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/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola 

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mapblock_mesh.h"
#include "light.h"
#include "mapblock.h"
#include "map.h"
#include "main.h" // For g_settings and g_texturesource
#include "settings.h"
#include "profiler.h"
#include "nodedef.h"
#include "tile.h"
#include "gamedef.h"
#include "content_mapblock.h"
#include "mineral.h" // For mineral_block_texture

void MeshMakeData::fill(u32 daynight_ratio, 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
	*/

	// Allocate this block + neighbors
	m_vmanip.clear();
	m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
			blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));

	{
		//TimeTaker timer("copy central block data");
		// 0ms

		// Copy our data
		block->copyTo(m_vmanip);
	}
	{
		//TimeTaker timer("copy neighbor block data");
		// 0ms

		/*
			Copy neighbors. This is lightning fast.
			Copying only the borders would be *very* slow.
		*/
		
		// Get map
		Map *map = block->getParent();

		for(u16 i=0; igetBlockNoCreateNoEx(bp);
			if(b)
				b->copyTo(m_vmanip);
		}
	}
}

/*
	vertex_dirs: v3s16[4]
*/
static void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
{
	/*
		If looked from outside the node towards the face, the corners are:
		0: bottom-right
		1: bottom-left
		2: top-left
		3: top-right
	*/
	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))
	{
		// 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))
	{
		// 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))
	{
		// 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))
	{
		// 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))
	{
		// 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);
	}
}

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 = 0.8;
	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
};

static void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
		v3s16 dir, v3f scale, v3f posRelative_f,
		core::array &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];
	getNodeVertexDirs(dir, vertex_dirs);
	for(u16 i=0; i 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);
	
	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(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
			core::vector2d(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
			core::vector2d(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
			core::vector2d(x0+w*abs_scale, y0));*/

	face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
			MapBlock_LightColor(alpha, li0),
			core::vector2d(x0+w*abs_scale, y0+h));
	face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
			MapBlock_LightColor(alpha, li1),
			core::vector2d(x0, y0+h));
	face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
			MapBlock_LightColor(alpha, li2),
			core::vector2d(x0, y0));
	face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
			MapBlock_LightColor(alpha, li3),
			core::vector2d(x0+w*abs_scale, y0));

	face.tile = tile;
	//DEBUG
	//f->tile = TILE_STONE;
	
	dest.push_back(face);
}
	
static TileSpec getTile(const MapNode &node, v3s16 dir,
		ITextureSource *tsrc, INodeDefManager *nodemgr)
{
	const ContentFeatures &f = nodemgr->get(node);
	
	if(f.param_type == CPT_FACEDIR_SIMPLE)
		dir = facedir_rotate(node.param1, dir);
	
	TileSpec spec;
	
	s32 dir_i = -1;
	
	if(dir == v3s16(0,0,0))
		dir_i = -1;
	else if(dir == v3s16(0,1,0))
		dir_i = 0;
	else if(dir == v3s16(0,-1,0))
		dir_i = 1;
	else if(dir == v3s16(1,0,0))
		dir_i = 2;
	else if(dir == v3s16(-1,0,0))
		dir_i = 3;
	else if(dir == v3s16(0,0,1))
		dir_i = 4;
	else if(dir == v3s16(0,0,-1))
		dir_i = 5;
	
	if(dir_i == -1)
		// Non-directional
		spec = f.tiles[0];
	else 
		spec = f.tiles[dir_i];
	
	/*
		If it contains some mineral, change texture id
	*/
	if(f.param_type == CPT_MINERAL && tsrc)
	{
		u8 mineral = node.getMineral(nodemgr);
		std::string mineral_texture_name = mineral_block_texture(mineral);
		if(mineral_texture_name != "")
		{
			u32 orig_id = spec.texture.id;
			std::string texture_name = tsrc->getTextureName(orig_id);
			//texture_name += "^blit:";
			texture_name += "^";
			texture_name += mineral_texture_name;
			u32 new_id = tsrc->getTextureId(texture_name);
			spec.texture = tsrc->getTexture(new_id);
		}
	}

	return spec;
}

/*
	Gets node tile from any place relative to block.
	Returns TILE_NODE if doesn't exist or should not be drawn.
*/
static TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
		NodeModMap &temp_mods, ITextureSource *tsrc, INodeDefManager *ndef)
{
	TileSpec spec;
	spec = getTile(mn, face_dir, tsrc, ndef);
	
	/*
		Check temporary modifications on this node
	*/
	/*core::map::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 = getTile(mn2, face_dir, tsrc, ndef);
		}
		if(mod.type == NODEMOD_CRACK)
		{
			/*
				Get texture id, translate it to name, append stuff to
				name, get texture id
			*/

			// Get original texture name
			u32 orig_id = spec.texture.id;
			std::string orig_name = tsrc->getTextureName(orig_id);

			// Create new texture name
			std::ostringstream os;
			os

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