]> git.localhorst.tv Git - blank.git/blob - src/world/chunk.cpp
made chunk neighbor linkage a little safer
[blank.git] / src / world / chunk.cpp
1 #include "BlockLookup.hpp"
2 #include "Chunk.hpp"
3 #include "ChunkLoader.hpp"
4
5 #include "Generator.hpp"
6 #include "WorldCollision.hpp"
7
8 #include <algorithm>
9 #include <iostream>
10 #include <limits>
11 #include <queue>
12
13
14 namespace blank {
15
16 constexpr int Chunk::width;
17 constexpr int Chunk::height;
18 constexpr int Chunk::depth;
19 constexpr int Chunk::size;
20
21
22 Chunk::Chunk(const BlockTypeRegistry &types) noexcept
23 : types(&types)
24 , neighbor{0}
25 , blocks{}
26 , light{0}
27 , model()
28 , position(0, 0, 0)
29 , dirty(false) {
30
31 }
32
33 Chunk::Chunk(Chunk &&other) noexcept
34 : types(other.types)
35 , model(std::move(other.model))
36 , position(other.position)
37 , dirty(other.dirty) {
38         std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
39         std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
40         std::copy(other.light, other.light + sizeof(light), light);
41 }
42
43 Chunk &Chunk::operator =(Chunk &&other) noexcept {
44         types = other.types;
45         std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
46         std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
47         std::copy(other.light, other.light + sizeof(light), light);
48         model = std::move(other.model);
49         position = other.position;
50         dirty = other.dirty;
51         return *this;
52 }
53
54
55 namespace {
56
57 struct SetNode {
58
59         Chunk *chunk;
60         Chunk::Pos pos;
61
62         SetNode(Chunk *chunk, Chunk::Pos pos)
63         : chunk(chunk), pos(pos) { }
64
65         int Get() const noexcept { return chunk->GetLight(pos); }
66         void Set(int level) noexcept { chunk->SetLight(pos, level); }
67
68         bool HasNext(Block::Face face) noexcept {
69                 const BlockLookup next(chunk, pos, face);
70                 return next && !next.GetType().block_light;
71         }
72         SetNode GetNext(Block::Face face) noexcept {
73                 const BlockLookup next(chunk, pos, face);
74                 return SetNode(&next.GetChunk(), next.GetBlockPos());
75         }
76
77 };
78
79 struct UnsetNode
80 : public SetNode {
81
82         int level;
83
84         UnsetNode(Chunk *chunk, Chunk::Pos pos)
85         : SetNode(chunk, pos), level(Get()) { }
86
87         UnsetNode(const SetNode &set)
88         : SetNode(set), level(Get()) { }
89
90
91         bool HasNext(Block::Face face) noexcept {
92                 const BlockLookup next(chunk, pos, face);
93                 return next;
94         }
95         UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
96
97 };
98
99 std::queue<SetNode> light_queue;
100 std::queue<UnsetNode> dark_queue;
101
102 void work_light() noexcept {
103         while (!light_queue.empty()) {
104                 SetNode node = light_queue.front();
105                 light_queue.pop();
106
107                 int level = node.Get() - 1;
108                 for (int face = 0; face < Block::FACE_COUNT; ++face) {
109                         if (node.HasNext(Block::Face(face))) {
110                                 SetNode other = node.GetNext(Block::Face(face));
111                                 if (other.Get() < level) {
112                                         other.Set(level);
113                                         light_queue.emplace(other);
114                                 }
115                         }
116                 }
117         }
118 }
119
120 void work_dark() noexcept {
121         while (!dark_queue.empty()) {
122                 UnsetNode node = dark_queue.front();
123                 dark_queue.pop();
124
125                 for (int face = 0; face < Block::FACE_COUNT; ++face) {
126                         if (node.HasNext(Block::Face(face))) {
127                                 UnsetNode other = node.GetNext(Block::Face(face));
128                                 // TODO: if there a light source here with the same level this will err
129                                 if (other.Get() != 0 && other.Get() < node.level) {
130                                         other.Set(0);
131                                         dark_queue.emplace(other);
132                                 } else {
133                                         light_queue.emplace(other);
134                                 }
135                         }
136                 }
137         }
138 }
139
140 }
141
142 void Chunk::SetBlock(int index, const Block &block) noexcept {
143         const BlockType &old_type = Type(blocks[index]);
144         const BlockType &new_type = Type(block);
145
146         blocks[index] = block;
147
148         if (&old_type == &new_type) return;
149
150         if (new_type.luminosity > old_type.luminosity) {
151                 // light added
152                 SetLight(index, new_type.luminosity);
153                 light_queue.emplace(this, ToPos(index));
154                 work_light();
