i < volume; i++)
+       {
+               if(i == our_node_index)
+               {
+                       data[i] = *node;
+               }
+               else
+               {
+                       data[i] = MapNode(CONTENT_AIR, LIGHT_MAX, 0);
+               }
+       }
+       m_vmanip.copyFrom(data, area, area.MinEdge, area.MinEdge, area.getExtent());
+       delete[] data;
+}
+
+void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
+{
+       if(crack_level >= 0)
+               m_crack_pos_relative = crack_pos - m_blockpos*MAP_BLOCKSIZE;
+}
+
+void MeshMakeData::setSmoothLighting(bool smooth_lighting)
+{
+       m_smooth_lighting = smooth_lighting;
+}
+
+/*
+       Light and vertex color functions
+*/
+
+/*
+       Calculate non-smooth lighting at interior of node.
+       Single light bank.
+*/
+static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
+               MeshMakeData *data)
+{
+       INodeDefManager *ndef = data->m_gamedef->ndef();
+       u8 light = n.getLight(bank, ndef);
+
+       while(increment > 0)
+       {
+               light = undiminish_light(light);
+               --increment;
+       }
+       while(increment < 0)
+       {
+               light = diminish_light(light);
+               ++increment;
+       }
+
+       return decode_light(light);
+}
+
+/*
+       Calculate non-smooth lighting at interior of node.
+       Both light banks.
+*/
+u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data)
+{
+       u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, data);
+       u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, data);
+       return day | (night << 8);
+}
+
+/*
+       Calculate non-smooth lighting at face of node.
+       Single light bank.
+*/
+static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
+               v3s16 face_dir, MeshMakeData *data)
+{
+       INodeDefManager *ndef = data->m_gamedef->ndef();
+
+       u8 light;
+       u8 l1 = n.getLight(bank, ndef);
+       u8 l2 = n2.getLight(bank, ndef);
+       if(l1 > l2)
+               light = l1;
+       else
+               light = l2;
+
+       // 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);
+}
+
+/*
+       Calculate non-smooth lighting at face of node.
+       Both light banks.
+*/
+u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data)
+{
+       u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, data);
+       u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, data);
+       return day | (night << 8);
+}
+
+/*
+       Calculate smooth lighting at the XYZ- corner of p.
+       Single light bank.
+*/
+static u8 getSmoothLight(enum LightBank bank, v3s16 p, MeshMakeData *data)
+{
+       static v3s16 dirs8[8] = {
+               v3s16(0,0,0),
+               v3s16(0,0,1),
+               v3s16(0,1,0),
+               v3s16(0,1,1),
+               v3s16(1,0,0),
+               v3s16(1,1,0),
+               v3s16(1,0,1),
+               v3s16(1,1,1),
+       };
+
+       INodeDefManager *ndef = data->m_gamedef->ndef();
+
+       u16 ambient_occlusion = 0;
+       u16 light = 0;
+       u16 light_count = 0;
+       for(u32 i=0; i<8; i++)
+       {
+               MapNode n = data->m_vmanip.getNodeNoEx(p - dirs8[i]);
+               const ContentFeatures &f = ndef->get(n);
+               // 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));
+                       light_count++;
+               }
+               else if(n.getContent() != CONTENT_IGNORE)
+               {
+                       ambient_occlusion++;
+               }
+       }
+
+       if(light_count == 0)
+               return 255;
+       
+       light /= light_count;
+
+       if(ambient_occlusion > 4)
+       {
+               ambient_occlusion -= 4;
+               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
+       }
+
+       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);
+}
+
+/*
+       Calculate smooth lighting at the given corner of p.
+       Both light banks.
+*/
+u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
+{
+       if(corner.X == 1) p.X += 1;
+       else              assert(corner.X == -1);
+       if(corner.Y == 1) p.Y += 1;
+       else              assert(corner.Y == -1);
+       if(corner.Z == 1) p.Z += 1;
+       else              assert(corner.Z == -1);
+       
+       return getSmoothLight(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)
+{
+       s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
+       s32 b = rg;
+
+       // Moonlight is blue
+       b += (day - night) / 13;
+       rg -= (day - night) / 23;
+
+       // 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] = {
+               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);
+}
+
+/*
+       Mesh generation helpers
+*/
+
 /*
        vertex_dirs: v3s16[4]
 */
-void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
+static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
 {
        /*
                If looked from outside the node towards the face, the corners are:
@@ -140,41 +399,19 @@ void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
        }
 }
 
