]> git.localhorst.tv Git - blank.git/blobdiff - src/world/chunk.cpp
make gcc nag more
[blank.git] / src / world / chunk.cpp
index 7ef09c7a465d7f21d2051895af1954c7b62cf342..a482adb080009b7b314c5cc64628894a05bcfa36 100644 (file)
@@ -8,56 +8,67 @@
 #include "Generator.hpp"
 #include "WorldCollision.hpp"
 #include "../app/Assets.hpp"
+#include "../geometry/distance.hpp"
 #include "../graphics/BlockLighting.hpp"
+#include "../graphics/BlockMesh.hpp"
 #include "../graphics/Viewport.hpp"
 #include "../io/WorldSave.hpp"
-#include "../model/BlockModel.hpp"
 
 #include <algorithm>
 #include <limits>
 #include <ostream>
 #include <queue>
 
+#include <iostream>
+#include <glm/gtx/io.hpp>
+
 
 namespace blank {
 
-constexpr int Chunk::width;
-constexpr int Chunk::height;
-constexpr int Chunk::depth;
+constexpr int Chunk::side;
 constexpr int Chunk::size;
 
 
 Chunk::Chunk(const BlockTypeRegistry &types) noexcept
 : types(&types)
 , neighbor{0}
-, blocks{}
+, gravity()
 , light{0}
 , generated(false)
 , lighted(false)
 , position(0, 0, 0)
 , ref_count(0)
-, dirty_model(false)
+, dirty_mesh(false)
 , dirty_save(false) {
 
 }
 
 Chunk::Chunk(Chunk &&other) noexcept
 : types(other.types)
+, gravity(std::move(other.gravity))
+, generated(other.generated)
+, lighted(other.lighted)
 , position(other.position)
-, dirty_model(other.dirty_model)
+, ref_count(other.ref_count)
+, dirty_mesh(other.dirty_mesh)
 , dirty_save(other.dirty_save) {
        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);
+       other.ref_count = 0;
 }
 
 Chunk &Chunk::operator =(Chunk &&other) noexcept {
        types = other.types;
        std::copy(other.neighbor, other.neighbor + sizeof(neighbor), neighbor);
+       gravity = std::move(other.gravity);
        std::copy(other.blocks, other.blocks + sizeof(blocks), blocks);
        std::copy(other.light, other.light + sizeof(light), light);
+       generated = other.generated;
+       lighted = other.lighted;
        position = other.position;
-       dirty_model = other.dirty_save;
+       std::swap(ref_count, other.ref_count);
+       dirty_mesh = other.dirty_save;
        dirty_save = other.dirty_save;
        return *this;
 }
@@ -68,9 +79,9 @@ namespace {
 struct SetNode {
 
        Chunk *chunk;
-       Chunk::Pos pos;
+       RoughLocation::Fine pos;
 
-       SetNode(Chunk *chunk, Chunk::Pos pos)
+       SetNode(Chunk *chunk, RoughLocation::Fine pos)
        : chunk(chunk), pos(pos) { }
 
        int Get() const noexcept { return chunk->GetLight(pos); }
@@ -78,6 +89,9 @@ struct SetNode {
 
        const BlockType &GetType() const noexcept { return chunk->Type(Chunk::ToIndex(pos)); }
 
+       int EmitLevel() const noexcept { return GetType().luminosity; }
+       bool EmitsLight() const noexcept { return EmitLevel() > 0; }
+
        bool HasNext(Block::Face face) noexcept {
                const BlockType &type = GetType();
                if (type.block_light && !type.luminosity) return false;
@@ -96,10 +110,10 @@ struct UnsetNode
 
        int level;
 
-       UnsetNode(Chunk *chunk, Chunk::Pos pos)
+       UnsetNode(Chunk *chunk, RoughLocation::Fine pos)
        : SetNode(chunk, pos), level(Get()) { }
 
-       UnsetNode(const SetNode &set)
+       explicit UnsetNode(const SetNode &set)
        : SetNode(set), level(Get()) { }
 
