]> git.lizzy.rs Git - minetest.git/blobdiff - src/mapblock_mesh.cpp
Conf.example generation: Remove quotation marks from noise flags (#7844)
[minetest.git] / src / mapblock_mesh.cpp
index 145ab40c253fb51a10f03ba93757ce8d2560a4a5..ed8a073de5792bbc92464b8f2ff820c3327f6773 100644 (file)
@@ -18,86 +18,66 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "mapblock_mesh.h"
-#include "light.h"
+#include "client.h"
 #include "mapblock.h"
 #include "map.h"
 #include "profiler.h"
-#include "nodedef.h"
-#include "gamedef.h"
+#include "shader.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>
-
-static void applyFacesShading(video::SColor& color, float factor)
-{
-       color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
-       color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
-}
+#include "client/meshgen/collector.h"
+#include "client/renderingengine.h"
+#include <array>
 
 /*
        MeshMakeData
 */
 
-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_show_hud(false),
-       m_highlight_mesh_color(255, 255, 255, 255),
-       m_gamedef(gamedef),
-       m_use_shaders(use_shaders)
+MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
+               bool use_tangent_vertices):
+       m_client(client),
+       m_use_shaders(use_shaders),
+       m_use_tangent_vertices(use_tangent_vertices)
 {}
 
-void MeshMakeData::fill(MapBlock *block)
+void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
 {
-       m_blockpos = block->getPos();
+       m_blockpos = blockpos;
 
        v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
 
-       /*
-               Copy data
-       */
-
-       // Allocate this block + neighbors
        m_vmanip.clear();
        VoxelArea voxel_area(blockpos_nodes - v3s16(1,1,1) * MAP_BLOCKSIZE,
                        blockpos_nodes + v3s16(1,1,1) * MAP_BLOCKSIZE*2-v3s16(1,1,1));
        m_vmanip.addArea(voxel_area);
+}
 
-       {
-               //TimeTaker timer("copy central block data");
-               // 0ms
+void MeshMakeData::fillBlockData(const v3s16 &block_offset, MapNode *data)
+{
+       v3s16 data_size(MAP_BLOCKSIZE, MAP_BLOCKSIZE, MAP_BLOCKSIZE);
+       VoxelArea data_area(v3s16(0,0,0), data_size - v3s16(1,1,1));
 
-               // Copy our data
-               block->copyTo(m_vmanip);
-       }
-       {
-               //TimeTaker timer("copy neighbor block data");
-               // 0ms
+       v3s16 bp = m_blockpos + block_offset;
+       v3s16 blockpos_nodes = bp * MAP_BLOCKSIZE;
+       m_vmanip.copyFrom(data, data_area, v3s16(0,0,0), blockpos_nodes, data_size);
+}
 
-               /*
-                       Copy neighbors. This is lightning fast.
-                       Copying only the borders would be *very* slow.
-               */
+void MeshMakeData::fill(MapBlock *block)
+{
+       fillBlockDataBegin(block->getPos());
 
-               // Get map
-               Map *map = block->getParent();
+       fillBlockData(v3s16(0,0,0), block->getData());
 
-               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);
-               }
+       // Get map for reading neighbor blocks
+       Map *map = block->getParent();
+
+       for (const v3s16 &dir : g_26dirs) {
+               v3s16 bp = m_blockpos + dir;
+               MapBlock *b = map->getBlockNoCreateNoEx(bp);
+               if(b)
+                       fillBlockData(dir, b->getData());
        }
 }
 
@@ -119,14 +99,10 @@ void MeshMakeData::fillSingleNode(MapNode *node)
        MapNode *data = new MapNode[volume];
        for(s32 i = 0; i < volume; i++)
        {
-               if(i == our_node_index)
-               {
+               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;
@@ -134,16 +110,10 @@ void MeshMakeData::fillSingleNode(MapNode *node)
 
 void MeshMakeData::setCrack(int crack_level, v3s16 crack_pos)
 {
-       if(crack_level >= 0)
+       if (crack_level >= 0)
                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;
@@ -158,21 +128,11 @@ void MeshMakeData::setSmoothLighting(bool smooth_lighting)
        Single light bank.
 */
 static u8 getInteriorLight(enum LightBank bank, MapNode n, s32 increment,
-               INodeDefManager *ndef)
+       const NodeDefManager *ndef)
 {
        u8 light = n.getLight(bank, ndef);
-
-       while(increment > 0)
-       {
-               light = undiminish_light(light);
-               --increment;
-       }
-       while(increment < 0)
-       {
-               light = diminish_light(light);
-               ++increment;
-       }
-
+       if (light > 0)
+               light = rangelim(light + increment, 0, LIGHT_SUN);
        return decode_light(light);
 }
 
@@ -180,7 +140,7 @@ 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, INodeDefManager *ndef)
+u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef)
 {
        u16 day = getInteriorLight(LIGHTBANK_DAY, n, increment, ndef);
        u16 night = getInteriorLight(LIGHTBANK_NIGHT, n, increment, ndef);
@@ -192,7 +152,7 @@ u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef)
        Single light bank.
 */
 static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
-               v3s16 face_dir, INodeDefManager *ndef)
+       v3s16 face_dir, const NodeDefManager *ndef)
 {
        u8 light;
        u8 l1 = n.getLight(bank, ndef);
@@ -215,7 +175,8 @@ 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, INodeDefManager *ndef)
+u16 getFaceLight(MapNode n, MapNode n2, const v3s16 &face_dir,
+       const NodeDefManager *ndef)
 {
        u16 day = getFaceLight(LIGHTBANK_DAY, n, n2, face_dir, ndef);
        u16 night = getFaceLight(LIGHTBANK_NIGHT, n, n2, face_dir, ndef);
@@ -226,58 +187,75 @@ u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef)
        Calculate smooth lighting at the XYZ- corner of p.
        Both light banks
 */
-static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
+static u16 getSmoothLightCombined(const v3s16 &p,
+       const std::array<v3s16,8> &dirs, MeshMakeData *data)
 {
-       static const 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();
+       const NodeDefManager *ndef = data->m_client->ndef();
 
        u16 ambient_occlusion = 0;
        u16 light_count = 0;
        u8 light_source_max = 0;
        u16 light_day = 0;
        u16 light_night = 0;
+       bool direct_sunlight = false;
 