-video::SColor MapBlock_LightColor(u8 alpha, u8 light)
-{
-#if 0
-       return video::SColor(alpha,light,light,light);
-#endif
-       //return video::SColor(alpha,light,light,MYMAX(0, (s16)light-25)+25);
-       /*return video::SColor(alpha,light,light,MYMAX(0,
-                       pow((float)light/255.0, 0.8)*255.0));*/
-#if 1
-       // Emphase blue a bit in darker places
-       float lim = 80;
-       float power = 0.7;
-       if(light > lim)
-               return video::SColor(alpha,light,light,light);
-       else
-               return video::SColor(alpha,light,light,MYMAX(0,
-                               pow((float)light/lim, power)*lim));
-#endif
-}
-
 struct FastFace
 {
        TileSpec tile;
        video::S3DVertex vertices[4]; // Precalculated vertices
 };
 
-void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
-               v3s16 dir, v3f scale, v3f posRelative_f,
-               core::array<FastFace> &dest)
+static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
+               v3f p, v3s16 dir, v3f scale, core::array<FastFace> &dest)
 {
        FastFace face;
        
        // Position is at the center of the cube.
        v3f pos = p * BS;
-       posRelative_f *= BS;
 
        v3f vertex_pos[4];
        v3s16 vertex_dirs[4];
@@ -193,7 +430,7 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
                vertex_pos[i].X *= scale.X;
                vertex_pos[i].Y *= scale.Y;
                vertex_pos[i].Z *= scale.Z;
-               vertex_pos[i] += pos + posRelative_f;
+               vertex_pos[i] += pos;
        }
 
        f32 abs_scale = 1.;
@@ -201,231 +438,169 @@ void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
        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 zerovector = v3f(0,0,0);
-       
+       v3f normal(dir.X, dir.Y, dir.Z);
+
        u8 alpha = tile.alpha;
-       /*u8 alpha = 255;
-       if(tile.id == TILE_WATER)
-               alpha = WATER_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;
 
-       /*video::SColor c = MapBlock_LightColor(alpha, li);
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
-                       core::vector2d<f32>(x0+w*abs_scale, y0));*/
-
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
+       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], v3f(0,1,0),
+       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], v3f(0,1,0),
+       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], v3f(0,1,0),
+       face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
                        MapBlock_LightColor(alpha, li3),
                        core::vector2d<f32>(x0+w*abs_scale, y0));
 
        face.tile = tile;
-       //DEBUG
-       //f->tile = TILE_STONE;
        
        dest.push_back(face);
 }
-       
+
 /*
-       Gets node tile from any place relative to block.
-       Returns TILE_NODE if doesn't exist or should not be drawn.
+       Nodes make a face if contents differ and solidness differs.
+       Return value:
+               0: No face
+               1: Face uses m1's content
+               2: Face uses m2's content
+       equivalent: Whether the blocks share the same face (eg. water and glass)
+
+       TODO: Add 3: Both faces drawn with backface culling, remove equivalent
 */
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
-               NodeModMap &temp_mods)
+static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
+               INodeDefManager *ndef)
 {
-       TileSpec spec;
-       spec = mn.getTile(face_dir);
+       *equivalent = false;
+
+       if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
+               return 0;
        
-       /*
-               Check temporary modifications on this node
-       */
-       /*core::map<v3s16, NodeMod>::Node *n;
-       n = m_temp_mods.find(p);
-       // If modified
-       if(n != NULL)
-       {
-               struct NodeMod mod = n->getValue();*/
-       NodeMod mod;
-       if(temp_mods.get(p, &mod))
-       {
-               if(mod.type == NODEMOD_CHANGECONTENT)
-               {
-                       MapNode mn2(mod.param);
-                       spec = mn2.getTile(face_dir);
-               }
-               if(mod.type == NODEMOD_CRACK)
-               {
-                       /*
-                               Get texture id, translate it to name, append stuff to
-                               name, get texture id
-                       */
+       bool contents_differ = (m1 != m2);
+       
+       const ContentFeatures &f1 = ndef->get(m1);
+       const ContentFeatures &f2 = ndef->get(m2);
 