 
@@ -140,9 +154,13 @@ void work_dark() noexcept {
                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);
+                                       if (other.EmitsLight()) {
+                                               other.Set(other.EmitLevel());
+                                               light_queue.emplace(other);
+                                       } else {
+                                               other.Set(0);
+                                       }
                                        dark_queue.emplace(other);
                                } else {
                                        light_queue.emplace(other);
@@ -161,6 +179,12 @@ void Chunk::SetBlock(int index, const Block &block) noexcept {
        blocks[index] = block;
        Invalidate();
 
+       if (old_type.gravity && !new_type.gravity) {
+               gravity.erase(index);
+       } else if (new_type.gravity && !old_type.gravity) {
+               gravity.insert(index);
+       }
+
        if (!lighted || &old_type == &new_type) return;
 
        if (new_type.luminosity > old_type.luminosity) {
@@ -187,7 +211,7 @@ void Chunk::SetBlock(int index, const Block &block) noexcept {
        } else if (!new_type.block_light && old_type.block_light) {
                // obstacle removed
                int level = 0;
-               Pos pos(ToPos(index));
+               RoughLocation::Fine pos(ToPos(index));
                for (int face = 0; face < Block::FACE_COUNT; ++face) {
                        BlockLookup next_block(this, pos, Block::Face(face));
                        if (next_block) {
@@ -204,10 +228,10 @@ void Chunk::SetBlock(int index, const Block &block) noexcept {
 
 void Chunk::ScanLights() {
        int idx = 0;
-       Pos pos(0, 0, 0);
-       for (; pos.z < depth; ++pos.z) {
-               for (pos.y = 0; pos.y < height; ++pos.y) {
-                       for (pos.x = 0; pos.x < width; ++pos.x, ++idx) {
+       RoughLocation::Fine pos(0, 0, 0);
+       for (; pos.z < side; ++pos.z) {
+               for (pos.y = 0; pos.y < side; ++pos.y) {
+                       for (pos.x = 0; pos.x < side; ++pos.x, ++idx) {
                                const BlockType &type = Type(blocks[idx]);
                                if (type.luminosity) {
                                        SetLight(idx, type.luminosity);
@@ -220,6 +244,15 @@ void Chunk::ScanLights() {
        lighted = true;
 }
 
+void Chunk::ScanActive() {
+       gravity.clear();
+       for (int index = 0; index < size; ++index) {
+               if (Type(index).gravity) {
+                       gravity.insert(gravity.end(), index);
+               }
+       }
+}
+
 void Chunk::SetNeighbor(Block::Face face, Chunk &other) noexcept {
        neighbor[face] = &other;
        other.neighbor[Block::Opposite(face)] = this;
@@ -246,7 +279,7 @@ int Chunk::GetLight(int index) const noexcept {
        return light[index];
 }
 
-float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, const EntityModel::Normal &norm) const noexcept {
+float Chunk::GetVertexLight(const RoughLocation::Fine &pos, const BlockMesh::Position &vtx, const EntityMesh::Normal &norm) const noexcept {
        int index = ToIndex(pos);
        float light = GetLight(index);
 
@@ -336,7 +369,21 @@ float Chunk::GetVertexLight(const Pos &pos, const BlockModel::Position &vtx, con
 }
 
 
-bool Chunk::IsSurface(const Pos &pos) const noexcept {
+glm::vec3 Chunk::GravityAt(const ExactLocation &coords) const noexcept {
+       glm::vec3 grav(0.0f);
+       for (int index : gravity) {
+               RoughLocation::Fine block_pos(ToPos(index));
+               ExactLocation block_coords(position, ToCoords(block_pos));
+               // trust that block type hasn't changed
+               grav += Type(index).gravity->GetGravity(
+                       coords.Difference(block_coords).Absolute(),
+                       ToTransform(block_pos, index));
+       }
+       return grav;
+}
+
+
+bool Chunk::IsSurface(const RoughLocation::Fine &pos) const noexcept {
        const Block &block = BlockAt(pos);
        if (!Type(block).visible) {
                return false;
@@ -353,23 +400,31 @@ bool Chunk::IsSurface(const Pos &pos) const noexcept {
 