-       for (u32 i = 0; i < 8; 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) {
-                       continue;
+       auto add_node = [&] (u8 i, bool obstructed = false) -> bool {
+               if (obstructed) {
+                       ambient_occlusion++;
+                       return false;
                }
-
+               MapNode n = data->m_vmanip.getNodeNoExNoEmerge(p + dirs[i]);
+               if (n.getContent() == CONTENT_IGNORE)
+                       return true;
                const ContentFeatures &f = ndef->get(n);
                if (f.light_source > light_source_max)
                        light_source_max = f.light_source;
                // Check f.solidness because fast-style leaves look better this way
                if (f.param_type == CPT_LIGHT && f.solidness != 2) {
-                       light_day += decode_light(n.getLightNoChecks(LIGHTBANK_DAY, &f));
-                       light_night += decode_light(n.getLightNoChecks(LIGHTBANK_NIGHT, &f));
+                       u8 light_level_day = n.getLightNoChecks(LIGHTBANK_DAY, &f);
+                       u8 light_level_night = n.getLightNoChecks(LIGHTBANK_NIGHT, &f);
+                       if (light_level_day == LIGHT_SUN)
+                               direct_sunlight = true;
+                       light_day += decode_light(light_level_day);
+                       light_night += decode_light(light_level_night);
                        light_count++;
                } else {
                        ambient_occlusion++;
                }
+               return f.light_propagates;
+       };
+
+       std::array<bool, 4> obstructed = {{ 1, 1, 1, 1 }};
+       add_node(0);
+       bool opaque1 = !add_node(1);
+       bool opaque2 = !add_node(2);
+       bool opaque3 = !add_node(3);
+       obstructed[0] = opaque1 && opaque2;
+       obstructed[1] = opaque1 && opaque3;
+       obstructed[2] = opaque2 && opaque3;
+       for (u8 k = 0; k < 3; ++k)
+               if (add_node(k + 4, obstructed[k]))
+                       obstructed[3] = false;
+       if (add_node(7, obstructed[3])) { // wrap light around nodes
+               ambient_occlusion -= 3;
+               for (u8 k = 0; k < 3; ++k)
+                       add_node(k + 4, !obstructed[k]);
        }
 
-       if(light_count == 0)
-               return 0xffff;
+       if (light_count == 0) {
+               light_day = light_night = 0;
+       } else {
+               light_day /= light_count;
+               light_night /= light_count;
+       }
 
-       light_day /= light_count;
-       light_night /= light_count;
+       // boost direct sunlight, if any
+       if (direct_sunlight)
+               light_day = 0xFF;
 
        // Boost brightness around light sources
        bool skip_ambient_occlusion_day = false;
-       if(decode_light(light_source_max) >= light_day) {
+       if (decode_light(light_source_max) >= light_day) {
                light_day = decode_light(light_source_max);
                skip_ambient_occlusion_day = true;
        }
@@ -288,13 +266,12 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
                skip_ambient_occlusion_night = true;
        }
 
-       if (ambient_occlusion > 4)
-       {
-               static const float ao_gamma = rangelim(
+       if (ambient_occlusion > 4) {
+               static thread_local const float ao_gamma = rangelim(
                        g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
 
                // Table of gamma space multiply factors.
-               static const float light_amount[3] = {
+               static thread_local const float light_amount[3] = {
                        powf(0.75, 1.0 / ao_gamma),
                        powf(0.5,  1.0 / ao_gamma),
                        powf(0.25, 1.0 / ao_gamma)
@@ -304,9 +281,11 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
                ambient_occlusion -= 5;
 
                if (!skip_ambient_occlusion_day)
-                       light_day = rangelim(core::round32(light_day*light_amount[ambient_occlusion]), 0, 255);
+                       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);
+                       light_night = rangelim(core::round32(
+                                       light_night * light_amount[ambient_occlusion]), 0, 255);
        }
 
        return light_day | (light_night << 8);
@@ -315,32 +294,64 @@ static u16 getSmoothLightCombined(v3s16 p, MeshMakeData *data)
 /*
        Calculate smooth lighting at the given corner of p.
        Both light banks.
+       Node at p is solid, and thus the lighting is face-dependent.
 */
-u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data)
+u16 getSmoothLightSolid(const v3s16 &p, const v3s16 &face_dir, const v3s16 &corner, MeshMakeData *data)
 {
-       if(corner.X == 1) p.X += 1;
-       // else corner.X == -1
-       if(corner.Y == 1) p.Y += 1;
-       // else corner.Y == -1
-       if(corner.Z == 1) p.Z += 1;
-       // else corner.Z == -1
-
-       return getSmoothLightCombined(p, data);
+       return getSmoothLightTransparent(p + face_dir, corner - 2 * face_dir, data);
 }
 
 /*
-       Converts from day + night color values (0..255)
-       and a given daynight_ratio to the final SColor shown on screen.
+       Calculate smooth lighting at the given corner of p.
+       Both light banks.
+       Node at p is not solid, and the lighting is not face-dependent.
 */
-void finalColorBlend(video::SColor& result,
-               u8 day, u8 night, u32 daynight_ratio)
+u16 getSmoothLightTransparent(const v3s16 &p, const v3s16 &corner, MeshMakeData *data)
 {
-       s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000;
-       s32 b = rg;
+       const std::array<v3s16,8> dirs = {{
+               // Always shine light
+               v3s16(0,0,0),
+               v3s16(corner.X,0,0),
+               v3s16(0,corner.Y,0),
+               v3s16(0,0,corner.Z),
+
+               // Can be obstructed
+               v3s16(corner.X,corner.Y,0),
+               v3s16(corner.X,0,corner.Z),
+               v3s16(0,corner.Y,corner.Z),
+               v3s16(corner.X,corner.Y,corner.Z)
+       }};
+       return getSmoothLightCombined(p, dirs, data);
+}
+
+void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
+       f32 rg = daynight_ratio / 1000.0f - 0.04f;
+       f32 b = (0.98f * daynight_ratio) / 1000.0f + 0.078f;
+       sunlight->r = rg;
+       sunlight->g = rg;
+       sunlight->b = b;
+}
+
+void final_color_blend(video::SColor *result,
+               u16 light, u32 daynight_ratio)
+{
+       video::SColorf dayLight;
+       get_sunlight_color(&dayLight, daynight_ratio);
+       final_color_blend(result,
+               encode_light(light, 0), dayLight);
+}
+
+void final_color_blend(video::SColor *result,
+               const video::SColor &data, const video::SColorf &dayLight)
+{
+       static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
+
+       video::SColorf c(data);
+       f32 n = 1 - c.a;
 
-       // Moonlight is blue
-       b += (day - night) / 13;
-       rg -= (day - night) / 23;
+       f32 r = c.r * (c.a * dayLight.r + n * artificialColor.r) * 2.0f;
+       f32 g = c.g * (c.a * dayLight.g + n * artificialColor.g) * 2.0f;
+       f32 b = c.b * (c.a * dayLight.b + n * artificialColor.b) * 2.0f;
 
