]> git.localhorst.tv Git - blank.git/blobdiff - src/chunk.cpp
noexcept all the things
[blank.git] / src / chunk.cpp
index 4cabcecf040e17784ac86b2e0d5c869949d63c34..c31926bc4acd9354aa44201657010797889b0224 100644 (file)
 
 #include "generator.hpp"
 
+#include <algorithm>
 #include <limits>
-#include <glm/gtx/transform.hpp>
+#include <queue>
 
 
-namespace {
-
-blank::Model::Buffer buf;
-
-}
-
 namespace blank {
 
-Chunk::Chunk(const BlockTypeRegistry &types)
+Chunk::Chunk(const BlockTypeRegistry &types) noexcept
 : types(&types)
-, blocks()
+, neighbor{0}
+, blocks{}
+, light{0}
 , model()
 , position(0, 0, 0)
 , dirty(false) {
 
 }
 
-Chunk::Chunk(Chunk &&other)
+Chunk::Chunk(Chunk &&other) noexcept
 : types(other.types)
-, blocks(std::move(other.blocks))
 , model(std::move(other.model))
+, position(other.position)
 , dirty(other.dirty) {
-
+       std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+       std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
+       std::copy(other.light, other.light + sizeof(light), light);
 }
 
-Chunk &Chunk::operator =(Chunk &&other) {
+Chunk &Chunk::operator =(Chunk &&other) noexcept {
        types = other.types;
-       blocks = std::move(other.blocks);
+       std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+       std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
+       std::copy(other.light, other.light + sizeof(light), light);
        model = std::move(other.model);
+       position = other.position;
        dirty = other.dirty;
        return *this;
 }
 
 
-void Chunk::Allocate() {
-       blocks.resize(Size());
+namespace {
+
+struct SetNode {
+
+       Chunk *chunk;
+       Chunk::Pos pos;
+
+       SetNode(Chunk *chunk, Chunk::Pos pos)
+       : chunk(chunk), pos(pos) { }
+
+       int Get() const noexcept { return chunk->GetLight(pos); }
+       void Set(int level) noexcept { chunk->SetLight(pos, level); }
+
+       bool HasNext(Block::Face face) noexcept {
+               const BlockLookup next(chunk, pos, face);
+               return next && !next.GetType().block_light;
+       }
+       SetNode GetNext(Block::Face face) noexcept {
+               const BlockLookup next(chunk, pos, face);
+               return SetNode(&next.GetChunk(), next.GetBlockPos());
+       }
+
+};
+
+struct UnsetNode
+: public SetNode {
+
+       int level;
+
+       UnsetNode(Chunk *chunk, Chunk::Pos pos)
+       : SetNode(chunk, pos), level(Get()) { }
+
+       UnsetNode(const SetNode &set)
+       : SetNode(set), level(Get()) { }
+
+
+       bool HasNext(Block::Face face) noexcept {
+               const BlockLookup next(chunk, pos, face);
+               return next;
+       }
+       UnsetNode GetNext(Block::Face face) noexcept { return UnsetNode(SetNode::GetNext(face)); }
+
+};
+
+std::queue<SetNode> light_queue;
+std::queue<UnsetNode> dark_queue;
+
+void work_light() noexcept {
+       while (!light_queue.empty()) {
+               SetNode node = light_queue.front();
+               light_queue.pop();
+
+               int level = node.Get() - 1;
+               for (int face = 0; face < Block::FACE_COUNT; ++face) {
+                       if (node.HasNext(Block::Face(face))) {
+                               SetNode other = node.GetNext(Block::Face(face));
+                               if (other.Get() < level) {
+                                       other.Set(level);
+                                       light_queue.emplace(other);
+                               }
+                       }
+               }
+       }
+}
+
+void work_dark() noexcept {
+       while (!dark_queue.empty()) {
+               UnsetNode node = dark_queue.front();
+               dark_queue.pop();
+
+               for (int face = 0; face < Block::FACE_COUNT; ++face) {
+                       if (node.HasNext(Block::Face(face))) {
+                               UnsetNode other = node.GetNext(Block::Face(face));
+                               // TODO: if there a light source here with the same level this will err
+                               if (other.Get() != 0 && other.Get() < node.level) {
+                                       other.Set(0);
+                                       dark_queue.emplace(other);
+                               } else {
+                                       light_queue.emplace(other);
+                               }
+                       }
+               }
+       }
+}
+
+}
+
+void Chunk::SetBlock(int index, const Block &block) noexcept {
+       const BlockType &old_type = Type(blocks[index]);
+       const BlockType &new_type = Type(block);
+
+       blocks[index] = block;
+
+       if (&old_type == &new_type) return;
+
+       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();
+               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) {
+                       BlockLookup next_block(this, ToPos(index), Block::Face(face));
+                       if (next_block) {
+                               level = std::min(level, next_block.GetLight());
+                       }
+               }
+               if (level > 1) {
+                       SetLight(index, level - 1);
+                       light_queue.emplace(this, ToPos(index));
+                       work_light();
+               }
+       }
+}
+
+void Chunk::SetNeighbor(Chunk &other) noexcept {
+       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() noexcept {
+       for (int i = 0; i < Block::FACE_COUNT; ++i) {
+               neighbor[i] = nullptr;
+       }
+}
+
+void Chunk::Unlink() noexcept {
+       for (int face = 0; face < Block::FACE_COUNT; ++face) {
+               if (neighbor[face]) {
+                       neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = nullptr;
+               }
+       }
+}
+
+void Chunk::Relink() noexcept {
+       for (int face = 0; face < Block::FACE_COUNT; ++face) {
+               if (neighbor[face]) {
+                       neighbor[face]->neighbor[Block::Opposite(Block::Face(face))] = this;
+               }
+       }
+}
+
+
+void Chunk::SetLight(int index, int level) noexcept {
+       if (light[index] != level) {
+               light[index] = level;
+               Invalidate();
+       }
+}
+
+int Chunk::GetLight(int index) const noexcept {
+       return light[index];
 }
 