 bool Chunk::Intersection(
        const Ray &ray,
-       const glm::mat4 &M,
+       const ExactLocation::Coarse &reference,
        WorldCollision &coll
 ) noexcept {
        int idx = 0;
        coll.chunk = this;
        coll.block = -1;
        coll.depth = 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, ++idx) {
+       for (int z = 0; z < side; ++z) {
+               for (int y = 0; y < side; ++y) {
+                       for (int x = 0; x < side; ++x, ++idx) {
                                const BlockType &type = Type(idx);
-                               if (!type.visible) {
+                               if (!type.collision || !type.shape) {
+                                       continue;
+                               }
+                               RoughLocation::Fine pos(x, y, z);
+
+                               // center of the blok relative to the ray
+                               glm::vec3 relative_center(glm::vec3((position - reference) * ExactLocation::Extent() + pos) + 0.5f);
+                               if (ray.DistanceSquared(relative_center) > 3.0f) {
                                        continue;
                                }
+
                                float cur_dist;
                                glm::vec3 cur_norm;
-                               if (type.shape->Intersects(ray, M * ToTransform(Pos(x, y, z), idx), cur_dist, cur_norm)) {
+                               if (type.shape->Intersects(ray, ToTransform(reference, pos, idx), cur_dist, cur_norm)) {
                                        if (cur_dist < coll.depth) {
                                                coll.block = idx;
                                                coll.depth = cur_dist;
@@ -401,14 +456,82 @@ bool Chunk::Intersection(
        if (!blank::Intersection(box, Mbox, Bounds(), Mchunk, penetration, normal)) {
                return false;
        }
-       for (int idx = 0, z = 0; z < depth; ++z) {
-               for (int y = 0; y < height; ++y) {
-                       for (int x = 0; x < width; ++x, ++idx) {
+
+       // box's origin relative to the chunk
+       const glm::vec3 box_coords(Mbox[3] - Mchunk[3]);
+       const float box_rad = box.OriginRadius();
+
+       // assume a bounding radius of 2 for blocks
+       constexpr float block_rad = 2.0f;
+       const float bb_radius = box_rad + block_rad;
+
+       const RoughLocation::Fine begin(glm::max(
+               RoughLocation::Fine(0),
+               RoughLocation::Fine(glm::floor(box_coords - bb_radius))
+       ));
+       const RoughLocation::Fine end(glm::min(
+               RoughLocation::Fine(side - 1),
+               RoughLocation::Fine(glm::ceil(box_coords + bb_radius))
+       ) - 1);
+
+       for (RoughLocation::Fine pos(begin); pos.z < end.y; ++pos.z) {
+               for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+                       for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+                               int idx = ToIndex(pos);
+                               const BlockType &type = Type(idx);
+                               if (!type.collision || !type.shape) {
+                                       continue;
+                               }
+                               if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), box, Mbox, penetration, normal)) {
+                                       col.emplace_back(this, idx, penetration, normal);
+                                       any = true;
+                               }
+                       }
+               }
+       }
+       return any;
+}
+
+bool Chunk::Intersection(
+       const Entity &entity,
+       const glm::mat4 &Mentity,
+       const glm::mat4 &Mchunk,
+       std::vector<WorldCollision> &col
+) noexcept {
+       // entity's origin relative to the chunk
+       const glm::vec3 entity_coords(Mentity[3] - Mchunk[3]);
+       const float ec_radius = entity.Radius() + Radius();
+
+       if (glm::distance2(entity_coords, Center()) > ec_radius * ec_radius) {
+               return false;
+       }
+
+       bool any = false;
+       float penetration;
+       glm::vec3 normal;
+
+       // assume a bounding radius of 2 for blocks
+       constexpr float block_rad = 2.0f;
+       const float eb_radius = entity.Radius() + block_rad;
+
+       const RoughLocation::Fine begin(glm::max(
+               RoughLocation::Fine(0),
+               RoughLocation::Fine(glm::floor(entity_coords - eb_radius))
+       ));
+       const RoughLocation::Fine end(glm::min(
+               RoughLocation::Fine(side),
+               RoughLocation::Fine(glm::ceil(entity_coords + eb_radius))
+       ));
+
+       for (RoughLocation::Fine pos(begin); pos.z < end.z; ++pos.z) {
+               for (pos.y = begin.y; pos.y < end.y; ++pos.y) {
+                       for (pos.x = begin.x; pos.x < end.x; ++pos.x) {
+                               int idx = ToIndex(pos);
                                const BlockType &type = Type(idx);
-                               if (!type.collision) {
+                               if (!type.collision || !type.shape) {
                                        continue;
                                }
-                               if (type.shape->Intersects(Mchunk * ToTransform(Pos(x, y, z), idx), box, Mbox, penetration, normal)) {
+                               if (type.shape->Intersects(Mchunk * ToTransform(pos, idx), entity.Bounds(), Mentity, penetration, normal)) {
                                        col.emplace_back(this, idx, penetration, normal);
                                        any = true;
                                }
@@ -421,50 +544,54 @@ bool Chunk::Intersection(
 