        // Emphase blue a bit in darker places
        // Each entry of this array represents a range of 8 blue levels
@@ -348,19 +359,13 @@ void finalColorBlend(video::SColor& result,
                1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        };
-       b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8];
-       b = irr::core::clamp(b, 0, 255);
 
-       // Artificial light is yellow-ish
-       static const u8 emphase_yellow_when_artificial[16] = {
-               0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
-       };
-       rg += emphase_yellow_when_artificial[night/16];
-       rg = irr::core::clamp(rg, 0, 255);
+       b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
+               0, 255) / 8] / 255.0f;
 
-       result.setRed(rg);
-       result.setGreen(rg);
-       result.setBlue(b);
+       result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
+       result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
+       result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
 }
 
 /*
@@ -370,7 +375,7 @@ void finalColorBlend(video::SColor& result,
 /*
        vertex_dirs: v3s16[4]
 */
-static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
+static void getNodeVertexDirs(const v3s16 &dir, v3s16 *vertex_dirs)
 {
        /*
                If looked from outside the node towards the face, the corners are:
@@ -379,49 +384,38 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
                2: top-left
                3: top-right
        */
-       if(dir == v3s16(0,0,1))
-       {
+       if (dir == v3s16(0, 0, 1)) {
                // If looking towards z+, this is the face that is behind
                // the center point, facing towards z+.
                vertex_dirs[0] = v3s16(-1,-1, 1);
                vertex_dirs[1] = v3s16( 1,-1, 1);
                vertex_dirs[2] = v3s16( 1, 1, 1);
                vertex_dirs[3] = v3s16(-1, 1, 1);
-       }
-       else if(dir == v3s16(0,0,-1))
-       {
+       } else if (dir == v3s16(0, 0, -1)) {
                // faces towards Z-
                vertex_dirs[0] = v3s16( 1,-1,-1);
                vertex_dirs[1] = v3s16(-1,-1,-1);
                vertex_dirs[2] = v3s16(-1, 1,-1);
                vertex_dirs[3] = v3s16( 1, 1,-1);
-       }
-       else if(dir == v3s16(1,0,0))
-       {
+       } else if (dir == v3s16(1, 0, 0)) {
                // faces towards X+
                vertex_dirs[0] = v3s16( 1,-1, 1);
                vertex_dirs[1] = v3s16( 1,-1,-1);
                vertex_dirs[2] = v3s16( 1, 1,-1);
                vertex_dirs[3] = v3s16( 1, 1, 1);
-       }
-       else if(dir == v3s16(-1,0,0))
-       {
+       } else if (dir == v3s16(-1, 0, 0)) {
                // faces towards X-
                vertex_dirs[0] = v3s16(-1,-1,-1);
                vertex_dirs[1] = v3s16(-1,-1, 1);
                vertex_dirs[2] = v3s16(-1, 1, 1);
                vertex_dirs[3] = v3s16(-1, 1,-1);
-       }
-       else if(dir == v3s16(0,1,0))
-       {
+       } else if (dir == v3s16(0, 1, 0)) {
                // faces towards Y+ (assume Z- as "down" in texture)
                vertex_dirs[0] = v3s16( 1, 1,-1);
                vertex_dirs[1] = v3s16(-1, 1,-1);
                vertex_dirs[2] = v3s16(-1, 1, 1);
                vertex_dirs[3] = v3s16( 1, 1, 1);
-       }
-       else if(dir == v3s16(0,-1,0))
-       {
+       } else if (dir == v3s16(0, -1, 0)) {
                // faces towards Y- (assume Z+ as "down" in texture)
                vertex_dirs[0] = v3s16( 1,-1, 1);
                vertex_dirs[1] = v3s16(-1,-1, 1);
@@ -430,31 +424,63 @@ static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
        }
 }
 
+static void getNodeTextureCoords(v3f base, const v3f &scale, const v3s16 &dir, float *u, float *v)
+{
+       if (dir.X > 0 || dir.Y > 0 || dir.Z < 0)
+               base -= scale;
+       if (dir == v3s16(0,0,1)) {
+               *u = -base.X - 1;
+               *v = -base.Y - 1;
+       } else if (dir == v3s16(0,0,-1)) {
+               *u = base.X + 1;
+               *v = -base.Y - 2;
+       } else if (dir == v3s16(1,0,0)) {
+               *u = base.Z + 1;
+               *v = -base.Y - 2;
+       } else if (dir == v3s16(-1,0,0)) {
+               *u = -base.Z - 1;
+               *v = -base.Y - 1;
+       } else if (dir == v3s16(0,1,0)) {
+               *u = base.X + 1;
+               *v = -base.Z - 2;
+       } else if (dir == v3s16(0,-1,0)) {
+               *u = base.X;
+               *v = base.Z;
+       }
+}
+
 struct FastFace
 {
        TileSpec tile;
        video::S3DVertex vertices[4]; // Precalculated vertices
+       /*!
+        * The face is divided into two triangles. If this is true,
+        * vertices 0 and 2 are connected, othervise vertices 1 and 3
+        * are connected.
+        */
+       bool vertex_0_2_connected;
 };
 
-static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
-               v3f p, v3s16 dir, v3f scale, u8 light_source, std::vector<FastFace> &dest)
+static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
+       const v3f &tp, const v3f &p, const v3s16 &dir, const v3f &scale, std::vector<FastFace> &dest)
 {
        // Position is at the center of the cube.
        v3f pos = p * BS;
 
-       float x0 = 0.0;
-       float y0 = 0.0;
-       float w = 1.0;
-       float h = 1.0;
+       float x0 = 0.0f;
+       float y0 = 0.0f;
+       float w = 1.0f;
+       float h = 1.0f;
 
        v3f vertex_pos[4];
        v3s16 vertex_dirs[4];
        getNodeVertexDirs(dir, vertex_dirs);
+       if (tile.world_aligned)
+               getNodeTextureCoords(tp, scale, dir, &x0, &y0);
 
        v3s16 t;
        u16 t1;
-       switch (tile.rotation)
-       {
+       switch (tile.rotation) {
        case 0:
                break;
        case 1: //R90
@@ -463,11 +489,11 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                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;
+               t1  = li0;
+               li0 = li3;
+               li3 = li2;
+               li2 = li1;
+               li1 = t1;
                break;
        case 2: //R180
                t = vertex_dirs[0];
@@ -563,49 +589,64 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
                break;
        }
 
-       for(u16 i=0; i<4; i++)
-       {
+       for (u16 i = 0; i < 4; i++) {
                vertex_pos[i] = v3f(
-                               BS/2*vertex_dirs[i].X,
-                               BS/2*vertex_dirs[i].Y,
-                               BS/2*vertex_dirs[i].Z
+                               BS / 2 * vertex_dirs[i].X,
+                               BS / 2 * vertex_dirs[i].Y,
+                               BS / 2 * vertex_dirs[i].Z
                );
        }
 