155         } else if (new_type.luminosity < old_type.luminosity) {
156                 // light removed
157                 dark_queue.emplace(this, ToPos(index));
158                 SetLight(index, 0);
159                 work_dark();
160                 SetLight(index, new_type.luminosity);
161                 light_queue.emplace(this, ToPos(index));
162                 work_light();
163         } else if (new_type.block_light && !old_type.block_light) {
164                 // obstacle added
165                 if (GetLight(index) > 0) {
166                         dark_queue.emplace(this, ToPos(index));
167                         SetLight(index, 0);
168                         work_dark();
169                         work_light();
170                 }
171         } else if (!new_type.block_light && old_type.block_light) {
172                 // obstacle removed
173                 int level = 0;
174                 Pos pos(ToPos(index));
175                 for (int face = 0; face < Block::FACE_COUNT; ++face) {
176                         BlockLookup next_block(this, pos, Block::Face(face));
177                         if (next_block) {
178                                 level = std::max(level, next_block.GetLight());
179                         }
180                 }
181                 if (level > 1) {
182                         SetLight(index, level - 1);
183                         light_queue.emplace(this, pos);
184                         work_light();
185                 }
186         }
187 }
188
189 namespace {
190
191 // propagate light from a's edge to b
192 void edge_light(
193         Chunk &a, const Chunk::Pos &a_pos,
194         Chunk &b, const Chunk::Pos &b_pos
195 ) noexcept {
196         if (a.GetLight(a_pos) > 1) {
197                 const BlockType &b_type = b.Type(Chunk::ToIndex(b_pos));
198                 if (!b_type.block_light) {
199                         light_queue.emplace(&a, a_pos);
200                 }
201                 if (b_type.visible) {
202                         b.Invalidate();
203                 }
204         }
205 }
206
207 }
208
209 void Chunk::SetNeighbor(Chunk &other) noexcept {
210         if (other.position == position + Pos(-1, 0, 0)) {
211                 if (neighbor[Block::FACE_LEFT] != &other) {
212                         neighbor[Block::FACE_LEFT] = &other;
213                         other.neighbor[Block::FACE_RIGHT] = this;
214                         for (int z = 0; z < depth; ++z) {
215                                 for (int y = 0; y < height; ++y) {
216                                         Pos my_pos(0, y, z);
217                                         Pos other_pos(width - 1, y, z);
218                                         edge_light(*this, my_pos, other, other_pos);
219                                         edge_light(other, other_pos, *this, my_pos);
220                                 }
221                         }
222                         work_light();
223                 }
224         } else if (other.position == position + Pos(1, 0, 0)) {
225                 if (neighbor[Block::FACE_RIGHT] != &other) {
226                         neighbor[Block::FACE_RIGHT] = &other;
227                         other.neighbor[Block::FACE_LEFT] = this;
228                         for (int z = 0; z < depth; ++z) {
229                                 for (int y = 0; y < height; ++y) {
230                                         Pos my_pos(width - 1, y, z);
231                                         Pos other_pos(0, y, z);
232                                         edge_light(*this, my_pos, other, other_pos);
233                                         edge_light(other, other_pos, *this, my_pos);
234                                 }
235                         }
236                         work_light();
237                 }
238         } else if (other.position == position + Pos(0, -1, 0)) {
239                 if (neighbor[Block::FACE_DOWN] != &other) {
240                         neighbor[Block::FACE_DOWN] = &other;
241                         other.neighbor[Block::FACE_UP] = this;
242                         for (int z = 0; z < depth; ++z) {
243                                 for (int x = 0; x < width; ++x) {
244                                         Pos my_pos(x, 0, z);
245                                         Pos other_pos(x, height - 1, z);
246                                         edge_light(*this, my_pos, other, other_pos);
247                                         edge_light(other, other_pos, *this, my_pos);
248                                 }
249                         }
250                         work_light();
251                 }
252         } else if (other.position == position + Pos(0, 1, 0)) {
253                 if (neighbor[Block::FACE_UP] != &other) {
254                         neighbor[Block::FACE_UP] = &other;
255                         other.neighbor[Block::FACE_DOWN] = this;
256                         for (int z = 0; z < depth; ++z) {
257                                 for (int x = 0; x < width; ++x) {