 namespace {
 
-BlockModel::Buffer buf;
+BlockMesh::Buffer buf;
 
 }
 
-void Chunk::Update(BlockModel &model) noexcept {
+void Chunk::Update(BlockMesh &model) noexcept {
        int vtx_count = 0, idx_count = 0;
        for (const auto &block : blocks) {
-               const Shape *shape = Type(block).shape;
-               vtx_count += shape->VertexCount();
-               idx_count += shape->VertexIndexCount();
+               const BlockType &type = Type(block);
+               if (type.visible && type.shape) {
+                       vtx_count += type.shape->VertexCount();
+                       idx_count += type.shape->IndexCount();
+               }
        }
        buf.Clear();
        buf.Reserve(vtx_count, idx_count);
 
-       int idx = 0;
-       BlockModel::Index vtx_counter = 0;
-       for (size_t z = 0; z < depth; ++z) {
-               for (size_t y = 0; y < height; ++y) {
-                       for (size_t x = 0; x < width; ++x, ++idx) {
-                               const BlockType &type = Type(BlockAt(idx));
-                               const Pos pos(x, y, z);
-
-                               if (!type.visible || Obstructed(pos).All()) continue;
-
-                               type.FillBlockModel(buf, ToTransform(pos, idx), 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(
-                                               pos,
-                                               buf.vertices[vtx],
-                                               type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
-                                       ));
+       if (idx_count > 0) {
+               int idx = 0;
+               BlockMesh::Index vtx_counter = 0;
+               for (size_t z = 0; z < side; ++z) {
+                       for (size_t y = 0; y < side; ++y) {
+                               for (size_t x = 0; x < side; ++x, ++idx) {
+                                       const BlockType &type = Type(BlockAt(idx));
+                                       const RoughLocation::Fine pos(x, y, z);
+
+                                       if (!type.visible || !type.shape || Obstructed(pos).All()) continue;
+
+                                       type.FillBlockMesh(buf, ToTransform(pos, idx), 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(
+                                                       pos,
+                                                       buf.vertices[vtx],
+                                                       type.shape->VertexNormal(vtx - vtx_begin, BlockAt(idx).Transform())
+                                               ));
+                                       }
                                }
                        }
                }
        }
 
        model.Update(buf);
-       ClearModel();
+       ClearMesh();
 }
 
-Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
+Block::FaceSet Chunk::Obstructed(const RoughLocation::Fine &pos) const noexcept {
        Block::FaceSet result;
 
        for (int f = 0; f < Block::FACE_COUNT; ++f) {
@@ -478,17 +605,21 @@ Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
        return result;
 }
 
-glm::mat4 Chunk::ToTransform(const Pos &pos, int idx) const noexcept {
+glm::mat4 Chunk::ToTransform(const RoughLocation::Fine &pos, int idx) const noexcept {
        return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
 }
 
