+#include "rigidbody.h"
+#include "bvh.h"
+#include "model.h"
+
+#include "shaders/scene_standard.h"
+#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_vertex_blend.h"
+#include "shaders/scene_terrain.h"
+#include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
+
+#include "shaders/model_sky.h"
+
+typedef struct teleport_gate teleport_gate;
+
+enum { k_max_ui_segments = 8 };
+
+enum { k_max_ui_elements = k_max_ui_segments };
+enum { k_max_element_verts = 10 };
+enum { k_max_element_indices = 20 };
+
+enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts };
+enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices };
+
+enum logic_type
+{
+ k_logic_type_relay = 1,
+ k_logic_type_chance = 2,
+ k_logic_type_achievement = 3
+};
+
+enum geo_type
+{
+ k_geo_type_solid = 0,
+ k_geo_type_nonsolid = 1,
+ k_geo_type_water = 2
+};
+
+struct world_instance
+{
+ /* This is a small flag we use to changelevel.
+ * It will not be cleared until all sounds stop playing
+ */
+
+ /* Fixed items
+ * -------------------------------------------------------
+ */
+
+ char world_name[ 64 ];
+
+ struct
+ {
+ boxf depthbounds;
+ int depth_computed;
+
+ float height;
+ int enabled;
+ v4f plane;
+ }
+ water;
+
+ /* STD140 */
+ struct ub_world_lighting
+ {
+ /* v3f (padded) */
+ v4f g_light_colours[3],
+ g_light_directions[3],
+ g_ambient_colour;
+
+ v4f g_water_plane,
+ g_depth_bounds;
+
+ float g_water_fog;
+ float g_time;
+ int g_light_count;
+ int g_light_preview;
+ int g_shadow_samples;
+
+#if 0
+ v4f g_point_light_positions[32];
+ v4f g_point_light_colours[32];
+#endif
+ }
+ ub_lighting;
+ GLuint ubo_lighting;
+ int ubo_bind_point;
+
+ GLuint tbo_light_entities,
+ tex_light_entities;
+
+ struct framebuffer heightmap;
+
+ /*
+ * Dynamically allocated when world_load is called.
+ *
+ * the following arrays index somewhere into this linear
+ * allocator
+ *
+ * (world_gen.h)
+ * --------------------------------------------------------------------------
+ */
+ /*
+ * Main world .mdl
+ */
+ mdl_context *meta;
+
+ /*
+ * Materials / textures
+ */
+
+ GLuint *textures;
+ u32 texture_count;
+
+ struct world_material
+ {
+ mdl_material info;
+ mdl_submesh sm_geo,
+ sm_no_collide;
+ }
+ * materials;
+ u32 material_count;
+
+ /*
+ * Named safe places to respawn
+ */
+ struct respawn_point
+ {
+ v3f co;
+ v4f q;
+ const char *name;
+ }
+ * spawns;
+ u32 spawn_count;
+
+ /*
+ * Audio player entities
+ */
+ struct world_audio_thing
+ {
+ v3f pos;
+ float volume;
+ u32 flags;
+
+ audio_player player;
+ audio_clip temp_embedded_clip;
+ }
+ * audio_things;
+ u32 audio_things_count;
+
+ /*
+ * Relays
+ */
+ struct logic_relay
+ {
+ v3f pos;
+
+ struct relay_target
+ {
+ u32 sub_id;
+ enum classtype classtype;
+ }
+ targets[4];
+ u32 target_count;
+ }
+ * logic_relays;
+ u32 relay_count;
+
+ /*
+ * Box trigger entities
+ */
+ struct trigger_zone
+ {
+ m4x3f transform, inv_transform;
+
+ struct relay_target target;
+ }
+ * triggers;
+ u32 trigger_count;
+
+ /*
+ * Achievements
+ */
+ struct logic_achievement
+ {
+ v3f pos;
+ const char *achievement_id;
+ u32 achieved;
+ }
+ * logic_achievements;
+ u32 achievement_count;
+
+ /*
+ * Lights
+ */
+ struct world_light
+ {
+ mdl_node *node;
+ struct classtype_world_light *inf;
+
+ /* enabled.. etc?