258                                         Pos my_pos(x, height - 1, z);
259                                         Pos other_pos(x, 0, z);
260                                         edge_light(*this, my_pos, other, other_pos);
261                                         edge_light(other, other_pos, *this, my_pos);
262                                 }
263                         }
264                         work_light();
265                 }
266         } else if (other.position == position + Pos(0, 0, -1)) {
267                 if (neighbor[Block::FACE_BACK] != &other) {
268                         neighbor[Block::FACE_BACK] = &other;
269                         other.neighbor[Block::FACE_FRONT] = this;
270                         for (int y = 0; y < height; ++y) {
271                                 for (int x = 0; x < width; ++x) {
272                                         Pos my_pos(x, y, 0);
273                                         Pos other_pos(x, y, depth - 1);
274                                         edge_light(*this, my_pos, other, other_pos);
275                                         edge_light(other, other_pos, *this, my_pos);
276                                 }
277                         }
278                         work_light();
279                 }
280         } else if (other.position == position + Pos(0, 0, 1)) {
281                 if (neighbor[Block::FACE_FRONT] != &other) {
282                         neighbor[Block::FACE_FRONT] = &other;
283                         other.neighbor[Block::FACE_BACK] = this;
284                         for (int y = 0; y < height; ++y) {
285                                 for (int x = 0; x < width; ++x) {
286                                         Pos my_pos(x, y, depth - 1);
287                                         Pos other_pos(x, y, 0);
288                                         edge_light(*this, my_pos, other, other_pos);
289                                         edge_light(other, other_pos, *this, my_pos);
290                                 }
291                         }
292                         work_light();
293                 }
294         }
295 }
296
297 void Chunk::ClearNeighbors() noexcept {
298         for (int face = 0; face < Block::FACE_COUNT; ++face) {
299                 if (neighbor[face]) {
300                         neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
301                         neighbor[face] = nullptr;
302                 }
303         }
304 }
305
306
307 void Chunk::SetLight(int index, int level) noexcept {
308         if (light[index] != level) {
309                 light[index] = level;
310                 Invalidate();
311         }
312 }
313
314 int Chunk::GetLight(int index) const noexcept {
315         return light[index];
316 }
317
318 float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
319         int index = ToIndex(pos);
320         float light = GetLight(index);
321
322         Block::Face direct_face(Block::NormalFace(norm));
323         // tis okay
324         BlockLookup direct(const_cast<Chunk *>(this), pos, Block::NormalFace(norm));
325         if (direct) {
326                 float direct_light = direct.GetLight();
327                 if (direct_light > light) {
328                         light = direct_light;
329                 }
330         } else {
331                 return light;
332         }
333
334         if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
335                 return light;
336         }
337
338         Block::Face edge[2];
339         switch (Block::Axis(direct_face)) {
340                 case 0: // X
341                         edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
342                         edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
343                         break;
344                 case 1: // Y
345                         edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
346                         edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
347                         break;
348                 case 2: // Z
349                         edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
350                         edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
351                         break;
352         }
353
354         int num = 1;
355         int occlusion = 0;
356
357         BlockLookup next[2] = {
358                 direct.Next(edge[0]),
359                 direct.Next(edge[1]),
360         };
361
362         if (next[0]) {
363                 if (next[0].GetType().block_light) {
364                         ++occlusion;
365                 } else {
366                         light += next[0].GetLight();
367                         ++num;
368                 }
369         }
370         if (next[1]) {
371                 if (next[1].GetType().block_light) {
372                         ++occlusion;
373                 } else {
374                         light += next[1].GetLight();
375                         ++num;
376                 }
377         }
378         if (occlusion < 2) {