+glm::mat4 Chunk::ToTransform(const ExactLocation::Coarse &ref, const RoughLocation::Fine &pos, int idx) const noexcept {
+       return glm::translate(ExactLocation::Fine((position - ref) * ExactLocation::Extent()) + ToCoords(pos)) * BlockAt(idx).Transform();
+}
+
 
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
+BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p) noexcept
 : chunk(c), pos(p) {
-       while (pos.x >= Chunk::width) {
+       while (pos.x >= Chunk::side) {
                if (chunk->HasNeighbor(Block::FACE_RIGHT)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_RIGHT);
-                       pos.x -= Chunk::width;
+                       pos.x -= Chunk::side;
                } else {
                        chunk = nullptr;
                        return;
@@ -497,16 +628,16 @@ BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
        while (pos.x < 0) {
                if (chunk->HasNeighbor(Block::FACE_LEFT)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_LEFT);
-                       pos.x += Chunk::width;
+                       pos.x += Chunk::side;
                } else {
                        chunk = nullptr;
                        return;
                }
        }
-       while (pos.y >= Chunk::height) {
+       while (pos.y >= Chunk::side) {
                if (chunk->HasNeighbor(Block::FACE_UP)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_UP);
-                       pos.y -= Chunk::height;
+                       pos.y -= Chunk::side;
                } else {
                        chunk = nullptr;
                        return;
@@ -515,16 +646,16 @@ BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
        while (pos.y < 0) {
                if (chunk->HasNeighbor(Block::FACE_DOWN)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_DOWN);
-                       pos.y += Chunk::height;
+                       pos.y += Chunk::side;
                } else {
                        chunk = nullptr;
                        return;
                }
        }
-       while (pos.z >= Chunk::depth) {
+       while (pos.z >= Chunk::side) {
                if (chunk->HasNeighbor(Block::FACE_FRONT)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_FRONT);
-                       pos.z -= Chunk::depth;
+                       pos.z -= Chunk::side;
                } else {
                        chunk = nullptr;
                        return;
@@ -533,7 +664,7 @@ BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
        while (pos.z < 0) {
                if (chunk->HasNeighbor(Block::FACE_BACK)) {
                        chunk = &chunk->GetNeighbor(Block::FACE_BACK);
-                       pos.z += Chunk::depth;
+                       pos.z += Chunk::side;
                } else {
                        chunk = nullptr;
                        return;
@@ -541,11 +672,11 @@ BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p) noexcept
        }
 }
 
-BlockLookup::BlockLookup(Chunk *c, const Chunk::Pos &p, Block::Face face) noexcept
+BlockLookup::BlockLookup(Chunk *c, const RoughLocation::Fine &p, Block::Face face) noexcept
 : chunk(c), pos(p) {
        pos += Block::FaceNormal(face);
        if (!Chunk::InBounds(pos)) {
-               pos -= Block::FaceNormal(face) * Chunk::Extent();
+               pos -= Block::FaceNormal(face) * ExactLocation::Extent();
                chunk = &chunk->GetNeighbor(face);
        }
 }
@@ -562,7 +693,7 @@ ChunkLoader::ChunkLoader(
 
 }
 
-void ChunkLoader::Update(int dt) {
+void ChunkLoader::Update(int) {
        // check if there's chunks waiting to be loaded
        // load until one of load or generation limits was hit
        constexpr int max_load = 10;
@@ -598,7 +729,7 @@ int ChunkLoader::ToLoad() const noexcept {
 bool ChunkLoader::LoadOne() {
        if (!store.HasMissing()) return false;
 
-       Chunk::Pos pos = store.NextMissing();
+       ExactLocation::Coarse pos = store.NextMissing();
        Chunk *chunk = store.Allocate(pos);
        if (!chunk) {
                // chunk store corrupted?
@@ -618,16 +749,20 @@ bool ChunkLoader::LoadOne() {
                return generated;
        }
 
