]> git.localhorst.tv Git - blank.git/blobdiff - src/chunk.cpp
update light levels from border on neighbor change
[blank.git] / src / chunk.cpp
index d298fb2640cd737f586aa1ad09ec09ac0ef00b8a..5162952347b492c8578bf28da291555a37059533 100644 (file)
@@ -13,6 +13,7 @@ Chunk::Chunk(const BlockTypeRegistry &types)
 : types(&types)
 , neighbor{ 0, 0, 0, 0, 0, 0 }
 , blocks()
+, light()
 , model()
 , position(0, 0, 0)
 , dirty(false) {
@@ -22,7 +23,9 @@ Chunk::Chunk(const BlockTypeRegistry &types)
 Chunk::Chunk(Chunk &&other)
 : types(other.types)
 , blocks(std::move(other.blocks))
+, light(std::move(other.light))
 , model(std::move(other.model))
+, position(other.position)
 , dirty(other.dirty) {
        for (size_t i = 0; i < Block::FACE_COUNT; ++i) {
                neighbor[i] = other.neighbor[i];
@@ -35,83 +38,14 @@ Chunk &Chunk::operator =(Chunk &&other) {
                neighbor[i] = other.neighbor[i];
        }
        blocks = std::move(other.blocks);
+       light = std::move(other.light);
        model = std::move(other.model);
+       position = other.position;
        dirty = other.dirty;
        return *this;
 }
 
 
-void Chunk::SetNeighbor(Chunk &other) {
-       if (other.position == position - Pos(-1, 0, 0)) {
-               neighbor[Block::FACE_LEFT] = &other;
-               other.neighbor[Block::FACE_RIGHT] = this;
-       } else if (other.position == position - Pos(1, 0, 0)) {
-               neighbor[Block::FACE_RIGHT] = &other;
-               other.neighbor[Block::FACE_LEFT] = this;
-       } else if (other.position == position - Pos(0, -1, 0)) {
-               neighbor[Block::FACE_DOWN] = &other;
-               other.neighbor[Block::FACE_UP] = this;
-       } else if (other.position == position - Pos(0, 1, 0)) {
-               neighbor[Block::FACE_UP] = &other;
-               other.neighbor[Block::FACE_DOWN] = this;
-       } else if (other.position == position - Pos(0, 0, -1)) {
-               neighbor[Block::FACE_BACK] = &other;
-               other.neighbor[Block::FACE_FRONT] = this;
-       } else if (other.position == position - Pos(0, 0, 1)) {
-               neighbor[Block::FACE_FRONT] = &other;
-               other.neighbor[Block::FACE_BACK] = this;
-       }
-}
-
-void Chunk::ClearNeighbors() {
-       for (int i = 0; i < Block::FACE_COUNT; ++i) {
-               neighbor[i] = nullptr;
-       }
-}
-
-void Chunk::Unlink() {
-       if (neighbor[Block::FACE_UP]) {
-               neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr;
-       }
-       if (neighbor[Block::FACE_DOWN]) {
-               neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr;
-       }
-       if (neighbor[Block::FACE_LEFT]) {
-               neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr;
-       }
-       if (neighbor[Block::FACE_RIGHT]) {
-               neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr;
-       }
-       if (neighbor[Block::FACE_FRONT]) {
-               neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr;
-       }
-       if (neighbor[Block::FACE_BACK]) {
-               neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr;
-       }
-}
-
-void Chunk::Relink() {
-       if (neighbor[Block::FACE_UP]) {
-               neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this;
-       }
-       if (neighbor[Block::FACE_DOWN]) {
-               neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this;
-       }
-       if (neighbor[Block::FACE_LEFT]) {
-               neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this;
-       }
-       if (neighbor[Block::FACE_RIGHT]) {
-               neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this;
-       }
-       if (neighbor[Block::FACE_FRONT]) {
-               neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this;
-       }
-       if (neighbor[Block::FACE_BACK]) {
-               neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this;
-       }
-}
-
-
 namespace {
 
 struct SetNode {
@@ -126,16 +60,12 @@ struct SetNode {
        void Set(int level) { chunk->SetLight(pos, level); }
 
        bool HasNext(Block::Face face) {
-               const Block *next = chunk->FindNext(pos, face);
-               return next && !chunk->Type(*next).block_light;
+               const BlockLookup next(chunk, pos, face);
+               return next.result && !next.chunk->Type(*next.result).block_light;
        }
        SetNode GetNext(Block::Face face) {
-               Chunk::Pos next_pos(pos + Block::FaceNormal(face));
-               if (Chunk::InBounds(next_pos)) {
-                       return SetNode(chunk, next_pos);
-               } else {
-                       return SetNode(&chunk->GetNeighbor(face), next_pos - (Block::FaceNormal(face) * Chunk::Extent()));
-               }
+               const BlockLookup next(chunk, pos, face);
+               return SetNode(next.chunk, next.pos);
        }
 