-       for(u16 i=0; i<4; i++)
-       {
-               vertex_pos[i].X *= scale.X;
-               vertex_pos[i].Y *= scale.Y;
-               vertex_pos[i].Z *= scale.Z;
-               vertex_pos[i] += pos;
+       for (v3f &vpos : vertex_pos) {
+               vpos.X *= scale.X;
+               vpos.Y *= scale.Y;
+               vpos.Z *= scale.Z;
+               vpos += pos;
        }
 
-       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;
+       f32 abs_scale = 1.0f;
+       if      (scale.X < 0.999f || scale.X > 1.001f) abs_scale = scale.X;
+       else if (scale.Y < 0.999f || scale.Y > 1.001f) abs_scale = scale.Y;
+       else if (scale.Z < 0.999f || scale.Z > 1.001f) abs_scale = scale.Z;
 
        v3f normal(dir.X, dir.Y, dir.Z);
 
-       u8 alpha = tile.alpha;
+       u16 li[4] = { li0, li1, li2, li3 };
+       u16 day[4];
+       u16 night[4];
+
+       for (u8 i = 0; i < 4; i++) {
+               day[i] = li[i] >> 8;
+               night[i] = li[i] & 0xFF;
+       }
+
+       bool vertex_0_2_connected = abs(day[0] - day[2]) + abs(night[0] - night[2])
+                       < abs(day[1] - day[3]) + abs(night[1] - night[3]);
 
-       dest.push_back(FastFace());
+       v2f32 f[4] = {
+               core::vector2d<f32>(x0 + w * abs_scale, y0 + h),
+               core::vector2d<f32>(x0, y0 + h),
+               core::vector2d<f32>(x0, y0),
+               core::vector2d<f32>(x0 + w * abs_scale, y0) };
 
+       // equivalent to dest.push_back(FastFace()) but faster
+       dest.emplace_back();
        FastFace& face = *dest.rbegin();
 
-       face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
-                       MapBlock_LightColor(alpha, li0, light_source),
-                       core::vector2d<f32>(x0+w*abs_scale, y0+h));
-       face.vertices[1] = video::S3DVertex(vertex_pos[1], normal,
-                       MapBlock_LightColor(alpha, li1, light_source),
-                       core::vector2d<f32>(x0, y0+h));
-       face.vertices[2] = video::S3DVertex(vertex_pos[2], normal,
-                       MapBlock_LightColor(alpha, li2, light_source),
-                       core::vector2d<f32>(x0, y0));
-       face.vertices[3] = video::S3DVertex(vertex_pos[3], normal,
-                       MapBlock_LightColor(alpha, li3, light_source),
-                       core::vector2d<f32>(x0+w*abs_scale, y0));
+       for (u8 i = 0; i < 4; i++) {
+               video::SColor c = encode_light(li[i], tile.emissive_light);
+               if (!tile.emissive_light)
+                       applyFacesShading(c, normal);
 
+               face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
+       }
+
+       /*
+               Revert triangles for nicer looking gradient if the
+               brightness of vertices 1 and 3 differ less than
+               the brightness of vertices 0 and 2.
+               */
+       face.vertex_0_2_connected = vertex_0_2_connected;
        face.tile = tile;
 }
 
@@ -620,70 +661,72 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
        TODO: Add 3: Both faces drawn with backface culling, remove equivalent
 */
 static u8 face_contents(content_t m1, content_t m2, bool *equivalent,
-               INodeDefManager *ndef)
+       const NodeDefManager *ndef)
 {
        *equivalent = false;
 
-       if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
+       if (m1 == m2 || 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;
+       if (f1.sameLiquid(f2))
+               return 0;
 
        u8 c1 = f1.solidness;
        u8 c2 = f2.solidness;
 
-       bool solidness_differs = (c1 != c2);
-       bool makes_face = contents_differ && solidness_differs;
-
-       if(makes_face == false)
+       if (c1 == c2)
                return 0;
 
-       if(c1 == 0)
+       if (c1 == 0)
                c1 = f1.visual_solidness;
-       if(c2 == 0)
+       else if (c2 == 0)
                c2 = f2.visual_solidness;
 
-       if(c1 == c2){
+       if (c1 == c2) {
                *equivalent = true;
                // If same solidness, liquid takes precense
-               if(f1.isLiquid())
+               if (f1.isLiquid())
                        return 1;
-               if(f2.isLiquid())
+               if (f2.isLiquid())
                        return 2;
        }
 
-       if(c1 > c2)
+       if (c1 > c2)
                return 1;
-       else
-               return 2;
+
+       return 2;
 }
 
 /*
        Gets nth node tile (0 <= n <= 5).
 */
-TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
+void getNodeTileN(MapNode mn, const v3s16 &p, u8 tileindex, MeshMakeData *data, TileSpec &tile)
 {
-       INodeDefManager *ndef = data->m_gamedef->ndef();
-       TileSpec spec = ndef->get(mn).tiles[tileindex];
-       // Apply temporary crack
-       if (p == data->m_crack_pos_relative)
-               spec.material_flags |= MATERIAL_FLAG_CRACK;
-       return spec;
+       const NodeDefManager *ndef = data->m_client->ndef();
+       const ContentFeatures &f = ndef->get(mn);
+       tile = f.tiles[tileindex];
+       bool has_crack = p == data->m_crack_pos_relative;
+       for (TileLayer &layer : tile.layers) {
+               if (layer.texture_id == 0)
+                       continue;
+               if (!layer.has_color)
+                       mn.getColor(f, &(layer.color));
+               // Apply temporary crack
+               if (has_crack)
+                       layer.material_flags |= MATERIAL_FLAG_CRACK;
+       }
 }
 
 /*
        Gets node tile given a face direction.
 */
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
+void getNodeTile(MapNode mn, const v3s16 &p, const v3s16 &dir, MeshMakeData *data, TileSpec &tile)
 {
-       INodeDefManager *ndef = data->m_gamedef->ndef();
+       const NodeDefManager *ndef = data->m_client->ndef();
 
        // Direction must be (1,0,0), (-1,0,0), (0,1,0), (0,-1,0),
        // (0,0,1), (0,0,-1) or (0,0,0)
@@ -698,7 +741,7 @@ 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)*2;
+       u8 dir_i = ((dir.X + 2 * dir.Y + 3 * dir.Z) & 7) * 2;
 
        // Get rotation for things like chests
        u8 facedir = mn.getFaceDir(ndef);
@@ -737,11 +780,9 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
                   0,0,  4,2 , 1,1 , 2,2 ,  0,0,  3,2 , 0,3 , 5,2
 