-       Chunk::Pos begin(pos - Chunk::Pos(1));
-       Chunk::Pos end(pos + Chunk::Pos(2));
-       for (Chunk::Pos iter(begin); iter.z < end.z; ++iter.z) {
+       ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
+       ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
+       for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
                for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
                        for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
                                if (index->IsBorder(iter)) continue;
                                Chunk *light_chunk = index->Get(iter);
-                               if (!light_chunk || light_chunk->Lighted()) continue;
+                               if (!light_chunk) continue;
                                if (index->HasAllSurrounding(iter)) {
-                                       light_chunk->ScanLights();
+                                       if (!light_chunk->Lighted()) {
+                                               light_chunk->ScanLights();
+                                       } else {
+                                               light_chunk->InvalidateMesh();
+                                       }
                                }
                        }
                }
@@ -660,7 +795,7 @@ int ChunkRenderer::MissingChunks() const noexcept {
        return index.MissingChunks();
 }
 
-void ChunkRenderer::LoadTextures(const AssetLoader &loader, const TextureIndex &tex_index) {
+void ChunkRenderer::LoadTextures(const AssetLoader &loader, const ResourceIndex &tex_index) {
        block_tex.Bind();
        loader.LoadTextures(tex_index, block_tex);
        block_tex.FilterNearest();
@@ -668,7 +803,11 @@ void ChunkRenderer::LoadTextures(const AssetLoader &loader, const TextureIndex &
 
 void ChunkRenderer::Update(int dt) {
        for (int i = 0, updates = 0; updates < dt && i < index.TotalChunks(); ++i) {
-               if (index[i] && index[i]->ShouldUpdateModel()) {
+               if (!index[i]) continue;
+               if (!index[i]->Lighted() && index.HasAllSurrounding(index[i]->Position())) {
+                       index[i]->ScanLights();
+               }
+               if (index[i]->ShouldUpdateMesh()) {
                        index[i]->Update(models[i]);
                        ++updates;
                }
@@ -680,22 +819,28 @@ void ChunkRenderer::Render(Viewport &viewport) {
        chunk_prog.SetTexture(block_tex);
        chunk_prog.SetFogDensity(fog_density);
 
+       Frustum frustum(glm::transpose(chunk_prog.GetVP()));
+       AABB box;
+
        for (int i = 0; i < index.TotalChunks(); ++i) {
                if (!index[i]) continue;
-               glm::mat4 m(index[i]->Transform(index.Base()));
-               glm::mat4 mvp(chunk_prog.GetVP() * m);
-               if (!CullTest(Chunk::Bounds(), mvp)) {
-                       if (index[i]->ShouldUpdateModel()) {
+               box.min = (index[i]->Position() - index.Base()) * ExactLocation::Extent();
+               box.max = box.min + ExactLocation::FExtent();
+
+               if (!CullTest(box, frustum)) {
+                       if (index[i]->ShouldUpdateMesh()) {
                                index[i]->Update(models[i]);
                        }
-                       chunk_prog.SetM(m);
-                       models[i].Draw();
+                       if (!models[i].Empty()) {
+                               chunk_prog.SetM(index[i]->Transform(index.Base()));
+                               models[i].Draw();
+                       }
                }
        }
 }
 
 
-ChunkIndex::ChunkIndex(ChunkStore &store, const Chunk::Pos &base, int extent)
+ChunkIndex::ChunkIndex(ChunkStore &store, const ExactLocation::Coarse &base, int extent)
 : store(store)
 , base(base)
 , extent(extent)
@@ -712,22 +857,22 @@ ChunkIndex::~ChunkIndex() {
        Clear();
 }
 
-bool ChunkIndex::InRange(const Chunk::Pos &pos) const noexcept {
+bool ChunkIndex::InRange(const ExactLocation::Coarse &pos) const noexcept {
        return Distance(pos) <= extent;
 }
 
-bool ChunkIndex::IsBorder(const Chunk::Pos &pos) const noexcept {
+bool ChunkIndex::IsBorder(const ExactLocation::Coarse &pos) const noexcept {
        return Distance(pos) == extent;
 }
 
