]> git.localhorst.tv Git - blank.git/blobdiff - src/chunk.cpp
some code reorganization
[blank.git] / src / chunk.cpp
diff --git a/src/chunk.cpp b/src/chunk.cpp
deleted file mode 100644 (file)
index 3824a47..0000000
+++ /dev/null
@@ -1,841 +0,0 @@
-#include "chunk.hpp"
-
-#include "generator.hpp"
-
-#include <algorithm>
-#include <limits>
-#include <queue>
-
-
-namespace blank {
-
-constexpr int Chunk::width;
-constexpr int Chunk::height;
-constexpr int Chunk::depth;
-constexpr int Chunk::size;
-
-
-Chunk::Chunk(const BlockTypeRegistry &types) noexcept
-: types(&types)
-, neighbor{0}
-, blocks{}
-, light{0}
-, model()
-, position(0, 0, 0)
-, dirty(false) {
-
-}
-
-Chunk::Chunk(Chunk &&other) noexcept
-: types(other.types)
-, 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) noexcept {
-       types = other.types;
-       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;
-}
-
-
-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(const Pos &pos, const BlockModel::Position &vtx, const Model::Normal &norm) const noexcept {
-       int index = ToIndex(pos);
-       float light = GetLight(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;
-               }
-       } else {
-               return light;
-       }
-
-       if (Type(BlockAt(index)).luminosity > 0 || direct.GetType().block_light) {
-               return light;
-       }
-
-       Block::Face edge[2];
-       switch (Block::Axis(direct_face)) {
-               case 0: // X
-                       edge[0] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
-                       edge[1] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
-                       break;
-               case 1: // Y
-                       edge[0] = (vtx.z - pos.z) > 0.5f ? Block::FACE_FRONT : Block::FACE_BACK;
-                       edge[1] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
-                       break;
-               case 2: // Z
-                       edge[0] = (vtx.x - pos.x) > 0.5f ? Block::FACE_RIGHT : Block::FACE_LEFT;
-                       edge[1] = (vtx.y - pos.y) > 0.5f ? Block::FACE_UP : Block::FACE_DOWN;
-                       break;
-       }
-
-       int num = 1;
-       int occlusion = 0;
-
-       BlockLookup next[2] = {
-               direct.Next(edge[0]),
-               direct.Next(edge[1]),
-       };
-
-       if (next[0]) {
-               if (next[0].GetType().block_light) {
-                       ++occlusion;
-               } else {
-                       light += next[0].GetLight();
-                       ++num;
-               }
-       }
-       if (next[1]) {
-               if (next[1].GetType().block_light) {
-                       ++occlusion;
-               } else {
-                       light += next[1].GetLight();
-                       ++num;
-               }
-       }
-       if (occlusion < 2) {
-               if (next[0]) {
-                       BlockLookup corner = next[0].Next(edge[1]);
-                       if (corner) {
-                               if (corner.GetType().block_light) {
-                                       ++occlusion;
-                               } else {
-                                       light += corner.GetLight();
-                                       ++num;
-                               }
-                       }
-               } else if (next[1]) {
-                       BlockLookup corner = next[1].Next(edge[0]);
-                       if (corner) {
-                               if (corner.GetType().block_light) {
-                                       ++occlusion;
-                               } else {
-                                       light += corner.GetLight();
-                                       ++num;
-                               }
-                       }
-               }
-       } else {
-               ++occlusion;
-       }
-
-       return (light / num) - (occlusion * 0.8f);
-}
-
-
-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();
-       }
-       model.Draw();
-}
-
-
-bool Chunk::Intersection(
-       const Ray &ray,
-       const glm::mat4 &M,
-       int &blkid,
-       float &dist,
-       glm::vec3 &normal
-) const noexcept {
-       // TODO: should be possible to heavily optimize this
-       int idx = 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, ++idx) {
-                               const BlockType &type = Type(idx);
-                               if (!type.visible) {
-                                       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 (cur_dist < dist) {
-                                               blkid = idx;
-                                               dist = cur_dist;
-                                               normal = cur_norm;
-                                       }
-                               }
-                       }
-               }
-       }
-
-       if (blkid < 0) {
-               return false;
-       } else {
-               normal = glm::vec3(BlockAt(blkid).Transform() * glm::vec4(normal, 0.0f));
-               return true;
-       }
-}
-
-
-namespace {
-
-BlockModel::Buffer buf;
-
-}
-