+float Chunk::GetVertexLight(int index, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
+       float light = GetLight(index);
+       Chunk::Pos pos(ToPos(index));
+
+       Block::Face direct_face(Block::NormalFace(norm));
+       // tis okay
+       BlockLookup direct(const_cast<Chunk *>(this), pos, Block::NormalFace(norm));
+       if (direct) {
+               float direct_light = direct.GetLight();
+               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;
+}
 
-void Chunk::Draw() {
+
+bool Chunk::IsSurface(const Pos &pos) const noexcept {
+       const Block &block = BlockAt(pos);
+       if (!Type(block).visible) {
+               return false;
+       }
+       for (int face = 0; face < Block::FACE_COUNT; ++face) {
+               BlockLookup next = BlockLookup(const_cast<Chunk *>(this), pos, Block::Face(face));
+               if (!next || !next.GetType().visible) {
+                       return true;
+               }
+       }
+       return false;
+}
+
+
+void Chunk::Draw() noexcept {
        if (dirty) {
                Update();
        }
@@ -56,24 +374,14 @@ void Chunk::Draw() {
 bool Chunk::Intersection(
        const Ray &ray,
        const glm::mat4 &M,
-       int *blkid,
-       float *dist,
-       glm::vec3 *normal) const {
-       { // rough check
-               if (!blank::Intersection(ray, Bounds(), M)) {
-                       return false;
-               }
-       }
-
-       if (!blkid && !dist && !normal) {
-               return true;
-       }
-
+       int &blkid,
+       float &dist,
+       glm::vec3 &normal
+) const noexcept {
        // TODO: should be possible to heavily optimize this
        int id = 0;
-       int closest_id = -1;
-       float closest_dist = std::numeric_limits<float>::infinity();
-       glm::vec3 closest_normal(0, 1, 0);
+       blkid = -1;
+       dist = std::numeric_limits<float>::infinity();
        for (int z = 0; z < Depth(); ++z) {
                for (int y = 0; y < Height(); ++y) {
                        for (int x = 0; x < Width(); ++x, ++id) {
@@ -83,48 +391,38 @@ bool Chunk::Intersection(
                                float cur_dist;
                                glm::vec3 cur_norm;
                                if (Type(blocks[id]).shape->Intersects(ray, M * ToTransform(id), cur_dist, cur_norm)) {
-                                       if (cur_dist < closest_dist) {
-                                               closest_id = id;
-                                               closest_dist = cur_dist;
-                                               closest_normal = cur_norm;
+                                       if (cur_dist < dist) {
+                                               blkid = id;
+                                               dist = cur_dist;
+                                               normal = cur_norm;
                                        }
                                }
                        }
                }
        }
 
-       if (closest_id < 0) {
+       if (blkid < 0) {
                return false;
+       } else {
+               normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
+               return true;
        }
-
-       if (blkid) {
-               *blkid = closest_id;
-       }
-       if (dist) {
-               *dist = closest_dist;
-       }
-       if (normal) {
-               *normal = closest_normal;
-       }
-       return true;
 }
 
-void Chunk::Position(const Pos &pos) {
-       position = pos;
-}
 
-glm::mat4 Chunk::Transform(const Pos &offset) const {
-       return glm::translate((position - offset) * Extent());
-}
+namespace {
 