        };
-       u16 tile_index=facedir*16 + dir_i;
-       TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
-       spec.rotation=dir_to_tile[tile_index + 1];
-       spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
-       return spec;
+       u16 tile_index = facedir * 16 + dir_i;
+       getNodeTileN(mn, p, dir_to_tile[tile_index], data, tile);
+       tile.rotation = tile.world_aligned ? 0 : dir_to_tile[tile_index + 1];
 }
 
 static void getTileInfo(
@@ -754,15 +795,14 @@ static void getTileInfo(
                v3s16 &p_corrected,
                v3s16 &face_dir_corrected,
                u16 *lights,
-               TileSpec &tile,
-               u8 &light_source
+               TileSpec &tile
        )
 {
        VoxelManipulator &vmanip = data->m_vmanip;
-       INodeDefManager *ndef = data->m_gamedef->ndef();
+       const NodeDefManager *ndef = data->m_client->ndef();
        v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
 
-       MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
+       const MapNode &n0 = vmanip.getNodeRefUnsafe(blockpos_nodes + p);
 
        // Don't even try to get n1 if n0 is already CONTENT_IGNORE
        if (n0.getContent() == CONTENT_IGNORE) {
@@ -782,51 +822,45 @@ static void getTileInfo(
        u8 mf = face_contents(n0.getContent(), n1.getContent(),
                        &equivalent, ndef);
 
-       if(mf == 0)
-       {
+       if (mf == 0) {
                makes_face = false;
                return;
        }
 
        makes_face = true;
 
-       if(mf == 1)
-       {
-               tile = getNodeTile(n0, p, face_dir, data);
+       MapNode n = n0;
+
+       if (mf == 1) {
                p_corrected = p;
                face_dir_corrected = face_dir;
-               light_source = ndef->get(n0).light_source;
-       }
-       else
-       {
-               tile = getNodeTile(n1, p + face_dir, -face_dir, data);
+       } else {
+               n = n1;
                p_corrected = p + face_dir;
                face_dir_corrected = -face_dir;
-               light_source = ndef->get(n1).light_source;
        }
 
+       getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
+       const ContentFeatures &f = ndef->get(n);
+       tile.emissive_light = f.light_source;
+
        // eg. water and glass
-       if(equivalent)
-               tile.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+       if (equivalent) {
+               for (TileLayer &layer : tile.layers)
+                       layer.material_flags |= MATERIAL_FLAG_BACKFACE_CULLING;
+       }
 
-       if(data->m_smooth_lighting == false)
-       {
+       if (!data->m_smooth_lighting) {
                lights[0] = lights[1] = lights[2] = lights[3] =
                                getFaceLight(n0, n1, face_dir, ndef);
-       }
-       else
-       {
+       } else {
                v3s16 vertex_dirs[4];
                getNodeVertexDirs(face_dir_corrected, vertex_dirs);
-               for(u16 i=0; i<4; i++)
-               {
-                       lights[i] = getSmoothLight(
-                                       blockpos_nodes + p_corrected,
-                                       vertex_dirs[i], data);
-               }
-       }
 
-       return;
+               v3s16 light_p = blockpos_nodes + p_corrected;
+               for (u16 i = 0; i < 4; i++)
+                       lights[i] = getSmoothLightSolid(light_p, face_dir_corrected, vertex_dirs[i], data);
+       }
 }
 
 /*
@@ -836,29 +870,28 @@ static void getTileInfo(
 */
 static void updateFastFaceRow(
                MeshMakeData *data,
-               v3s16 startpos,
+               const v3s16 &&startpos,
                v3s16 translate_dir,
-               v3f translate_dir_f,
-               v3s16 face_dir,
-               v3f face_dir_f,
+               const v3f &&translate_dir_f,
+               const v3s16 &&face_dir,
                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};
+       u16 lights[4] = {0, 0, 0, 0};
        TileSpec tile;
-       u8 light_source = 0;
        getTileInfo(data, p, face_dir,
                        makes_face, p_corrected, face_dir_corrected,
-                       lights, tile, light_source);
+                       lights, tile);
 
-       for(u16 j=0; j<MAP_BLOCKSIZE; j++)
-       {
+       // Unroll this variable which has a significant build cost
+       TileSpec next_tile;
+       for (u16 j = 0; j < MAP_BLOCKSIZE; j++) {
                // If tiling can be done, this is set to false in the next step
                bool next_is_different = true;
 
@@ -867,109 +900,63 @@ static void updateFastFaceRow(
                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;
-               u8 next_light_source = 0;
+               u16 next_lights[4] = {0, 0, 0, 0};
 
                // If at last position, there is nothing to compare to and
                // the face must be drawn anyway
-               if(j != MAP_BLOCKSIZE - 1)
-               {
+               if (j != MAP_BLOCKSIZE - 1) {
                        p_next = p + translate_dir;
 
                        getTileInfo(data, p_next, face_dir,
                                        next_makes_face, next_p_corrected,
                                        next_face_dir_corrected, next_lights,
-                                       next_tile, next_light_source);
+                                       next_tile);
 
-                       if(next_makes_face == makes_face
+                       if (next_makes_face == makes_face
                                        && next_p_corrected == p_corrected + translate_dir
                                        && next_face_dir_corrected == face_dir_corrected
-                                       && next_lights[0] == lights[0]
-                                       && next_lights[1] == lights[1]
-                                       && next_lights[2] == lights[2]
-                                       && next_lights[3] == lights[3]
-                                       && next_tile == tile
-                                       && tile.rotation == 0
-                                       && next_light_source == light_source)
-                       {
+                                       && memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
+                                       && next_tile.isTileable(tile)) {
                                next_is_different = false;
+                               continuous_tiles_count++;
                        }
-                       else{
-                               /*if(makes_face){
-                                       g_profiler->add("Meshgen: diff: next_makes_face != makes_face",
-                                                       next_makes_face != makes_face ? 1 : 0);
-                                       g_profiler->add("Meshgen: diff: n_p_corr != p_corr + t_dir",
-                                                       (next_p_corrected != p_corrected + translate_dir) ? 1 : 0);
-                                       g_profiler->add("Meshgen: diff: next_f_dir_corr != f_dir_corr",
-                                                       next_face_dir_corrected != face_dir_corrected ? 1 : 0);
-                                       g_profiler->add("Meshgen: diff: next_lights[] != lights[]",
-                                                       (next_lights[0] != lights[0] ||
-                                                       next_lights[0] != lights[0] ||
-                                                       next_lights[0] != lights[0] ||
-                                                       next_lights[0] != lights[0]) ? 1 : 0);
-                                       g_profiler->add("Meshgen: diff: !(next_tile == tile)",
-                                                       !(next_tile == tile) ? 1 : 0);
-                               }*/
-                       }
-                       /*g_profiler->add("Meshgen: Total faces checked", 1);
-                       if(makes_face)
-                               g_profiler->add("Meshgen: Total makes_face checked", 1);*/
-               } else {
-                       /*if(makes_face)
-                               g_profiler->add("Meshgen: diff: last position", 1);*/
                }
-
-               continuous_tiles_count++;
-
-               if(next_is_different)
-               {
+               if (next_is_different) {
                        /*
                                Create a face if there should be one
                        */
-                       if(makes_face)
-                       {
+                       if (makes_face) {
                                // Floating point conversion of the position vector
                                v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
                                // Center point of face (kind of)
-                               v3f sp = pf - ((f32)continuous_tiles_count / 2.0 - 0.5) * translate_dir_f;
-                               if(continuous_tiles_count != 1)
-                                       sp += translate_dir_f;
-                               v3f scale(1,1,1);
+                               v3f sp = pf - ((f32)continuous_tiles_count * 0.5f - 0.5f)
+                                       * 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, light_source,
-                                               dest);
+                                               pf, 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;
-                       light_source = next_light_source;
+                       continuous_tiles_count = 1;
                }
 