 };
@@ -151,6 +81,11 @@ struct UnsetNode
        UnsetNode(const SetNode &set)
        : SetNode(set), level(Get()) { }
 
+
+       bool HasNext(Block::Face face) {
+               const BlockLookup next(chunk, pos, face);
+               return next.result;
+       }
        UnsetNode GetNext(Block::Face face) { return UnsetNode(SetNode::GetNext(face)); }
 
 };
@@ -194,7 +129,6 @@ void work_dark() {
                        }
                }
        }
-       work_light();
 }
 
 }
@@ -207,17 +141,29 @@ void Chunk::SetBlock(int index, const Block &block) {
 
        if (&old_type == &new_type) return;
 
-       if (new_type.luminosity > 0) {
-               if (GetLight(index) < new_type.luminosity) {
-                       SetLight(index, new_type.luminosity);
-                       light_queue.emplace(this, ToPos(index));
-                       work_light();
-               }
-       } else if (new_type.block_light && GetLight(index) != 0) {
-               SetLight(index, 0);
+       if (new_type.luminosity > old_type.luminosity) {
+               // light added
+               SetLight(index, new_type.luminosity);
+               light_queue.emplace(this, ToPos(index));
+               work_light();
+       } else if (new_type.luminosity < old_type.luminosity) {
+               // light removed
                dark_queue.emplace(this, ToPos(index));
+               SetLight(index, 0);
                work_dark();
-       } else if (old_type.block_light && !new_type.block_light) {
+               SetLight(index, new_type.luminosity);
+               light_queue.emplace(this, ToPos(index));
+               work_light();
+       } else if (new_type.block_light && !old_type.block_light) {
+               // obstacle added
+               if (GetLight(index) > 0) {
+                       dark_queue.emplace(this, ToPos(index));
+                       SetLight(index, 0);
+                       work_dark();
+                       work_light();
+               }
+       } else if (!new_type.block_light && old_type.block_light) {
+               // obstacle removed
                int level = 0;
                for (int face = 0; face < Block::FACE_COUNT; ++face) {
                        Pos next_pos(ToPos(index) + Block::FaceNormal(Block::Face(face)));
@@ -253,15 +199,228 @@ const Block *Chunk::FindNext(const Pos &pos, Block::Face face) const {
        }
 }
 