379                 if (next[0]) {
380                         BlockLookup corner = next[0].Next(edge[1]);
381                         if (corner) {
382                                 if (corner.GetType().block_light) {
383                                         ++occlusion;
384                                 } else {
385                                         light += corner.GetLight();
386                                         ++num;
387                                 }
388                         }
389                 } else if (next[1]) {
390                         BlockLookup corner = next[1].Next(edge[0]);
391                         if (corner) {
392                                 if (corner.GetType().block_light) {
393                                         ++occlusion;
394                                 } else {
395                                         light += corner.GetLight();
396                                         ++num;
397                                 }
398                         }
399                 }
400         } else {
401                 ++occlusion;
402         }
403
404         return (light / num) - (occlusion * 0.8f);
405 }
406
407
408 bool Chunk::IsSurface(const Pos &pos) const noexcept {
409         const Block &block = BlockAt(pos);
410         if (!Type(block).visible) {
411                 return false;
412         }
413         for (int face = 0; face < Block::FACE_COUNT; ++face) {
414                 BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
415                 if (!next || !next.GetType().visible) {
416                         return true;
417                 }
418         }
419         return false;
420 }
421
422
423 void Chunk::Draw() noexcept {
424         if (dirty) {
425                 Update();
426         }
427         model.Draw();
428 }
429
430
431 bool Chunk::Intersection(
432         const Ray &ray,
433         const glm::mat4 &M,
434         int &blkid,
435         float &dist,
436         glm::vec3 &normal
437 ) const noexcept {
438         int idx = 0;
439         blkid = -1;
440         dist = std::numeric_limits<float>::infinity();
441         for (int z = 0; z < depth; ++z) {
442                 for (int y = 0; y < height; ++y) {
443                         for (int x = 0; x < width; ++x, ++idx) {
444                                 const BlockType &type = Type(idx);
445                                 if (!type.visible) {
446                                         continue;
447                                 }
448                                 float cur_dist;
449                                 glm::vec3 cur_norm;
450                                 if (type.shape->Intersects(ray, M * ToTransform(Pos(x, y, z), idx), cur_dist, cur_norm)) {
451                                         if (cur_dist < dist) {
452                                                 blkid = idx;
453                                                 dist = cur_dist;
454                                                 normal = cur_norm;
455                                         }
456                                 }
457                         }
458                 }
459         }
460
461         if (blkid < 0) {
462                 return false;
463         } else {
464                 normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
465                 return true;
466         }
467 }
468
469 bool Chunk::Intersection(
470         const AABB &box,
471         const glm::mat4 &Mbox,
472         const glm::mat4 &Mchunk,
473         std::vector<WorldCollision> &col
474 ) const noexcept {
475         bool any = false;
476         float penetration;
477         glm::vec3 normal;
478
479         if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
480                 return false;
481         }
482         for (int idx = 0, z = 0; z < depth; ++z) {
483                 for (int y = 0; y < height; ++y) {
484                         for (int x = 0; x < width; ++x, ++idx) {
485                                 const BlockType &type = Type(idx);
486                                 if (!type.collision) {
487                                         continue;
488                                 }
489                                 if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox, penetration, normal)) {
490                                         col.emplace_back(this, idx, penetration, normal);
491                                         any = true;
492                                 }
493                         }
494                 }
495         }
496         return any;
497 }
498
499
500 namespace {
501
502 BlockModel::Buffer buf;
503
504 }
505
506 void Chunk::CheckUpdate() noexcept {
507         if (dirty) {
508                 Update();
509         }
510 }
511
512 void Chunk::Update() noexcept {
513         int vtx_count = 0, idx_count = 0;
514         for (const auto &block : blocks) {
515                 const Shape *shape = Type(block).shape;
516                 vtx_count += shape->VertexCount();
517                 idx_count += shape->VertexIndexCount();
518         }