+               makes_face = next_makes_face;
+               p_corrected = next_p_corrected;
+               face_dir_corrected = next_face_dir_corrected;
+               std::memcpy(lights, next_lights, ARRLEN(lights) * sizeof(u16));
+               if (next_is_different)
+                       tile = next_tile;
                p = p_next;
        }
 }
@@ -980,46 +967,51 @@ 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++) {
-                       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);
-               }
-       }
+       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
+                               dest);
 
        /*
                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);
-               }
-       }
+       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
+                               dest);
 
        /*
                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,
-                                       v3s16(0,y,z),
-                                       v3s16(1,0,0), //dir
-                                       v3f  (1,0,0),
-                                       v3s16(0,0,1), //face dir
-                                       v3f  (0,0,1),
-                                       dest);
-               }
+       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
+                               dest);
+}
+
+static void applyTileColor(PreMeshBuffer &pmb)
+{
+       video::SColor tc = pmb.layer.color;
+       if (tc == video::SColor(0xFFFFFFFF))
+               return;
+       for (video::S3DVertex &vertex : pmb.vertices) {
+               video::SColor *c = &vertex.Color;
+               c->set(c->getAlpha(),
+                       c->getRed() * tc.getRed() / 255,
+                       c->getGreen() * tc.getGreen() / 255,
+                       c->getBlue() * tc.getBlue() / 255);
        }
 }
 
@@ -1028,20 +1020,18 @@ static void updateAllFastFaceRows(MeshMakeData *data,
 */
 
 MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
-       m_mesh(new scene::SMesh()),
        m_minimap_mapblock(NULL),
-       m_gamedef(data->m_gamedef),
-       m_tsrc(m_gamedef->getTextureSource()),
-       m_shdrsrc(m_gamedef->getShaderSource()),
+       m_tsrc(data->m_client->getTextureSource()),
+       m_shdrsrc(data->m_client->getShaderSource()),
        m_animation_force_timer(0), // force initial animation
        m_last_crack(-1),
-       m_crack_materials(),
-       m_highlighted_materials(),
-       m_last_daynight_ratio((u32) -1),
-       m_daynight_diffs()
+       m_last_daynight_ratio((u32) -1)
 {
+       for (auto &m : m_mesh)
+               m = new scene::SMesh();
        m_enable_shaders = data->m_use_shaders;
-       m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
+       m_use_tangent_vertices = data->m_use_tangent_vertices;
+       m_enable_vbo = g_settings->getBool("enable_vbo");
 
        if (g_settings->getBool("enable_minimap")) {
                m_minimap_mapblock = new MinimapMapblock;
@@ -1081,27 +1071,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                // (NOTE: probably outdated)
                //TimeTaker timer2("MeshCollector building");
 
-               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 == 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.
-                       */
-                       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;
-
+               for (const FastFace &f : fastfaces_new) {
+                       static const u16 indices[] = {0, 1, 2, 2, 3, 0};
+                       static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
+                       const u16 *indices_p =
+                               f.vertex_0_2_connected ? indices : indices_alternate;
                        collector.append(f.tile, f.vertices, 4, indices_p, 6);
                }
        }
@@ -1114,156 +1088,151 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
                - whatever
        */
 
-       mapblock_mesh_generate_special(data, collector);
-
-       m_highlight_mesh_color = data->m_highlight_mesh_color;
+       {
+               MapblockMeshGenerator generator(data, &collector);
+               generator.generate();
+       }
 
