+ 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
+};
+
+static const float k_light_cube_size = 8.0f;
+
+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
+ {
+ v4f g_cube_min,
+ g_cube_inv_range;
+
+ v4f g_water_plane,
+ g_depth_bounds;
+
+ v4f g_daysky_colour;
+ v4f g_nightsky_colour;
+ v4f g_sunset_colour;
+ v4f g_ambient_colour;
+ v4f g_sunset_ambient;
+ v4f g_sun_colour;
+ v4f g_sun_dir;
+
+ float g_water_fog;
+ float g_time;
+ float g_realtime;
+ float g_shadow_length;
+ float g_shadow_spread;
+
+ float g_time_of_day;
+ float g_day_phase;
+ float g_sunset_phase;
+
+ int g_light_preview;
+ int g_shadow_samples;
+
+ int g_debug_indices;
+ int g_debug_complexity;
+ }
+ ub_lighting;
+ GLuint ubo_lighting;
+ int ubo_bind_point;
+
+ GLuint tbo_light_entities,
+ tex_light_entities,
+ tex_light_cubes;
+
+ v3i light_cubes;
+
+ 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;
+
+ GLuint *textures;
+ u32 texture_count;
+
+ struct world_surface
+ {
+ mdl_material info;
+ mdl_submesh sm_geo,
+ sm_no_collide;
+ }
+ * surfaces;
+ u32 surface_count;
+
+ mdl_array_ptr ent_spawn,
+ ent_gate,
+ ent_light,
+ ent_route_node,
+ ent_path_index,
+ ent_checkpoint,
+ ent_route;
+
+ ent_gate *rendering_gate;
+
+#if 0
+ /*
+ * 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, range;
+ u32 flags;
+ audio_clip temp_embedded_clip;
+ }
+ * audio_things;
+ u32 audio_things_count;
+
+ struct soundscape
+ {
+ /* locking */
+ audio_channel *channels[4];
+
+ /* accessable without locking */
+ v3f spawn_position;
+
+ u32 usage_count;
+ u32 max_instances;
+ u32 allow_transitions;
+ float transition_duration;
+ const char *label;
+ }
+ * soundscapes;
+ u32 soundscape_count;
+
+ /*
+ * Box volume entities
+ */
+ struct world_volume
+ {
+ m4x3f transform, inv_transform;
+ mdl_node *node;
+ }
+ * volumes;
+ u32 volume_count;
+
+ /*
+ * Lights
+ */
+ struct world_light
+ {
+ mdl_node *node;
+ struct classtype_world_light *inf;
+ m4x3f inverse_world;
+ v2f angle_sin_cos;
+ }
+ * 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;