-int ChunkIndex::Distance(const Chunk::Pos &pos) const noexcept {
+int ChunkIndex::Distance(const ExactLocation::Coarse &pos) const noexcept {
        return manhattan_radius(pos - base);
 }
 
-bool ChunkIndex::HasAllSurrounding(const Chunk::Pos &pos) const noexcept {
-       Chunk::Pos begin(pos - Chunk::Pos(1));
-       Chunk::Pos end(pos + Chunk::Pos(2));
-       for (Chunk::Pos iter(begin); iter.z < end.z; ++iter.z) {
+bool ChunkIndex::HasAllSurrounding(const ExactLocation::Coarse &pos) const noexcept {
+       ExactLocation::Coarse begin(pos - ExactLocation::Coarse(1));
+       ExactLocation::Coarse end(pos + ExactLocation::Coarse(2));
+       for (ExactLocation::Coarse iter(begin); iter.z < end.z; ++iter.z) {
                for (iter.y = begin.y; iter.y < end.y; ++iter.y) {
                        for (iter.x = begin.x; iter.x < end.x; ++iter.x) {
                                if (!Get(iter)) return false;
@@ -737,8 +882,8 @@ bool ChunkIndex::HasAllSurrounding(const Chunk::Pos &pos) const noexcept {
        return true;
 }
 
-int ChunkIndex::IndexOf(const Chunk::Pos &pos) const noexcept {
-       Chunk::Pos mod_pos(
+int ChunkIndex::IndexOf(const ExactLocation::Coarse &pos) const noexcept {
+       ExactLocation::Coarse mod_pos(
                GetCol(pos.x),
                GetCol(pos.y),
                GetCol(pos.z)
@@ -748,18 +893,18 @@ int ChunkIndex::IndexOf(const Chunk::Pos &pos) const noexcept {
                +  mod_pos.z * stride.z;
 }
 
-Chunk::Pos ChunkIndex::PositionOf(int i) const noexcept {
-       Chunk::Pos zero_pos(
+ExactLocation::Coarse ChunkIndex::PositionOf(int i) const noexcept {
+       ExactLocation::Coarse zero_pos(
                (i / stride.x) % side_length,
                (i / stride.y) % side_length,
                (i / stride.z) % side_length
        );
-       Chunk::Pos zero_base(
+       ExactLocation::Coarse zero_base(
                GetCol(base.x),
                GetCol(base.y),
                GetCol(base.z)
        );
-       Chunk::Pos base_relative(zero_pos - zero_base);
+       ExactLocation::Coarse base_relative(zero_pos - zero_base);
        if (base_relative.x > extent) base_relative.x -= side_length;
        else if (base_relative.x < -extent) base_relative.x += side_length;
        if (base_relative.y > extent) base_relative.y -= side_length;
@@ -769,7 +914,7 @@ Chunk::Pos ChunkIndex::PositionOf(int i) const noexcept {
        return base + base_relative;
 }
 
-Chunk *ChunkIndex::Get(const Chunk::Pos &pos) noexcept {
+Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) noexcept {
        if (InRange(pos)) {
                return chunks[IndexOf(pos)];
        } else {
@@ -777,7 +922,7 @@ Chunk *ChunkIndex::Get(const Chunk::Pos &pos) noexcept {
        }
 }
 
-const Chunk *ChunkIndex::Get(const Chunk::Pos &pos) const noexcept {
+const Chunk *ChunkIndex::Get(const ExactLocation::Coarse &pos) const noexcept {
        if (InRange(pos)) {
                return chunks[IndexOf(pos)];
        } else {
@@ -785,10 +930,10 @@ const Chunk *ChunkIndex::Get(const Chunk::Pos &pos) const noexcept {
        }
 }
 
-void ChunkIndex::Rebase(const Chunk::Pos &new_base) {
+void ChunkIndex::Rebase(const ExactLocation::Coarse &new_base) {
        if (new_base == base) return;
 