        /*
                Convert MeshCollector to SMesh
        */
 
-       for(u32 i = 0; i < collector.prebuffers.size(); i++)
-       {
-               PreMeshBuffer &p = collector.prebuffers[i];
-
-               // Generate animation data
-               // - Cracks
-               if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
-               {
-                       // 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)
-                               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)
+       for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+               for(u32 i = 0; i < collector.prebuffers[layer].size(); i++)
                {
-                       // Add to MapBlockMesh in order to animate these tiles
-                       m_animation_tiles[i] = p.tile;
-                       m_animation_frames[i] = 0;
-                       if(g_settings->getBool("desynchronize_mapblock_texture_animation")){
-                               // Get starting position from noise
-                               m_animation_frame_offsets[i] = 100000 * (2.0 + noise3d(
-                                               data->m_blockpos.X, data->m_blockpos.Y,
-                                               data->m_blockpos.Z, 0));
-                       } else {
-                               // Play all synchronized
-                               m_animation_frame_offsets[i] = 0;
+                       PreMeshBuffer &p = collector.prebuffers[layer][i];
+
+                       applyTileColor(p);
+
+                       // Generate animation data
+                       // - Cracks
+                       if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
+                               // Find the texture name plus ^[crack:N:
+                               std::ostringstream os(std::ios::binary);
+                               os << m_tsrc->getTextureName(p.layer.texture_id) << "^[crack";
+                               if (p.layer.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
+                                       os << "o";  // use ^[cracko
+                               u8 tiles = p.layer.scale;
+                               if (tiles > 1)
+                                       os << ":" << (u32)tiles;
+                               os << ":" << (u32)p.layer.animation_frame_count << ":";
+                               m_crack_materials.insert(std::make_pair(
+                                               std::pair<u8, u32>(layer, i), os.str()));
+                               // Replace tile texture with the cracked one
+                               p.layer.texture = m_tsrc->getTextureForMesh(
+                                               os.str() + "0",
+                                               &p.layer.texture_id);
                        }
-                       // Replace tile texture with the first animation frame
-                       FrameSpec animation_frame = p.tile.frames[0];
-                       p.tile.texture = animation_frame.texture;
-               }
-
-               if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
-                       m_highlighted_materials.push_back(i);
-
-               for(u32 j = 0; j < p.vertices.size(); j++)
-               {
-                       video::S3DVertexTangents *vertex = &p.vertices[j];
-                       // Note applyFacesShading second parameter is precalculated sqrt
-                       // value for speed improvement
-                       // Skip it for lightsources and top faces.
-                       video::SColor &vc = vertex->Color;
-                       if (!vc.getBlue()) {
-                               if (vertex->Normal.Y < -0.5) {
-                                       applyFacesShading (vc, 0.447213);
-                               } else if (vertex->Normal.X > 0.5) {
-                                       applyFacesShading (vc, 0.670820);
-                               } else if (vertex->Normal.X < -0.5) {
-                                       applyFacesShading (vc, 0.670820);
-                               } else if (vertex->Normal.Z > 0.5) {
-                                       applyFacesShading (vc, 0.836660);
-                               } else if (vertex->Normal.Z < -0.5) {
-                                       applyFacesShading (vc, 0.836660);
+                       // - Texture animation
+                       if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
+                               // Add to MapBlockMesh in order to animate these tiles
+                               m_animation_tiles[std::pair<u8, u32>(layer, i)] = p.layer;
+                               m_animation_frames[std::pair<u8, u32>(layer, i)] = 0;
+                               if (g_settings->getBool(
+                                               "desynchronize_mapblock_texture_animation")) {
+                                       // Get starting position from noise
+                                       m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] =
+                                                       100000 * (2.0 + noise3d(
+                                                       data->m_blockpos.X, data->m_blockpos.Y,
+                                                       data->m_blockpos.Z, 0));
+                               } else {
+                                       // Play all synchronized
+                                       m_animation_frame_offsets[std::pair<u8, u32>(layer, i)] = 0;
                                }
+                               // Replace tile texture with the first animation frame
+                               p.layer.texture = (*p.layer.frames)[0].texture;
                        }
-                       if(!m_enable_shaders)
-                       {
-                               // - Classic lighting (shaders handle this by themselves)
-                               // Set initial real color and store for later updates
-                               u8 day = vc.getRed();
-                               u8 night = vc.getGreen();
-                               finalColorBlend(vc, day, night, 1000);
-                               if(day != night)
-                                       m_daynight_diffs[i][j] = std::make_pair(day, night);
+
+                       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 = p.vertices.size();
+                               for (u32 j = 0; j < vertex_count; j++) {
+                                       video::SColor *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[std::pair<u8, u32>(layer, i)][j] = copy;
+
+                                       // The sunlight ratio has been stored,
+                                       // delete alpha (for the final rendering).
+                                       vc->setAlpha(255);
+                               }
                        }
-               }
 
-               // 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.setTexture(0, p.tile.texture);
+                       // 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.setTexture(0, p.layer.texture);
 
-               if (p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED) {
-                       material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
-               } else {
                        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, m_tsrc->getTextureForMesh("enable_img.png"));
-                               } else {
-                                       material.setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
-                               }
+                               material.MaterialType = m_shdrsrc->getShaderInfo(
+                                               p.layer.shader_id).material;
+                               p.layer.applyMaterialOptionsWithShaders(material);
+                               if (p.layer.normal_texture)
+                                       material.setTexture(1, p.layer.normal_texture);
+                               material.setTexture(2, p.layer.flags_texture);
                        } else {
-                               p.tile.applyMaterialOptions(material);
+                               p.layer.applyMaterialOptions(material);
                        }
-               }
-
-       // Create meshbuffer
-       scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
-       // Set material
-       buf->Material = material;
-       // Add to mesh
-       m_mesh->addMeshBuffer(buf);
-       // Mesh grabbed it
-       buf->drop();
-       buf->append(&p.vertices[0], p.vertices.size(),
-               &p.indices[0], p.indices.size());
-}
-       m_camera_offset = camera_offset;
 
-       /*
-               Do some stuff to the mesh
-       */
+                       scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
+
+                       // Create meshbuffer, add to mesh
+                       if (m_use_tangent_vertices) {
+                               scene::SMeshBufferTangents *buf =
+                                               new scene::SMeshBufferTangents();
+                               buf->Material = material;
+                               buf->Vertices.reallocate(p.vertices.size());
+                               buf->Indices.reallocate(p.indices.size());
+                               for (const video::S3DVertex &v: p.vertices)
+                                       buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords));
+                               for (u16 i: p.indices)
+                                       buf->Indices.push_back(i);
+                               buf->recalculateBoundingBox();
+                               mesh->addMeshBuffer(buf);
+                               buf->drop();
+                       } else {
+                               scene::SMeshBuffer *buf = new scene::SMeshBuffer();
+                               buf->Material = material;
+                               buf->append(&p.vertices[0], p.vertices.size(),
+                                       &p.indices[0], p.indices.size());
+                               mesh->addMeshBuffer(buf);
+                               buf->drop();
+                       }
+               }
 
-       translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
+               /*
+                       Do some stuff to the mesh
+               */
+               m_camera_offset = camera_offset;
+               translateMesh(m_mesh[layer],
+                       intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
 
-       if (m_enable_shaders) {
-               scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
-               meshmanip->recalculateTangents(m_mesh, true, false, false);
-       }
+               if (m_use_tangent_vertices) {
+                       scene::IMeshManipulator* meshmanip =
+                               RenderingEngine::get_scene_manager()->getMeshManipulator();
+                       meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
+               }
 
-       if(m_mesh)
-       {
+               if (m_mesh[layer]) {
 #if 0
-               // Usually 1-700 faces and 1-7 materials
-               std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
-                               <<"and uses "<<m_mesh->getMeshBufferCount()
-                               <<" materials (meshbuffers)"<<std::endl;
+                       // Usually 1-700 faces and 1-7 materials
+                       std::cout << "Updated MapBlock has " << fastfaces_new.size()
+                                       << " faces and uses " << m_mesh[layer]->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.
-               //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
-               */
+                       // Use VBO for mesh (this just would set this for ever buffer)
+                       if (m_enable_vbo)
+                               m_mesh[layer]->setHardwareMappingHint(scene::EHM_STATIC);
+               }
        }
 
        //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
@@ -1272,20 +1241,27 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
        m_has_animation =
                !m_crack_materials.empty() ||
                !m_daynight_diffs.empty() ||
-               !m_animation_tiles.empty() ||
-               !m_highlighted_materials.empty();
+               !m_animation_tiles.empty();
 }
 