+BlockModel::Buffer buf;
 
-void Chunk::CheckUpdate() {
+}
+
+void Chunk::CheckUpdate() noexcept {
        if (dirty) {
                Update();
        }
 }
 
-void Chunk::Update() {
+void Chunk::Update() noexcept {
        int vtx_count = 0, idx_count = 0;
        for (const auto &block : blocks) {
                const Shape *shape = Type(block).shape;
@@ -134,61 +432,126 @@ 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) {
-               if (Obstructed(i)) continue;
-
                const BlockType &type = Type(blocks[i]);
-               type.FillModel(buf, ToTransform(i), vtx_counter);
+
+               if (!type.visible || Obstructed(i).All()) continue;
+
+               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],
+                               type.shape->VertexNormal(vtx - vtx_begin, blocks[i].Transform())
+                       ));
+               }
        }
 
        model.Update(buf);
        dirty = false;
 }
 
-bool Chunk::Obstructed(int idx) const {
-       if (IsBorder(idx)) return false;
-
-       // not checking neighbor visibility here, so all
-       // invisible blocks must have their fill set to 6x false
-       // (the default, so should be okay)
-
-       const BlockType &right = Type(blocks[idx + 1]);
-       if (!right.fill.left) return false;
+Block::FaceSet Chunk::Obstructed(int idx) const noexcept {
+       Chunk::Pos pos(ToPos(idx));
+       Block::FaceSet result;
 
-       const BlockType &left = Type(blocks[idx - 1]);
-       if (!left.fill.right) return false;
-
-       const BlockType &up = Type(blocks[idx + Width()]);
-       if (!up.fill.down) return false;
+       for (int f = 0; f < Block::FACE_COUNT; ++f) {
+               Block::Face face = Block::Face(f);
+               BlockLookup next(const_cast<Chunk *>(this), pos, face);
+               if (next && next.GetType().FaceFilled(next.GetBlock(), Block::Opposite(face))) {
+                       result.Set(face);
+               }
+       }
 
-       const BlockType &down = Type(blocks[idx - Width()]);
-       if (!down.fill.up) return false;
+       return result;
+}
 
-       const BlockType &front = Type(blocks[idx + Width() * Height()]);
-       if (!front.fill.back) return false;
+glm::mat4 Chunk::ToTransform(int idx) const noexcept {
+       return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
+}
 
-       const BlockType &back = Type(blocks[idx - Width() * Height()]);
-       if (!back.fill.front) return false;
 
-       return true;
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
+: chunk(c), pos(p) {
+       while (pos.x >= Chunk::Width()) {
+               if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
+                       pos.x -= Chunk::Width();
+               } else {
+                       chunk = nullptr;
+                       return;
+               }
+       }
+       while (pos.x < 0) {
+               if (chunk->HasNeighbor(Block::FACE_LEFT)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
+                       pos.x += Chunk::Width();
+               } else {
+                       chunk = nullptr;
+                       return;
+               }
+       }
+       while (pos.y >= Chunk::Height()) {
+               if (chunk->HasNeighbor(Block::FACE_UP)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_UP);
+                       pos.y -= Chunk::Height();
+               } else {
+                       chunk = nullptr;
+                       return;
+               }
+       }
+       while (pos.y < 0) {
+               if (chunk->HasNeighbor(Block::FACE_DOWN)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
+                       pos.y += Chunk::Height();
+               } else {
+                       chunk = nullptr;
+                       return;
+               }
+       }
+       while (pos.z >= Chunk::Depth()) {
+               if (chunk->HasNeighbor(Block::FACE_FRONT)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
+                       pos.z -= Chunk::Depth();
+               } else {
+                       chunk = nullptr;
+                       return;
+               }
+       }
+       while (pos.z < 0) {
+               if (chunk->HasNeighbor(Block::FACE_BACK)) {
+                       chunk = &chunk->GetNeighbor(Block::FACE_BACK);
+                       pos.z += Chunk::Depth();
+               } else {
+                       chunk = nullptr;
+                       return;
+               }
+       }
 }
 
-glm::mat4 Chunk::ToTransform(int idx) const {
-       return glm::translate(glm::mat4(1.0f), ToCoords(idx)) * blocks[idx].Transform();
+BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face) noexcept
+: chunk(c), pos(p) {
+       pos += Block::FaceNormal(face);
+       if (!Chunk::InBounds(pos)) {
+               pos -= Block::FaceNormal(face) * Chunk::Extent();
+               chunk = &chunk->GetNeighbor(face);
+       }
 }
 