-                       // Get original texture name
-                       u32 orig_id = spec.texture.id;
-                       std::string orig_name = g_texturesource->getTextureName(orig_id);
+       // 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;
 
-                       // Create new texture name
-                       std::ostringstream os;
-                       os<<orig_name<<"^[crack"<<mod.param;
+       bool solidness_differs = (c1 != c2);
+       bool makes_face = contents_differ && solidness_differs;
 
-                       // Get new texture
-                       u32 new_id = g_texturesource->getTextureId(os.str());
-                       
-                       /*dstream<<"MapBlock::getNodeTile(): Switching from "
-                                       <<orig_name<<" to "<<os.str()<<" ("
-                                       <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
-                       
-                       spec.texture = g_texturesource->getTexture(new_id);
-               }
+       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
+               if(f1.isLiquid())
+                       return 1;
+               if(f2.isLiquid())
+                       return 2;
        }
        
-       return spec;
+       if(c1 > c2)
+               return 1;
+       else
+               return 2;
 }
 
-content_t getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
+/*
+       Gets nth node tile (0 <= n <= 5).
+*/
+TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
 {
-       /*
-               Check temporary modifications on this node
-       */
-       /*core::map<v3s16, NodeMod>::Node *n;
-       n = m_temp_mods.find(p);
-       // If modified
-       if(n != NULL)
-       {
-               struct NodeMod mod = n->getValue();*/
-       NodeMod mod;
-       if(temp_mods.get(p, &mod))
+       INodeDefManager *ndef = data->m_gamedef->ndef();
+       TileSpec spec = ndef->get(mn).tiles[tileindex];
+       // Apply temporary crack
+       if(p == data->m_crack_pos_relative)
        {
-               if(mod.type == NODEMOD_CHANGECONTENT)
-               {
-                       // Overrides content
-                       return mod.param;
-               }
-               if(mod.type == NODEMOD_CRACK)
-               {
-                       /*
-                               Content doesn't change.
-                               
-                               face_contents works just like it should, because
-                               there should not be faces between differently cracked
-                               nodes.
-
-                               If a semi-transparent node is cracked in front an
-                               another one, it really doesn't matter whether there
-                               is a cracked face drawn in between or not.
-                       */
-               }
+               spec.material_flags |= MATERIAL_FLAG_CRACK;
+               spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
        }
-
-       return mn.getContent();
+       return spec;
 }
 
-v3s16 dirs8[8] = {
-       v3s16(0,0,0),
-       v3s16(0,0,1),
-       v3s16(0,1,0),
-       v3s16(0,1,1),
-       v3s16(1,0,0),
-       v3s16(1,1,0),
-       v3s16(1,0,1),
-       v3s16(1,1,1),
-};
-
-// Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
+/*
+       Gets node tile given a face direction.
+*/
+TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
 {
-       u16 ambient_occlusion = 0;
-       u16 light = 0;
-       u16 light_count = 0;
-       for(u32 i=0; i<8; i++)
-       {
-               MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
-               if(content_features(n).param_type == CPT_LIGHT
-                               // Fast-style leaves look better this way
-                               && content_features(n).solidness != 2)
-               {
-                       light += decode_light(n.getLightBlend(daynight_ratio));
-                       light_count++;
-               }
-               else
-               {
-                       if(n.getContent() != CONTENT_IGNORE)
-                               ambient_occlusion++;
-               }
-       }
-
-       if(light_count == 0)
-               return 255;
+       INodeDefManager *ndef = data->m_gamedef->ndef();
+
+       // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
+       // (0,0,1), (0,0,-1) or (0,0,0)
+       assert(dir.X * dir.X + dir.Y * dir.Y + dir.Z * dir.Z <= 1);
+
+       // Convert direction to single integer for table lookup
+       //  0 = (0,0,0)
+       //  1 = (1,0,0)
+       //  2 = (0,1,0)
+       //  3 = (0,0,1)
+       //  4 = invalid, treat as (0,0,0)
+       //  5 = (0,0,-1)
+       //  6 = (0,-1,0)
+       //  7 = (-1,0,0)
+       u8 dir_i = (dir.X + 2 * dir.Y + 3 * dir.Z) & 7;
+
+       // Get rotation for things like chests
+       u8 facedir = mn.getFaceDir(ndef);
+       assert(facedir <= 3);
        