519         buf.Clear();
520         buf.Reserve(vtx_count, idx_count);
521
522         int idx = 0;
523         BlockModel::Index vtx_counter = 0;
524         for (size_t z = 0; z < depth; ++z) {
525                 for (size_t y = 0; y < height; ++y) {
526                         for (size_t x = 0; x < width; ++x, ++idx) {
527                                 const BlockType &type = Type(BlockAt(idx));
528                                 const Pos pos(x, y, z);
529
530                                 if (!type.visible || Obstructed(pos).All()) continue;
531
532                                 type.FillBlockModel(buf, ToTransform(pos, idx), vtx_counter);
533                                 size_t vtx_begin = vtx_counter;
534                                 vtx_counter += type.shape->VertexCount();
535
536                                 for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
537                                         buf.lights.emplace_back(GetVertexLight(
538                                                 pos,
539                                                 buf.vertices[vtx],
540                                                 type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
541                                         ));
542                                 }
543                         }
544                 }
545         }
546
547         model.Update(buf);
548         dirty = false;
549 }
550
551 Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
552         Block::FaceSet result;
553
554         for (int f = 0; f < Block::FACE_COUNT; ++f) {
555                 Block::Face face = Block::Face(f);
556                 BlockLookup next(const_cast<Chunk *>(this), pos, face);
557                 if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
558                         result.Set(face);
559                 }
560         }
561
562         return result;
563 }
564
565 glm::mat4 Chunk::ToTransform(const Pos &pos, int idx) const noexcept {
566         return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
567 }
568
569
570 BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
571 : chunk(c), pos(p) {
572         while (pos.x >= Chunk::width) {
573                 if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
574                         chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
575                         pos.x -= Chunk::width;
576                 } else {
577                         chunk = nullptr;
578                         return;
579                 }
580         }
581         while (pos.x < 0) {
582                 if (chunk->HasNeighbor(Block::FACE_LEFT)) {
583                         chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
584                         pos.x += Chunk::width;
585                 } else {
586                         chunk = nullptr;
587                         return;
588                 }
589         }
590         while (pos.y >= Chunk::height) {
591                 if (chunk->HasNeighbor(Block::FACE_UP)) {
592                         chunk = &chunk->GetNeighbor(Block::FACE_UP);
593                         pos.y -= Chunk::height;
594                 } else {
595                         chunk = nullptr;
596                         return;
597                 }
598         }
599         while (pos.y < 0) {
600                 if (chunk->HasNeighbor(Block::FACE_DOWN)) {
601                         chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
602                         pos.y += Chunk::height;
603                 } else {
604                         chunk = nullptr;
605                         return;
606                 }
607         }
608         while (pos.z >= Chunk::depth) {
609                 if (chunk->HasNeighbor(Block::FACE_FRONT)) {
610                         chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
611                         pos.z -= Chunk::depth;
612                 } else {
613                         chunk = nullptr;
614                         return;
615                 }
616         }
617         while (pos.z < 0) {
618                 if (chunk->HasNeighbor(Block::FACE_BACK)) {
619                         chunk = &chunk->GetNeighbor(Block::FACE_BACK);
620                         pos.z += Chunk::depth;
621                 } else {
622                         chunk = nullptr;
623                         return;
624                 }
625         }
626 }
627
628 BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face) noexcept
629 : chunk(c), pos(p) {
630         pos += Block::FaceNormal(face);
631         if (!Chunk::InBounds(pos)) {
632                 pos -= Block::FaceNormal(face) * Chunk::Extent();
633                 chunk = &chunk->GetNeighbor(face);
634         }
635 }
636
637
638 ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry &reg, const Generator &gen) noexcept
639 : base(0, 0, 0)
640 , reg(reg)
641 , gen(gen)
642 , loaded()
643 , to_generate()
644 , to_free()
645 , gen_timer(config.gen_limit)
646 , load_dist(config.load_dist)
647 , unload_dist(config.unload_dist) {