+ * TODO: we should order entities in the binary by their type */
+ }
+ * lights;
+ u32 light_count;
+
+ /*
+ * Routes (world_routes.h)
+ * --------------------------------------------------------------------------
+ */
+ struct route_node
+ {
+ v3f co, right, up, h;
+ u32 next[2];
+
+ u32 special_type, special_id, current_refs, ref_count;
+ u32 route_ids[4]; /* Gates can be linked into up to four routes */
+ }
+ *nodes;
+ u32 node_count;
+
+ struct route
+ {
+ u32 track_id;
+ v4f colour;
+
+ u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
+
+ double best_lap, latest_pass; /* Session */
+
+ m4x3f scoreboard_transform;
+ }
+ *routes;
+ u32 route_count;
+
+ struct route_gate
+ {
+ struct teleport_gate
+ {
+ v3f co[2];
+ v4f q[2];
+ v2f dims;
+
+ m4x3f to_world, transport;
+ }
+ gate;
+
+ u32 node_id;
+
+ struct route_timing
+ {
+ u32 version; /* Incremented on every teleport */
+ double time;
+ }
+ timing;
+ }
+ *gates;
+ u32 gate_count;
+
+ struct nonlocal_gate
+ {
+ struct teleport_gate gate;
+ mdl_node *node;
+
+ u32 target_map_index, working;
+ }
+ *nonlocal_gates;
+ u32 nonlocalgate_count;
+
+ struct route_collector
+ {
+ struct route_timing timing;
+ }
+ *collectors;
+ u32 collector_count;
+
+
+ /* logic
+ * ----------------------------------------------------
+ */
+
+ /* world geometry */
+ scene *scene_geo,
+ *scene_no_collide,
+ *scene_lines;
+
+ /* spacial mappings */
+ bh_tree *audio_bh,
+ *trigger_bh,
+ *geo_bh;
+
+ /* graphics */
+ glmesh mesh_route_lines;
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_water;
+
+ rigidbody rb_geo; /* todo.. ... */
+};
+
+VG_STATIC struct world_global
+{
+ /*
+ * Allocated as system memory
+ * --------------------------------------------------------------------------
+ */
+ void *generic_heap,
+ *audio_heap; /* sub buffer of the audio buffer */
+
+ /* rendering */
+ glmesh skydome;
+ mdl_submesh dome_upper, dome_lower;
+
+ glmesh mesh_gate_surface;
+
+ double sky_time, sky_rate, sky_target_rate;
+
+ /* gates, TODO: active_gate should also know which instance */
+ u32 active_gate,
+ current_run_version;
+ double time, rewind_from, rewind_to, last_use;
+
+ /* water rendering */
+ struct
+ {
+ struct framebuffer fbreflect, fbdepth;
+ }
+ water;
+
+ /* split flap display */
+ struct
+ {
+ mdl_submesh *sm_module, *sm_card;
+ glmesh mesh_base, mesh_display;
+
+ u32 w, h;
+ float *buffer;
+ }
+ sfd;
+
+ /* timing bars, fixed maximum amount */
+ struct route_ui_bar
+ {
+ GLuint vao, vbo, ebo;
+
+ u32 indices_head;
+ u32 vertex_head;
+
+ struct route_ui_segment
+ {
+ float length;
+ u32 vertex_start, vertex_count,
+ index_start, index_count, notches;
+ }
+ segments[k_max_ui_segments];
+
+ u32 segment_start, segment_count, fade_start, fade_count;
+ double fade_timer_start;
+ float xpos;
+ }
+ ui_bars[16];
+
+ v3f render_gate_pos;
+ int active_route_board;
+ int in_trigger;
+
+ int switching_to_new_world;
+
+ world_instance worlds[4];
+ u32 world_count;
+ u32 active_world;
+}
+world_global;
+
+VG_STATIC world_instance *get_active_world( void )
+{
+ return &world_global.worlds[ world_global.active_world ];
+}
+
+/*
+ * API
+ */
+
+VG_STATIC
+int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+struct world_material *ray_hit_material( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
+
+VG_STATIC
+int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
+
+/*
+ * Submodules
+ */