-       light /= light_count;
-
-       if(ambient_occlusion > 4)
+       static const u8 dir_to_tile[4 * 8] =
        {
-               ambient_occlusion -= 4;
-               light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
-       }
-
-       return light;
-}
-
-// Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
-               VoxelManipulator &vmanip, u32 daynight_ratio)
-{
-       if(corner.X == 1) p.X += 1;
-       else              assert(corner.X == -1);
-       if(corner.Y == 1) p.Y += 1;
-       else              assert(corner.Y == -1);
-       if(corner.Z == 1) p.Z += 1;
-       else              assert(corner.Z == -1);
-       
-       return getSmoothLight(p, vmanip, daynight_ratio);
+               // 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
+       };
+       u8 tileindex = dir_to_tile[facedir*8 + dir_i];
+       return getNodeTileN(mn, p, tileindex, data);
 }
 
-void getTileInfo(
+static void getTileInfo(
                // Input:
-               v3s16 blockpos_nodes,
+               MeshMakeData *data,
                v3s16 p,
                v3s16 face_dir,
-               u32 daynight_ratio,
-               VoxelManipulator &vmanip,
-               NodeModMap &temp_mods,
-               bool smooth_lighting,
                // Output:
                bool &makes_face,
                v3s16 &p_corrected,
                v3s16 &face_dir_corrected,
-               u8 *lights,
+               u16 *lights,
                TileSpec &tile
        )
 {
+       VoxelManipulator &vmanip = data->m_vmanip;
+       INodeDefManager *ndef = data->m_gamedef->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, temp_mods);
-       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
+       TileSpec tile0 = getNodeTile(n0, p, face_dir, data);
+       TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, data);
        
        // This is hackish
-       content_t content0 = getNodeContent(p, n0, temp_mods);
-       content_t content1 = getNodeContent(p + face_dir, n1, temp_mods);
-       u8 mf = face_contents(content0, content1);
+       bool equivalent = false;
+       u8 mf = face_contents(n0.getContent(), n1.getContent(),
+                       &equivalent, ndef);
 
        if(mf == 0)
        {
@@ -448,10 +623,14 @@ void getTileInfo(
                face_dir_corrected = -face_dir;
        }
        
-       if(smooth_lighting == false)
+       // eg. water and glass
+       if(equivalent)
+               tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+       
+       if(data->m_smooth_lighting == false)
        {
                lights[0] = lights[1] = lights[2] = lights[3] =
-                               decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
+                               getFaceLight(n0, n1, face_dir, data);
        }
        else
        {
@@ -459,8 +638,9 @@ void getTileInfo(
                getNodeVertexDirs(face_dir_corrected, vertex_dirs);
                for(u16 i=0; i<4; i++)
                {
-                       lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
-                                       vertex_dirs[i], vmanip, daynight_ratio);
+                       lights[i] = getSmoothLight(
+                                       blockpos_nodes + p_corrected,
+                                       vertex_dirs[i], data);
                }
        }
        
@@ -472,35 +652,29 @@ void getTileInfo(
        translate_dir: unit vector with only one of x, y or z
        face_dir: unit vector with only one of x, y or z
 */
-void updateFastFaceRow(
-               u32 daynight_ratio,
-               v3f posRelative_f,
+static void updateFastFaceRow(
+               MeshMakeData *data,
                v3s16 startpos,
-               u16 length,
                v3s16 translate_dir,
                v3f translate_dir_f,
                v3s16 face_dir,
                v3f face_dir_f,
-               core::array<FastFace> &dest,
-               NodeModMap &temp_mods,
-               VoxelManipulator &vmanip,
-               v3s16 blockpos_nodes,
-               bool smooth_lighting)
+               core::array<FastFace> &dest)
 {
        v3s16 p = startpos;
        
        u16 continuous_tiles_count = 0;
        