 
-ChunkLoader::ChunkLoader(const BlockTypeRegistry &reg, const Generator &gen)
+ChunkLoader::ChunkLoader(const Config &config, const BlockTypeRegistry &reg, const Generator &gen) noexcept
 : 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) {
 
 }
 
@@ -196,10 +559,10 @@ namespace {
 
 struct ChunkLess {
 
-       explicit ChunkLess(const Chunk::Pos &base)
+       explicit ChunkLess(const Chunk::Pos &base) noexcept
        : base(base) { }
 
-       bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const {
+       bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const noexcept {
                Chunk::Pos da(base - a);
                Chunk::Pos db(base - b);
                return
@@ -220,10 +583,44 @@ void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
                                Chunk::Pos pos(x, y, z);
                                if (Known(pos)) {
                                        continue;
-                               } else if (x == 0 && y == 0 && z == 0) {
-                                       loaded.emplace_back(reg);
-                                       loaded.back().Position(pos);
-                                       gen(loaded.back());
+                               } 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) {
@@ -242,7 +639,26 @@ void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
        to_generate.sort(ChunkLess(base));
 }
 
-Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
+Chunk &ChunkLoader::Generate(const Chunk::Pos &pos) {
+       loaded.emplace_back(reg);
+       Chunk &chunk = loaded.back();
+       chunk.Position(pos);
+       gen(chunk);
+       Insert(chunk);
+       return chunk;
+}
+
+void ChunkLoader::Insert(Chunk &chunk) noexcept {
+       for (Chunk &other : loaded) {
+               chunk.SetNeighbor(other);
+       }
+}
+
+void ChunkLoader::Remove(Chunk &chunk) noexcept {
+       chunk.Unlink();
+}
+
+Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) noexcept {
        for (Chunk &chunk : loaded) {
                if (chunk.Position() == pos) {
                        return &chunk;
@@ -251,7 +667,7 @@ Chunk *ChunkLoader::Loaded(const Chunk::Pos &pos) {
        return nullptr;
 }
 
-bool ChunkLoader::Queued(const Chunk::Pos &pos) {
+bool ChunkLoader::Queued(const Chunk::Pos &pos) noexcept {
        for (const Chunk::Pos &chunk : to_generate) {
                if (chunk == pos) {
                        return true;
@@ -260,7 +676,7 @@ bool ChunkLoader::Queued(const Chunk::Pos &pos) {
        return nullptr;
 }
 
-bool ChunkLoader::Known(const Chunk::Pos &pos) {
+bool ChunkLoader::Known(const Chunk::Pos &pos) noexcept {
        if (Loaded(pos)) return true;
        return Queued(pos);
 }
@@ -278,10 +694,7 @@ Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
                }
        }
 
-       loaded.emplace_back(reg);
-       loaded.back().Position(pos);
-       gen(loaded.back());
-       return loaded.back();
+       return Generate(pos);
 }
 
 void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
@@ -296,6 +709,7 @@ void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
                                || std::abs(base.y - iter->Position().y) > unload_dist
                                || std::abs(base.z - iter->Position().z) > unload_dist) {
                        auto saved = iter;
+                       Remove(*saved);
                        ++iter;
                        to_free.splice(to_free.end(), loaded, saved);
                } else {
@@ -313,39 +727,40 @@ 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() {
-       bool reused = false;
-       if (!to_generate.empty()) {
-               Chunk::Pos pos(to_generate.front());
-
-               for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
-                       if (iter->Position() == pos) {
-                               loaded.splice(loaded.end(), to_free, iter);
-                               reused = true;
-                               break;
-                       }
-               }
+       if (to_generate.empty()) {
+               return;
+       }
 
-               if (!reused) {
-                       if (to_free.empty()) {
-                               loaded.emplace_back(reg);
-                       } else {
-                               loaded.splice(loaded.end(), to_free, to_free.begin());
-                               reused = true;
-                       }
-                       loaded.back().Position(pos);
-                       gen(loaded.back());
+       Chunk::Pos pos(to_generate.front());
+       to_generate.pop_front();
+
+       for (auto iter(to_free.begin()), end(to_free.end()); iter != end; ++iter) {
+               if (iter->Position() == pos) {
+                       iter->Relink();
+                       loaded.splice(loaded.end(), to_free, iter);
+                       return;
                }
-               to_generate.pop_front();
        }
 
-       if (!reused && !to_free.empty()) {
-               to_free.pop_front();
+       if (to_free.empty()) {
+               loaded.emplace_back(reg);
+       } else {
+               to_free.front().ClearNeighbors();
+               loaded.splice(loaded.end(), to_free, to_free.begin());
        }
+       Chunk &chunk = loaded.back();
+       chunk.Position(pos);
+       gen(chunk);
+       Insert(chunk);
 }
 
 }