-       Chunk::Pos diff(new_base - base);
+       ExactLocation::Coarse diff(new_base - base);
 
        if (manhattan_radius(diff) > extent) {
                // that's more than half, so probably not worth shifting
@@ -887,7 +1032,7 @@ void ChunkIndex::Unset(int index) noexcept {
        }
 }
 
-Chunk::Pos ChunkIndex::NextMissing() noexcept {
+ExactLocation::Coarse ChunkIndex::NextMissing() noexcept {
        if (MissingChunks() > 0) {
                int roundtrip = last_missing;
                last_missing = (last_missing + 1) % total_length;
@@ -914,7 +1059,7 @@ ChunkStore::~ChunkStore() {
 
 }
 
-ChunkIndex &ChunkStore::MakeIndex(const Chunk::Pos &pos, int extent) {
+ChunkIndex &ChunkStore::MakeIndex(const ExactLocation::Coarse &pos, int extent) {
        indices.emplace_back(*this, pos, extent);
        return indices.back();
 }
@@ -930,7 +1075,7 @@ void ChunkStore::UnregisterIndex(ChunkIndex &index) {
        }
 }
 
-ChunkIndex *ChunkStore::ClosestIndex(const Chunk::Pos &pos) {
+ChunkIndex *ChunkStore::ClosestIndex(const ExactLocation::Coarse &pos) {
        ChunkIndex *closest_index = nullptr;
        int closest_distance = std::numeric_limits<int>::max();
 
@@ -945,7 +1090,7 @@ ChunkIndex *ChunkStore::ClosestIndex(const Chunk::Pos &pos) {
        return closest_index;
 }
 
-Chunk *ChunkStore::Get(const Chunk::Pos &pos) {
+Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) noexcept {
        for (ChunkIndex &index : indices) {
                Chunk *chunk = index.Get(pos);
                if (chunk) {
@@ -955,7 +1100,17 @@ Chunk *ChunkStore::Get(const Chunk::Pos &pos) {
        return nullptr;
 }
 
-Chunk *ChunkStore::Allocate(const Chunk::Pos &pos) {
+const Chunk *ChunkStore::Get(const ExactLocation::Coarse &pos) const noexcept {
+       for (const ChunkIndex &index : indices) {
+               const Chunk *chunk = index.Get(pos);
+               if (chunk) {
+                       return chunk;
+               }
+       }
+       return nullptr;
+}
+
+Chunk *ChunkStore::Allocate(const ExactLocation::Coarse &pos) {
        Chunk *chunk = Get(pos);
        if (chunk) {
                return chunk;
@@ -975,7 +1130,7 @@ Chunk *ChunkStore::Allocate(const Chunk::Pos &pos) {
        }
        for (int i = 0; i < Block::FACE_COUNT; ++i) {
                Block::Face face = Block::Face(i);
-               Chunk::Pos neighbor_pos(pos + Block::FaceNormal(face));
+               ExactLocation::Coarse neighbor_pos(pos + Block::FaceNormal(face));
                Chunk *neighbor = Get(neighbor_pos);
                if (neighbor) {
                        chunk->SetNeighbor(face, *neighbor);
@@ -1001,25 +1156,25 @@ int ChunkStore::EstimateMissing() const noexcept {
        return missing;
 }
 
-Chunk::Pos ChunkStore::NextMissing() noexcept {
+ExactLocation::Coarse ChunkStore::NextMissing() noexcept {
        for (ChunkIndex &index : indices) {
                if (index.MissingChunks()) {
                        return index.NextMissing();
                }
        }
-       return Chunk::Pos(0, 0, 0);
+       return ExactLocation::Coarse(0, 0, 0);
 }
 
 void ChunkStore::Clean() {
        for (auto i = loaded.begin(), end = loaded.end(); i != end;) {
-               if (i->Referenced()) {
+               if (i->Referenced() || i->ShouldUpdateSave()) {
                        ++i;
                } else {
                        auto chunk = i;
                        ++i;
                        free.splice(free.end(), loaded, chunk);
                        chunk->Unlink();
-                       chunk->InvalidateModel();
+                       chunk->InvalidateMesh();
                }
        }
 }