-       bool makes_face;
+       bool makes_face = false;
        v3s16 p_corrected;
        v3s16 face_dir_corrected;
-       u8 lights[4];
+       u16 lights[4] = {0,0,0,0};
        TileSpec tile;
-       getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
-                       vmanip, temp_mods, smooth_lighting,
-                       makes_face, p_corrected, face_dir_corrected, lights, tile);
+       getTileInfo(data, p, face_dir, 
+                       makes_face, p_corrected, face_dir_corrected,
+                       lights, tile);
 
-       for(u16 j=0; j<length; j++)
+       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;
@@ -510,23 +684,22 @@ void updateFastFaceRow(
                bool next_makes_face = false;
                v3s16 next_p_corrected;
                v3s16 next_face_dir_corrected;
-               u8 next_lights[4] = {0,0,0,0};
+               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 != length - 1)
+               if(j != MAP_BLOCKSIZE - 1)
                {
                        p_next = p + translate_dir;
                        
-                       getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
-                                       vmanip, temp_mods, smooth_lighting,
+                       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
-                                       && next_p_corrected == p_corrected
+                                       && next_p_corrected == p_corrected + translate_dir
                                        && next_face_dir_corrected == face_dir_corrected
                                        && next_lights[0] == lights[0]
                                        && next_lights[1] == lights[1]
@@ -536,6 +709,29 @@ void updateFastFaceRow(
                        {
                                next_is_different = false;
                        }
+                       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++;
@@ -567,6 +763,8 @@ void updateFastFaceRow(
                                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 scale(1,1,1);
 
                                if(translate_dir.X != 0)
@@ -584,7 +782,12 @@ void updateFastFaceRow(
                                
                                makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
                                                sp, face_dir_corrected, scale,
-                                               posRelative_f, dest);
+                                               dest);
+                               
+                               g_profiler->avg("Meshgen: faces drawn by tiling", 0);
+                               for(int i=1; i<continuous_tiles_count; i++){
+                                       g_profiler->avg("Meshgen: faces drawn by tiling", 1);
+                               }
                        }
 
                        continuous_tiles_count = 0;
@@ -603,26 +806,74 @@ void updateFastFaceRow(
        }
 }
 
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
+static void updateAllFastFaceRows(MeshMakeData *data,
+               core::array<FastFace> &dest)
 {
-       // 4-21ms for MAP_BLOCKSIZE=16
-       // 24-155ms for MAP_BLOCKSIZE=32
-       //TimeTaker timer1("makeMapBlockMesh()");
+       /*
+               Go through every y,z and get top(y+) faces in rows of x+
+       */
+       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+                       updateFastFaceRow(data,
+                                       v3s16(0,y,z),
+                                       v3s16(1,0,0), //dir
+                                       v3f  (1,0,0),
+                                       v3s16(0,1,0), //face dir
+                                       v3f  (0,1,0),
+                                       dest);
+               }
+       }
 
-       core::array<FastFace> fastfaces_new;
+       /*
+               Go through every x,y and get right(x+) faces in rows of z+
+       */
+       for(s16 x=0; x<MAP_BLOCKSIZE; x++){
+               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+                       updateFastFaceRow(data,
+                                       v3s16(x,y,0),
+                                       v3s16(0,0,1), //dir
+                                       v3f  (0,0,1),
+                                       v3s16(1,0,0), //face dir
+                                       v3f  (1,0,0),
+                                       dest);
+               }
+       }
 