+void Chunk::SetNeighbor(Chunk &other) {
+       if (other.position == position + Pos(-1, 0, 0)) {
+               if (neighbor[Block::FACE_LEFT] != &other) {
+                       neighbor[Block::FACE_LEFT] = &other;
+                       other.neighbor[Block::FACE_RIGHT] = this;
+                       for (int z = 0; z < Depth(); ++z) {
+                               for (int y = 0; y < Height(); ++y) {
+                                       Pos my_pos(0, y, z);
+                                       Pos other_pos(Width() - 1, y, z);
+                                       if (GetLight(my_pos) > 0) {
+                                               light_queue.emplace(this, my_pos);
+                                       }
+                                       if (other.GetLight(other_pos) > 0) {
+                                               light_queue.emplace(&other, other_pos);
+                                       }
+                               }
+                       }
+                       work_light();
+               }
+       } else if (other.position == position + Pos(1, 0, 0)) {
+               if (neighbor[Block::FACE_RIGHT] != &other) {
+                       neighbor[Block::FACE_RIGHT] = &other;
+                       other.neighbor[Block::FACE_LEFT] = this;
+                       for (int z = 0; z < Depth(); ++z) {
+                               for (int y = 0; y < Height(); ++y) {
+                                       Pos my_pos(Width() - 1, y, z);
+                                       Pos other_pos(0, y, z);
+                                       if (GetLight(my_pos) > 0) {
+                                               light_queue.emplace(this, my_pos);
+                                       }
+                                       if (other.GetLight(other_pos) > 0) {
+                                               light_queue.emplace(&other, other_pos);
+                                       }
+                               }
+                       }
+                       work_light();
+               }
+       } else if (other.position == position + Pos(0, -1, 0)) {
+               if (neighbor[Block::FACE_DOWN] != &other) {
+                       neighbor[Block::FACE_DOWN] = &other;
+                       other.neighbor[Block::FACE_UP] = this;
+                       for (int z = 0; z < Depth(); ++z) {
+                               for (int x = 0; x < Width(); ++x) {
+                                       Pos my_pos(x, 0, z);
+                                       Pos other_pos(x, Height() - 1, z);
+                                       if (GetLight(my_pos) > 0) {
+                                               light_queue.emplace(this, my_pos);
+                                       }
+                                       if (other.GetLight(other_pos) > 0) {
+                                               light_queue.emplace(&other, other_pos);
+                                       }
+                               }
+                       }
+                       work_light();
+               }
+       } else if (other.position == position + Pos(0, 1, 0)) {
+               if (neighbor[Block::FACE_UP] != &other) {
+                       neighbor[Block::FACE_UP] = &other;
+                       other.neighbor[Block::FACE_DOWN] = this;
+                       for (int z = 0; z < Depth(); ++z) {
+                               for (int x = 0; x < Width(); ++x) {
+                                       Pos my_pos(x, Height() - 1, z);
+                                       Pos other_pos(x, 0, z);
+                                       if (GetLight(my_pos) > 0) {
+                                               light_queue.emplace(this, my_pos);
+                                       }
+                                       if (other.GetLight(other_pos) > 0) {
+                                               light_queue.emplace(&other, other_pos);
+                                       }
+                               }
+                       }
+                       work_light();
+               }
+       } else if (other.position == position + Pos(0, 0, -1)) {
+               if (neighbor[Block::FACE_BACK] != &other) {
+                       neighbor[Block::FACE_BACK] = &other;
+                       other.neighbor[Block::FACE_FRONT] = this;
+                       for (int y = 0; y < Height(); ++y) {
+                               for (int x = 0; x < Width(); ++x) {
+                                       Pos my_pos(x, y, 0);
+                                       Pos other_pos(x, y, Depth() - 1);
+                                       if (GetLight(my_pos) > 0) {
+                                               light_queue.emplace(this, my_pos);
+                                       }
+                                       if (other.GetLight(other_pos) > 0) {
+                                               light_queue.emplace(&other, other_pos);
+                                       }
+                               }
+                       }
+                       work_light();
+               }
+       } else if (other.position == position + Pos(0, 0, 1)) {
+               if (neighbor[Block::FACE_FRONT] != &other) {
+                       neighbor[Block::FACE_FRONT] = &other;
+                       other.neighbor[Block::FACE_BACK] = this;
+                       for (int y = 0; y < Height(); ++y) {
+                               for (int x = 0; x < Width(); ++x) {
+                                       Pos my_pos(x, y, Depth() - 1);
+                                       Pos other_pos(x, y, 0);
+                                       if (GetLight(my_pos) > 0) {
+                                               light_queue.emplace(this, my_pos);
+                                       }
+                                       if (other.GetLight(other_pos) > 0) {
+                                               light_queue.emplace(&other, other_pos);
+                                       }
+                               }
+                       }
+                       work_light();
+               }
+       }
+}
+
+void Chunk::ClearNeighbors() {
+       for (int i = 0; i < Block::FACE_COUNT; ++i) {
+               neighbor[i] = nullptr;
+       }
+}
+
+void Chunk::Unlink() {
+       if (neighbor[Block::FACE_UP]) {
+               neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = nullptr;
+       }
+       if (neighbor[Block::FACE_DOWN]) {
+               neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = nullptr;
+       }
+       if (neighbor[Block::FACE_LEFT]) {
+               neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = nullptr;
+       }
+       if (neighbor[Block::FACE_RIGHT]) {
+               neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = nullptr;
+       }
+       if (neighbor[Block::FACE_FRONT]) {
+               neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = nullptr;
+       }
+       if (neighbor[Block::FACE_BACK]) {
+               neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = nullptr;
+       }
+}
+
+void Chunk::Relink() {
+       if (neighbor[Block::FACE_UP]) {
+               neighbor[Block::FACE_UP]->neighbor[Block::FACE_DOWN] = this;
+       }
+       if (neighbor[Block::FACE_DOWN]) {
+               neighbor[Block::FACE_DOWN]->neighbor[Block::FACE_UP] = this;
+       }
+       if (neighbor[Block::FACE_LEFT]) {
+               neighbor[Block::FACE_LEFT]->neighbor[Block::FACE_RIGHT] = this;
+       }
+       if (neighbor[Block::FACE_RIGHT]) {
+               neighbor[Block::FACE_RIGHT]->neighbor[Block::FACE_LEFT] = this;
+       }
+       if (neighbor[Block::FACE_FRONT]) {
+               neighbor[Block::FACE_FRONT]->neighbor[Block::FACE_BACK] = this;
+       }
+       if (neighbor[Block::FACE_BACK]) {
+               neighbor[Block::FACE_BACK]->neighbor[Block::FACE_FRONT] = this;
+       }
+}
+
 