 MapBlockMesh::~MapBlockMesh()
 {
-       m_mesh->drop();
-       m_mesh = NULL;
+       for (scene::IMesh *m : m_mesh) {
+               if (m_enable_vbo && m)
+                       for (u32 i = 0; i < m->getMeshBufferCount(); i++) {
+                               scene::IMeshBuffer *buf = m->getMeshBuffer(i);
+                               RenderingEngine::get_video_driver()->removeHardwareBuffer(buf);
+                       }
+               m->drop();
+               m = NULL;
+       }
+       delete m_minimap_mapblock;
 }
 
-bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
+bool MapBlockMesh::animate(bool faraway, float time, int crack,
+       u32 daynight_ratio)
 {
-       if(!m_has_animation)
-       {
+       if (!m_has_animation) {
                m_animation_force_timer = 100000;
                return false;
        }
@@ -1293,33 +1269,29 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        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;
+       if (crack != m_last_crack) {
+               for (auto &crack_material : m_crack_materials) {
+                       scene::IMeshBuffer *buf = m_mesh[crack_material.first.first]->
+                               getMeshBuffer(crack_material.first.second);
+                       std::string basename = crack_material.second;
 
                        // Create new texture name from original
                        std::ostringstream os;
-                       os<<basename<<crack;
+                       os << basename << crack;
                        u32 new_texture_id = 0;
                        video::ITexture *new_texture =
-                               m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
+                                       m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
                        buf->getMaterial().setTexture(0, new_texture);
 
                        // If the current material is also animated,
                        // update animation info
-                       std::map<u32, TileSpec>::iterator anim_iter =
-                               m_animation_tiles.find(i->first);
-                       if(anim_iter != m_animation_tiles.end()){
-                               TileSpec &tile = anim_iter->second;
+                       auto anim_iter = m_animation_tiles.find(crack_material.first);
+                       if (anim_iter != m_animation_tiles.end()) {
+                               TileLayer &tile = anim_iter->second;
                                tile.texture = new_texture;
                                tile.texture_id = new_texture_id;
                                // force animation update
-                               m_animation_frames[i->first] = -1;
+                               m_animation_frames[crack_material.first] = -1;
                        }
                }
 
@@ -1327,178 +1299,91 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
        }
 
        // Texture animation
-       for(std::map<u32, TileSpec>::iterator
-                       i = m_animation_tiles.begin();
-                       i != m_animation_tiles.end(); i++)
-       {
-               const TileSpec &tile = i->second;
+       for (auto &animation_tile : m_animation_tiles) {
+               const TileLayer &tile = animation_tile.second;
                // Figure out current frame
-               int frameoffset = m_animation_frame_offsets[i->first];
+               int frameoffset = m_animation_frame_offsets[animation_tile.first];
                int frame = (int)(time * 1000 / tile.animation_frame_length_ms
                                + frameoffset) % tile.animation_frame_count;
                // If frame doesn't change, skip
-               if(frame == m_animation_frames[i->first])
+               if (frame == m_animation_frames[animation_tile.first])
                        continue;
 
-               m_animation_frames[i->first] = frame;
+               m_animation_frames[animation_tile.first] = frame;
 
-               scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
+               scene::IMeshBuffer *buf = m_mesh[animation_tile.first.first]->
+                       getMeshBuffer(animation_tile.first.second);
 
-               FrameSpec animation_frame = tile.frames[frame];
+               const 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, m_tsrc->getTextureForMesh("enable_img.png"));
-                       } else {
-                               buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
-                       }
+                       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(!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();
-                               i != m_daynight_diffs.end(); i++)
-               {
-                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
-                       video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
-                       for(std::map<u32, std::pair<u8, u8 > >::iterator
-                                       j = i->second.begin();
-                                       j != i->second.end(); j++)
-                       {
-                               u8 day = j->second.first;
-                               u8 night = j->second.second;
-                               finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
-                       }
+       if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
+               // Force reload mesh to VBO
+               if (m_enable_vbo)
+                       for (scene::IMesh *m : m_mesh)
+                               m->setDirty();
+               video::SColorf day_color;
+               get_sunlight_color(&day_color, daynight_ratio);
+
+               for (auto &daynight_diff : m_daynight_diffs) {
+                       scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
+                               getMeshBuffer(daynight_diff.first.second);
+                       video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
+                       for (const auto &j : daynight_diff.second)
+                               final_color_blend(&(vertices[j.first].Color), j.second,
+                                               day_color);
                }
                m_last_daynight_ratio = daynight_ratio;
        }
 
-       // Node highlighting
-       if (m_enable_highlighting) {
-               u8 day = m_highlight_mesh_color.getRed();
-               u8 night = m_highlight_mesh_color.getGreen();
-               video::SColor hc;
-               finalColorBlend(hc, day, night, daynight_ratio);
-               float sin_r = 0.07 * sin(1.5 * time);
-               float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
-               float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
-               hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
-               hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
-               hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
-
-               for(std::list<u32>::iterator
-                       i = m_highlighted_materials.begin();
-                       i != m_highlighted_materials.end(); i++)
-               {
-                       scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
-                       video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
-                       for (u32 j = 0; j < buf->getVertexCount() ;j++)
-                               vertices[j].Color = hc;
-               }
-       }
-
        return true;
 }
 
 void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
 {
        if (camera_offset != m_camera_offset) {
-               translateMesh(m_mesh, intToFloat(m_camera_offset-camera_offset, BS));
+               for (scene::IMesh *layer : m_mesh) {
+                       translateMesh(layer,
+                               intToFloat(m_camera_offset - camera_offset, BS));
+                       if (m_enable_vbo)
+                               layer->setDirty();
+               }
                m_camera_offset = camera_offset;
        }
 }
 
-/*
-       MeshCollector
-*/
-
-void MeshCollector::append(const TileSpec &tile,
-               const video::S3DVertex *vertices, u32 numVertices,
-               const u16 *indices, u32 numIndices)
+video::SColor encode_light(u16 light, u8 emissive_light)
 {
-       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::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
-                       vertices[i].Color, vertices[i].TCoords);
-               p->vertices.push_back(vert);
-       }
-}
-
-/*
-       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::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal,
-                       c, vertices[i].TCoords);
-               p->vertices.push_back(vert);
-       }
+       // Get components
+       u32 day = (light & 0xff);
+       u32 night = (light >> 8);
+       // Add emissive light
+       night += emissive_light * 2.5f;
+       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;
+       u32 sum = day + night;
+       // Ratio of sunlight:
+       u32 r;
+       if (sum > 0)
+               r = day * 255 / sum;
+       else
+               r = 0;
+       // Average light:
+       float b = (day + night) / 2;
+       return video::SColor(r, b, b, b);
 }