648         gen_timer.Start();
649 }
650
651 namespace {
652
653 struct ChunkLess {
654
655         explicit ChunkLess(const Chunk::Pos &base) noexcept
656         : base(base) { }
657
658         bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const noexcept {
659                 Chunk::Pos da(base - a);
660                 Chunk::Pos db(base - b);
661                 return
662                         da.x * da.x + da.y * da.y + da.z * da.z <
663                         db.x * db.x + db.y * db.y + db.z * db.z;
664         }
665
666         Chunk::Pos base;
667
668 };
669
670 }
671
672 void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
673         for (int z = from.z; z < to.z; ++z) {
674                 for (int y = from.y; y < to.y; ++y) {
675                         for (int x = from.x; x < to.x; ++x) {
676                                 Chunk::Pos pos(x, y, z);
677                                 if (Known(pos)) {
678                                         continue;
679                                 } else if (pos == base) {
680                                         Generate(pos);
681
682                                 //      light testing
683                                 //      for (int i = 0; i < 16; ++i) {
684                                 //              for (int j = 0; j < 16; ++j) {
685                                 //                      loaded.back().SetBlock(Chunk::Pos{  i, j,  0 }, Block(1));
686                                 //                      loaded.back().SetBlock(Chunk::Pos{  i, j, 15 }, Block(1));
687                                 //                      loaded.back().SetBlock(Chunk::Pos{  0, j,  i }, Block(1));
688                                 //                      loaded.back().SetBlock(Chunk::Pos{ 15, j,  i }, Block(1));
689                                 //              }
690                                 //      }
691                                 //      loaded.back().SetBlock(Chunk::Pos{  1,  0,  1 }, Block(13));
692                                 //      loaded.back().SetBlock(Chunk::Pos{ 14,  0,  1 }, Block(13));
693                                 //      loaded.back().SetBlock(Chunk::Pos{  1,  0, 14 }, Block(13));
694                                 //      loaded.back().SetBlock(Chunk::Pos{ 14,  0, 14 }, Block(13));
695                                 //      loaded.back().SetBlock(Chunk::Pos{  1, 15,  1 }, Block(13));
696                                 //      loaded.back().SetBlock(Chunk::Pos{ 14, 15,  1 }, Block(13));
697                                 //      loaded.back().SetBlock(Chunk::Pos{  1, 15, 14 }, Block(13));
698                                 //      loaded.back().SetBlock(Chunk::Pos{ 14, 15, 14 }, Block(13));
699                                 //      loaded.back().SetBlock(Chunk::Pos{  7,  7,  0 }, Block(13));
700                                 //      loaded.back().SetBlock(Chunk::Pos{  8,  7,  0 }, Block(13));
701                                 //      loaded.back().SetBlock(Chunk::Pos{  7,  8,  0 }, Block(13));
702                                 //      loaded.back().SetBlock(Chunk::Pos{  8,  8,  0 }, Block(13));
703                                 //      loaded.back().SetBlock(Chunk::Pos{  7,  7, 15 }, Block(13));
704                                 //      loaded.back().SetBlock(Chunk::Pos{  8,  7, 15 }, Block(13));
705                                 //      loaded.back().SetBlock(Chunk::Pos{  7,  8, 15 }, Block(13));
706                                 //      loaded.back().SetBlock(Chunk::Pos{  8,  8, 15 }, Block(13));
707                                 //      loaded.back().SetBlock(Chunk::Pos{  0,  7,  7 }, Block(13));
708                                 //      loaded.back().SetBlock(Chunk::Pos{  0,  7,  8 }, Block(13));
709                                 //      loaded.back().SetBlock(Chunk::Pos{  0,  8,  7 }, Block(13));
710                                 //      loaded.back().SetBlock(Chunk::Pos{  0,  8,  8 }, Block(13));
711                                 //      loaded.back().SetBlock(Chunk::Pos{ 15,  7,  7 }, Block(13));
712                                 //      loaded.back().SetBlock(Chunk::Pos{ 15,  7,  8 }, Block(13));
713                                 //      loaded.back().SetBlock(Chunk::Pos{ 15,  8,  7 }, Block(13));
714                                 //      loaded.back().SetBlock(Chunk::Pos{ 15,  8,  8 }, Block(13));
715                                 //      loaded.back().Invalidate();
716                                 //      loaded.back().CheckUpdate();
717
718                                 //      orientation testing
719                                 //      for (int i = 0; i < Block::FACE_COUNT; ++i) {
720                                 //              for (int j = 0; j < Block::TURN_COUNT; ++j) {
721                                 //                      loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
722                                 //              }
723                                 //      }
724                                 //      loaded.back().Invalidate();