-       v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
-       
-       // floating point conversion
-       v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
-       
        /*
-               Some settings
+               Go through every y,z and get back(z+) faces in rows of x+
        */
-       //bool new_style_water = g_settings.getBool("new_style_water");
-       //bool new_style_leaves = g_settings.getBool("new_style_leaves");
-       bool smooth_lighting = g_settings.getBool("smooth_lighting");
-       
+       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
+               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
+                       updateFastFaceRow(data,
+                                       v3s16(0,y,z),
+                                       v3s16(1,0,0), //dir
+                                       v3f  (1,0,0),
+                                       v3s16(0,0,1), //face dir
+                                       v3f  (0,0,1),
+                                       dest);
+               }
+       }
+}
+
+/*
+       MapBlockMesh
+*/
+
+MapBlockMesh::MapBlockMesh(MeshMakeData *data):
+       m_mesh(new scene::SMesh()),
+       m_gamedef(data->m_gamedef),
+       m_animation_force_timer(0), // force initial animation
+       m_last_crack(-1),
+       m_crack_materials(),
+       m_last_daynight_ratio((u32) -1),
+       m_daynight_diffs()
+{
+       // 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;
+
        /*
                We are including the faces of the trailing edges of the block.
                This means that when something changes, the caller must
@@ -630,86 +881,23 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
 
                NOTE: This is the slowest part of this method.
        */
-       
        {
-               // 4-23ms for MAP_BLOCKSIZE=16
-               //TimeTaker timer2("updateMesh() collect");
-
-               /*
-                       Go through every y,z and get top(y+) faces in rows of x+
-               */
-               for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                       for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(0,y,z), MAP_BLOCKSIZE,
-                                               v3s16(1,0,0), //dir
-                                               v3f  (1,0,0),
-                                               v3s16(0,1,0), //face dir
-                                               v3f  (0,1,0),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-               /*
-                       Go through every x,y and get right(x+) faces in rows of z+
-               */
-               for(s16 x=0; x<MAP_BLOCKSIZE; x++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(x,y,0), MAP_BLOCKSIZE,
-                                               v3s16(0,0,1),
-                                               v3f  (0,0,1),
-                                               v3s16(1,0,0),
-                                               v3f  (1,0,0),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
-               /*
-                       Go through every y,z and get back(z+) faces in rows of x+
-               */
-               for(s16 z=0; z<MAP_BLOCKSIZE; z++){
-                       for(s16 y=0; y<MAP_BLOCKSIZE; y++){
-                               updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
-                                               v3s16(0,y,z), MAP_BLOCKSIZE,
-                                               v3s16(1,0,0),
-                                               v3f  (1,0,0),
-                                               v3s16(0,0,1),
-                                               v3f  (0,0,1),
-                                               fastfaces_new,
-                                               data->m_temp_mods,
-                                               data->m_vmanip,
-                                               blockpos_nodes,
-                                               smooth_lighting);
-                       }
-               }
+               // 4-23ms for MAP_BLOCKSIZE=16  (NOTE: probably outdated)
+               //TimeTaker timer2("updateAllFastFaceRows()");
+               updateAllFastFaceRows(data, fastfaces_new);
        }
-
        // End of slow part
 
        /*
-               Convert FastFaces to SMesh
+               Convert FastFaces to MeshCollector
        */
 
        MeshCollector collector;
 
-       if(fastfaces_new.size() > 0)
        {
                // avg 0ms (100ms spikes when loading textures the first time)
-               //TimeTaker timer2("updateMesh() mesh building");
-
-               video::SMaterial material;
-               material.setFlag(video::EMF_LIGHTING, false);
-               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);
+               // (NOTE: probably outdated)
+               //TimeTaker timer2("MeshCollector building");
 
                for(u32 i=0; i<fastfaces_new.size(); i++)
                {
@@ -718,25 +906,21 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                        const u16 indices[] = {0,1,2,2,3,0};
                        const u16 indices_alternate[] = {0,1,3,2,3,1};
                        
-                       video::ITexture *texture = f.tile.texture.atlas;
-                       if(texture == NULL)
+                       if(f.tile.texture.atlas == NULL)
                                continue;
 