-void Chunk::CheckUpdate() noexcept {
-       if (dirty) {
-               Update();
-       }
-}
-
-void Chunk::Update() 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();
-       }
-       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())
-                                       ));
-                               }
-                       }
-               }
-       }
-
-       model.Update(buf);
-       dirty = false;
-}
-
-Block::FaceSet Chunk::Obstructed(const Pos &pos) const noexcept {
-       Block::FaceSet result;
-
-       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);
-               }
-       }
-
-       return result;
-}
-
-glm::mat4 Chunk::ToTransform(const Pos &pos, int idx) const noexcept {
-       return glm::translate(ToCoords(pos)) * BlockAt(idx).Transform();
-}
-
-
-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;
-               }
-       }
-}
-
-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 Config &config, const BlockTypeRegistry &reg, const Generator &gen) noexcept
-: base(0, 0, 0)
-, reg(reg)
-, gen(gen)
-, loaded()
-, to_generate()
-, to_free()
-, load_dist(config.load_dist)
-, unload_dist(config.unload_dist) {
-
-}
-
-namespace {
-
-struct ChunkLess {
-
-       explicit ChunkLess(const Chunk::Pos &base) noexcept
-       : base(base) { }
-
-       bool operator ()(const Chunk::Pos &a, const Chunk::Pos &b) const noexcept {
-               Chunk::Pos da(base - a);
-               Chunk::Pos db(base - b);
-               return
-                       da.x * da.x + da.y * da.y + da.z * da.z <
-                       db.x * db.x + db.y * db.y + db.z * db.z;
-       }
-
-       Chunk::Pos base;
-
-};
-
-}
-
-void ChunkLoader::Generate(const Chunk::Pos &from, const Chunk::Pos &to) {
-       for (int z = from.z; z < to.z; ++z) {
-               for (int y = from.y; y < to.y; ++y) {
-                       for (int x = from.x; x < to.x; ++x) {
-                               Chunk::Pos pos(x, y, z);
-                               if (Known(pos)) {
-                                       continue;
-                               } 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) {
-                               //                      loaded.back().BlockAt(512 * j + 2 * i) = Block(3 * (j + 1), Block::Face(i), Block::Turn(j));
-                               //              }
-                               //      }
-                               //      loaded.back().Invalidate();
-                               //      loaded.back().CheckUpdate();
-                               } else {
-                                       to_generate.emplace_back(pos);
-                               }
-                       }
-               }
-       }
-       to_generate.sort(ChunkLess(base));
-}
-
-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;
-               }
-       }
-       return nullptr;
-}
-
-bool ChunkLoader::Queued(const Chunk::Pos &pos) noexcept {
-       for (const Chunk::Pos &chunk : to_generate) {
-               if (chunk == pos) {
-                       return true;
-               }
-       }
-       return nullptr;
-}
-
-bool ChunkLoader::Known(const Chunk::Pos &pos) noexcept {
-       if (Loaded(pos)) return true;
-       return Queued(pos);
-}
-
-Chunk &ChunkLoader::ForceLoad(const Chunk::Pos &pos) {
-       Chunk *chunk = Loaded(pos);
-       if (chunk) {
-               return *chunk;
-       }
-
-       for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end; ++iter) {
-               if (*iter == pos) {
-                       to_generate.erase(iter);
-                       break;
-               }
-       }
-
-       return Generate(pos);
-}
-
-void ChunkLoader::Rebase(const Chunk::Pos &new_base) {
-       if (new_base == base) {
-               return;
-       }
-       base = new_base;
-
-       // unload far away chunks
-       for (auto iter(loaded.begin()), end(loaded.end()); iter != end;) {
-               if (std::abs(base.x - iter->Position().x) > unload_dist
-                               || 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 {
-                       ++iter;
-               }
-       }
-       // abort far away queued chunks
-       for (auto iter(to_generate.begin()), end(to_generate.end()); iter != end;) {
-               if (std::abs(base.x - iter->x) > unload_dist
-                               || std::abs(base.y - iter->y) > unload_dist
-                               || std::abs(base.z - iter->z) > unload_dist) {
-                       iter = to_generate.erase(iter);
-               } else {
-                       ++iter;
-               }
-       }
-       // add missing new chunks
-       GenerateSurrounding(base);
-}
-
-void ChunkLoader::GenerateSurrounding(const Chunk::Pos &pos) {
-       const Chunk::Pos offset(load_dist, load_dist, load_dist);
-       Generate(pos - offset, pos + offset);
-}
-
-void ChunkLoader::Update() {
-       if (to_generate.empty()) {
-               return;
-       }
-
-       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;
-               }
-       }
-
-       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);
-}
-
-}