725                                 //      loaded.back().CheckUpdate();
726                                 } else {
727                                         to_generate.emplace_back(pos);
728                                 }
729                         }
730                 }
731         }
732         to_generate.sort(ChunkLess(base));
733 }
734
735 Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
736         loaded.emplace_back(reg);
737         Chunk &chunk = loaded.back();
738         chunk.Position(pos);
739         gen(chunk);
740         Insert(chunk);
741         return chunk;
742 }
743
744 void ChunkLoader::Insert(Chunk &chunk) noexcept {
745         for (Chunk &other : loaded) {
746                 chunk.SetNeighbor(other);
747         }
748 }
749
750 std::list<Chunk>::iterator ChunkLoader::Remove(std::list<Chunk>::iterator chunk) noexcept {
751         // fetch next entry while chunk's still in the list
752         std::list<Chunk>::iterator next = chunk;
753         ++next;
754         // unlink neighbors so they won't reference a dead chunk
755         chunk->ClearNeighbors();
756         // and move it from loaded to free list
757         to_free.splice(to_free.end(), loaded, chunk);
758         return next;
759 }
760
761 Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) noexcept {
762         for (Chunk &chunk : loaded) {
763                 if (chunk.Position() == pos) {
764                         return &chunk;
765                 }
766         }
767         return nullptr;
768 }
769
770 bool ChunkLoader::Queued(const Chunk::Pos &pos) noexcept {
771         for (const Chunk::Pos &chunk : to_generate) {
772                 if (chunk == pos) {
773                         return true;
774                 }
775         }
776         return false;
777 }
778
779 bool ChunkLoader::Known(const Chunk::Pos &pos) noexcept {
780         if (Loaded(pos)) return true;
781         return Queued(pos);
782 }
783
784 Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
785         Chunk *chunk = Loaded(pos);
786         if (chunk) {
787                 return *chunk;
788         }
789
790         for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
791                 if (*iter == pos) {
792                         to_generate.erase(iter);
793                         break;
794                 }
795         }
796
797         return Generate(pos);
798 }
799
800 bool ChunkLoader::OutOfRange(const Chunk::Pos &pos) const noexcept {
801         return std::abs(base.x - pos.x) > unload_dist
802                         || std::abs(base.y - pos.y) > unload_dist
803                         || std::abs(base.z - pos.z) > unload_dist;
804 }
805
806 void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
807         if (new_base == base) {
808                 return;
809         }
810         base = new_base;
811
812         // unload far away chunks
813         for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
814                 if (OutOfRange(*iter)) {
815                         iter = Remove(iter);
816                 } else {
817                         ++iter;
818                 }
819         }
820         // abort far away queued chunks
821         for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
822                 if (OutOfRange(*iter)) {
823                         iter = to_generate.erase(iter);
824                 } else {
825                         ++iter;
826                 }
827         }
828         // add missing new chunks
829         GenerateSurrounding(base);
830 }
831
832 void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
833         const Chunk::Pos offset(load_dist, load_dist, load_dist);
834         Generate(pos - offset, pos + offset);
835 }
836
837 void ChunkLoader::Update(int dt) {
838         // check if a chunk generation is scheduled for this frame
839         // and if there's a chunk waiting to be generated
840         gen_timer.Update(dt);
841         if (!gen_timer.Hit() || to_generate.empty()) {
842                 return;
843         }
844
845         // take position of next chunk in queue
846         Chunk::Pos pos(to_generate.front());
847         to_generate.pop_front();
848
849         // look if the same chunk was already generated and still lingering
850         for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
851                 if (iter->Position() == pos) {
852                         loaded.splice(loaded.end(), to_free, iter);
853                         Insert(loaded.back());
854                         return;
855                 }
856         }
857
858         // if the free list is empty, allocate a new chunk
859         // otherwise clear an unused one
860         if (to_free.empty()) {
861                 loaded.emplace_back(reg);
862         } else {
863                 to_free.front().ClearNeighbors();
864                 loaded.splice(loaded.end(), to_free, to_free.begin());
865         }
866
867         Chunk &chunk = loaded.back();
868         chunk.Position(pos);
869         gen(chunk);
870         Insert(chunk);
871 }
872
873 }