 void Chunk::SetLight(int index, int level) {
-       light[index] = level;
+       if (light[index] != level) {
+               light[index] = level;
+               Invalidate();
+       }
 }
 
 int Chunk::GetLight(int index) const {
        return light[index];
 }
 
+float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const BlockModel::Normal &norm) const {
+       float light = GetLight(index);
+       Chunk::Pos pos(ToPos(index));
+
+       Block::Face direct_face(Block::NormalFace(norm));
+       const Chunk *direct_chunk = this;
+       Chunk::Pos direct_pos(pos + Block::FaceNormal(direct_face));
+       if (!InBounds(direct_pos)) {
+               if (HasNeighbor(direct_face)) {
+                       direct_chunk = &GetNeighbor(direct_face);
+                       direct_pos -= (Block::FaceNormal(direct_face) * Extent());
+                       float direct_light = direct_chunk->GetLight(direct_pos);
+                       if (direct_light > light) {
+                               light = direct_light;
+                       }
+               }
+       } else {
+               float direct_light = direct_chunk->GetLight(direct_pos);
+               if (direct_light > light) {
+                       light = direct_light;
+               }
+       }
+
+       // cheap alternative until AO etc are implemented
+       // to tell the faces apart
+
+       if (direct_face == Block::FACE_LEFT || direct_face == Block::FACE_RIGHT) {
+               light -= 0.2;
+       } else if (direct_face == Block::FACE_FRONT || direct_face == Block::FACE_BACK) {
+               light -= 0.4;
+       }
+
+       return light;
+}
+
+
+bool Chunk::IsSurface(const Pos &pos) const {
+       const Block &block = BlockAt(pos);
+       if (!Type(block).visible) {
+               return false;
+       }
+       for (int face = 0; face < Block::FACE_COUNT; ++face) {
+               const Block *next = FindNext(pos, Block::Face(face));
+               if (!next || !Type(*next).visible) {
+                       return true;
+               }
+       }
+       return false;
+}
+
 
 void Chunk::Allocate() {
        blocks.resize(Size(), Block(0));
@@ -326,7 +485,7 @@ glm::mat4 Chunk::Transform(const Pos &offset) const {
 
 namespace {
 
-Model::Buffer buf;
+BlockModel::Buffer buf;
 
 }
 
@@ -346,14 +505,19 @@ void Chunk::Update() {
        buf.Clear();
        buf.Reserve(vtx_count, idx_count);
 
-       Model::Index vtx_counter = 0;
+       BlockModel::Index vtx_counter = 0;
        for (size_t i = 0; i < Size(); ++i) {
                const BlockType &type = Type(blocks[i]);
 
                if (!type.visible || Obstructed(i)) continue;
 
-               type.FillModel(buf, ToTransform(i), vtx_counter);
+               type.FillBlockModel(buf, ToTransform(i), vtx_counter);
+               size_t vtx_begin = vtx_counter;
                vtx_counter += type.shape->VertexCount();
+
+               for (size_t vtx = vtx_begin; vtx < vtx_counter; ++vtx) {
+                       buf.lights.emplace_back(GetVertexLight(i, buf.vertices[vtx], buf.normals[vtx]));
+               }
        }
 
        model.Update(buf);
@@ -455,15 +619,83 @@ glm::mat4 Chunk::ToTransform(int idx) const {
 }
 