-                       material.setTexture(0, texture);
-                       
-                       f.tile.applyMaterialOptions(material);
-
                        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.
                        */
-                       if(f.vertices[0].Color != f.vertices[2].Color
-                                       || f.vertices[1].Color == f.vertices[3].Color)
+                       if(f.vertices[0].Color.getRed() != f.vertices[2].Color.getRed()
+                                       || f.vertices[1].Color.getRed() == f.vertices[3].Color.getRed())
                                indices_p = indices_alternate;
                        
-                       collector.append(material, f.vertices, 4, indices_p, 6);
+                       collector.append(f.tile, f.vertices, 4, indices_p, 6);
                }
        }
 
@@ -750,43 +934,89 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
 
        mapblock_mesh_generate_special(data, collector);
        
-       /*
-               Add stuff from collector to mesh
-       */
-       
-       scene::SMesh *mesh_new = NULL;
-       mesh_new = new scene::SMesh();
-       
-       collector.fillMesh(mesh_new);
 
        /*
-               Do some stuff to the mesh
+               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);
+                       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));
+               }
+               // - 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);
+               }
 
-       mesh_new->recalculateBoundingBox();
+
+               // Create material
+               video::SMaterial material;
+               material.setFlag(video::EMF_LIGHTING, false);
+               material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+               material.setFlag(video::EMF_FOG_ENABLE, true);
+               //material.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());
+       }
 
        /*
-               Delete new mesh if it is empty
+               Do some stuff to the mesh
        */
 
-       if(mesh_new->getMeshBufferCount() == 0)
-       {
-               mesh_new->drop();
-               mesh_new = NULL;
-       }
+       translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
+       m_mesh->recalculateBoundingBox(); // translateMesh already does this
 
-       if(mesh_new)
+       if(m_mesh)
        {
 #if 0
                // Usually 1-700 faces and 1-7 materials
                std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
-                               <<"and uses "<<mesh_new->getMeshBufferCount()
+                               <<"and uses "<<m_mesh->getMeshBufferCount()
                                <<" materials (meshbuffers)"<<std::endl;
 #endif
 
                // Use VBO for mesh (this just would set this for ever buffer)
                // This will lead to infinite memory usage because or irrlicht.
-               //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
+               //m_mesh->setHardwareMappingHint(scene::EHM_STATIC);
 
                /*
                        NOTE: If that is enabled, some kind of a queue to the main
@@ -794,9 +1024,118 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
                        the hardware buffer and then delete the mesh
                */
        }
-
-       return mesh_new;
        
        //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
+
+       // Check if animation is required for this mesh
+       m_has_animation =
+               !m_crack_materials.empty() ||
+               !m_daynight_diffs.empty();
+}
+
+MapBlockMesh::~MapBlockMesh()
+{
+       m_mesh->drop();
+       m_mesh = NULL;
+}
+
+bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
+{
+       if(!m_has_animation)
+       {
+               m_animation_force_timer = 100000;
+               return false;
+       }
+
+       m_animation_force_timer = myrand_range(5, 100);
+
+       // Cracks
+       if(crack != m_last_crack)
+       {
+               for(std::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);
+               }
+
+               m_last_crack = crack;
+       }
+
+       // Day-night transition
+       if(daynight_ratio != m_last_daynight_ratio)
+       {
+               for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
+                               i = m_daynight_diffs.begin();
+                               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
+                                       j = i->second.begin();
+                                       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);
+                       }
+               }
+               m_last_daynight_ratio = daynight_ratio;
+       }
+
+       return true;
 }
 
+/*
+       MeshCollector
+*/
+
+void MeshCollector::append(const TileSpec &tile,
+               const video::S3DVertex *vertices, u32 numVertices,
+               const u16 *indices, u32 numIndices)
+{
+       PreMeshBuffer *p = NULL;
+       for(u32 i=0; i<prebuffers.size(); i++)
+       {
+               PreMeshBuffer &pp = prebuffers[i];
+               if(pp.tile != tile)
+                       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;
+               if(j > 65535)
+               {
+                       dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
+                       // NOTE: Fix is to just add an another MeshBuffer
+               }
+               p->indices.push_back(j);
+       }
+       for(u32 i=0; i<numVertices; i++)
+       {
+               p->vertices.push_back(vertices[i]);
+       }
+}