 
-ChunkLoader::ChunkLoader(const BlockTypeRegistry &reg, const Generator &gen)
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p)
+: chunk(c), pos(p), result(nullptr) {
+       while (pos.x >= Chunk::Width()) {
+               if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
+                       pos.x -= Chunk::Width();
+               } else {
+                       return;
+               }
+       }
+       while (pos.x < 0) {
+               if (chunk->HasNeighbor(Block::FACE_LEFT)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
+                       pos.x += Chunk::Width();
+               } else {
+                       return;
+               }
+       }
+       while (pos.y >= Chunk::Height()) {
+               if (chunk->HasNeighbor(Block::FACE_UP)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_UP);
+                       pos.y -= Chunk::Height();
+               } else {
+                       return;
+               }
+       }
+       while (pos.y < 0) {
+               if (chunk->HasNeighbor(Block::FACE_DOWN)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
+                       pos.y += Chunk::Height();
+               } else {
+                       return;
+               }
+       }
+       while (pos.z >= Chunk::Depth()) {
+               if (chunk->HasNeighbor(Block::FACE_FRONT)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
+                       pos.z -= Chunk::Depth();
+               } else {
+                       return;
+               }
+       }
+       while (pos.z < 0) {
+               if (chunk->HasNeighbor(Block::FACE_BACK)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_BACK);
+                       pos.z += Chunk::Depth();
+               } else {
+                       return;
+               }
+       }
+       result = &chunk->BlockAt(pos);
+}
+
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face)
+: chunk(c), pos(p), result(nullptr) {
+       pos += Block::FaceNormal(face);
+       if (Chunk::InBounds(pos)) {
+               result = &chunk->BlockAt(pos);
+       } else {
+               pos -= Block::FaceNormal(face) * Chunk::Extent();
+               if (chunk->HasNeighbor(face)) {
+                       chunk = &chunk->GetNeighbor(face);
+                       result = &chunk->BlockAt(pos);
+               }
+       }
+}
+
+
+ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry &reg, const Generator &gen)
 : base(0, 0, 0)
 , reg(reg)
 , gen(gen)
 , loaded()
 , to_generate()
 , to_free()
-, load_dist(4)
-, unload_dist(5) {
+, load_dist(config.load_dist)
+, unload_dist(config.unload_dist) {
 
 }
 
@@ -498,6 +730,42 @@ void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
                                } else if (pos == base) {
                                        Generate(pos);
 
+                               //      light testing
+                               //      for (int i = 0; i < 16; ++i) {
+                               //              for (int j = 0; j < 16; ++j) {
+                               //                      loaded.back().SetBlock(Chunk::Pos{  i, j,  0 }, Block(1));
+                               //                      loaded.back().SetBlock(Chunk::Pos{  i, j, 15 }, Block(1));
+                               //                      loaded.back().SetBlock(Chunk::Pos{  0, j,  i }, Block(1));
+                               //                      loaded.back().SetBlock(Chunk::Pos{ 15, j,  i }, Block(1));
+                               //              }
+                               //      }
+                               //      loaded.back().SetBlock(Chunk::Pos{  1,  0,  1 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 14,  0,  1 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  1,  0, 14 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 14,  0, 14 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  1, 15,  1 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 14, 15,  1 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  1, 15, 14 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 14, 15, 14 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  7,  7,  0 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  8,  7,  0 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  7,  8,  0 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  8,  8,  0 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  7,  7, 15 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  8,  7, 15 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  7,  8, 15 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  8,  8, 15 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  0,  7,  7 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  0,  7,  8 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  0,  8,  7 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{  0,  8,  8 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 15,  7,  7 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 15,  7,  8 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 15,  8,  7 }, Block(13));
+                               //      loaded.back().SetBlock(Chunk::Pos{ 15,  8,  8 }, Block(13));
+                               //      loaded.back().Invalidate();
+                               //      loaded.back().CheckUpdate();
+
                                //      orientation testing
                                //      for (int i = 0; i < Block::FACE_COUNT; ++i) {
                                //              for (int j = 0; j < Block::TURN_COUNT; ++j) {
@@ -519,8 +787,9 @@ Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
        loaded.emplace_back(reg);
        Chunk &chunk = loaded.back();
        chunk.Position(pos);
-       Insert(chunk);
+       chunk.Allocate();
        gen(chunk);
+       Insert(chunk);
        return chunk;
 }
 
@@ -603,8 +872,12 @@ void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
                }
        }
        // add missing new chunks
+       GenerateSurrounding(base);
+}
+
+void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
        const Chunk::Pos offset(load_dist, load_dist, load_dist);
-       Generate(base - offset, base + offset);
+       Generate(pos - offset, pos + offset);
 }
 
 void ChunkLoader::Update() {
@@ -631,8 +904,9 @@ void ChunkLoader::Update() {
                        }
                        Chunk &chunk = loaded.back();
                        chunk.Position(pos);
-                       Insert(chunk);
+                       chunk.Allocate();
                        gen(chunk);
+                       Insert(chunk);
                }
                to_generate.pop_front();
        }