fix da bugs
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 8b650a5e0c169d336cd0b2a872fe640408c7d29d..16b0e98986260a6d1bda96c0e62c4d5b7af5af87 100644 (file)
--- a/world.h
+++ b/world.h
@@ -4,11 +4,11 @@
 
 #include "common.h"
 
-VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
-
 #ifndef WORLD_H
 #define WORLD_H
 
+typedef struct world_instance world_instance;
+
 #include "vg/vg_loader.h"
 
 #include "network.h"
@@ -19,14 +19,13 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
 #include "bvh.h"
 #include "model.h"
 
-#include "shaders/terrain.h"
-#include "shaders/sky.h"
-#include "shaders/planeinf.h"
-#include "shaders/standard.h"
-#include "shaders/vblend.h"
-#include "shaders/gpos.h"
-#include "shaders/fscolour.h"
-#include "shaders/alphatest.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/model_sky.h"
 
 typedef struct teleport_gate teleport_gate;
 
@@ -46,26 +45,27 @@ enum logic_type
    k_logic_type_achievement   = 3
 };
 
-VG_STATIC struct gworld
+enum geo_type
 {
-   /*
-    * Allocated as system memory
-    * --------------------------------------------------------------------------
-    */
+   k_geo_type_solid = 0,
+   k_geo_type_nonsolid = 1,
+   k_geo_type_water = 2
+};
 
-   /* rendering */
-   glmesh skydome;
-   mdl_submesh dome_upper, dome_lower;
+struct world_instance 
+{
+   /* This is a small flag we use to changelevel.
+    * It will not be cleared until all sounds stop playing 
+    */
 
-   glmesh mesh_gate_surface;
+   /* Fixed items
+    * -------------------------------------------------------
+    */
 
-   double sky_time, sky_rate, sky_target_rate;
+   char  world_name[ 64 ];
 
-   /* water rendering */
    struct
    {
-      struct framebuffer fbreflect, fbdepth;
-
       boxf depthbounds;
       int depth_computed;
 
@@ -75,48 +75,30 @@ VG_STATIC struct gworld
    }
    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
+   /* STD140 */
+   struct ub_world_lighting
    {
-      GLuint vao, vbo, ebo;
+      /* v3f (padded) */
+      v4f g_light_colours[3],
+          g_light_directions[3],
+          g_ambient_colour;
 
-      u32  indices_head;
-      u32  vertex_head;
+      v4f g_water_plane,
+          g_depth_bounds;
 
-      struct route_ui_segment
-      {
-         float length;
-         u32 vertex_start, vertex_count,
-             index_start, index_count, notches;
-      }
-      segments[k_max_ui_segments];
+      float g_water_fog;
+      int g_light_count;
+      int g_light_preview;
+      int g_shadow_samples;
 
-      u32 segment_start, segment_count, fade_start, fade_count;
-      double fade_timer_start;
-      float xpos;
+      v4f g_point_light_positions[32];
+      v4f g_point_light_colours[32];
    }
-   ui_bars[16];
-
-   v3f render_gate_pos;
-   int active_route_board;
-   int in_trigger;
+   ub_lighting;
+   GLuint ubo_lighting;
+   int    ubo_bind_point;
 
-   /* This is a small flag we use to changelevel.
-    * It will not be cleared until all sounds stop playing 
-    */
-   int   switching_to_new_world;
-   char  world_name[ 64 ];
+   struct framebuffer heightmap;
 
    /*
     * Dynamically allocated when world_load is called.
@@ -127,14 +109,27 @@ VG_STATIC struct gworld
     * (world_gen.h)
     * --------------------------------------------------------------------------
     */
-   void *dynamic_vgl, 
-        *audio_vgl;  /* sub buffer of the audio buffer */
-
    /*
     * 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
     */
@@ -204,6 +199,16 @@ VG_STATIC struct gworld
    * logic_achievements;
    u32 achievement_count;
 
+   /* 
+    * Lights
+    */
+   struct world_light
+   {
+      v3f co;
+      v4f colour;
+   }
+   * lights;
+   u32 light_count;
 
    /*
     * Routes (world_routes.h)
@@ -246,7 +251,7 @@ VG_STATIC struct gworld
          v4f q[2];
          v2f dims;
 
-         m4x3f to_world, recv_to_world, transport;
+         m4x3f to_world, transport;
       }
       gate;
 
@@ -262,6 +267,16 @@ VG_STATIC struct gworld
    *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;
@@ -274,10 +289,6 @@ VG_STATIC struct gworld
     * ----------------------------------------------------
     */
 
-   u32 active_gate,
-       current_run_version;
-   double time, rewind_from, rewind_to, last_use;
-
    /* world geometry */
    scene *scene_geo, 
          *scene_no_collide,
@@ -289,31 +300,108 @@ VG_STATIC struct gworld
            *geo_bh;
 
    /* graphics */
+   glmesh mesh_route_lines;
    glmesh mesh_geo, 
           mesh_no_collide,
-          mesh_route_lines,
           mesh_water;
 
-   rigidbody rb_geo;
+   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;
 
-   /* TODO Maybe make this less hardcoded...
-    *      im on it, boss*/
-   mdl_submesh sm_geo_std_oob,   sm_geo_std, sm_geo_vb,
-               sm_foliage_main,  sm_foliage_alphatest,
-               sm_graffiti, sm_subworld, sm_terrain;
+   int switching_to_new_world;
 
+   world_instance worlds[4];
+   u32            world_count;
+   u32            active_world;
 }
-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( ray_hit *hit );
-VG_STATIC int ray_hit_is_terrain( ray_hit *hit );
-VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
-VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
+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
@@ -334,15 +422,17 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
 
 VG_STATIC int world_stop_sound( int argc, const char *argv[] )
 {
+   world_instance *world = get_active_world();
+
    /* 
     * None of our world audio runs as one shots, they always have a player.
     * Therefore it is safe to delete clip data after the players are
     * disconnected
     */
    audio_lock();
-   for( int i=0; i<world.audio_things_count; i++ )
+   for( int i=0; i<world->audio_things_count; i++ )
    {
-      struct world_audio_thing *at = &world.audio_things[i];
+      struct world_audio_thing *at = &world->audio_things[i];
 
       if( audio_player_is_playing( &at->player ) )
       {
@@ -357,6 +447,9 @@ VG_STATIC int world_stop_sound( int argc, const char *argv[] )
 
 VG_STATIC int world_change_world( int argc, const char *argv[] )
 {
+#if 0
+   world_instance *world = get_active_world();
+
    if( argc == 0 )
    {
       vg_info( "%s\n", world.world_name );
@@ -369,19 +462,22 @@ VG_STATIC int world_change_world( int argc, const char *argv[] )
       world.switching_to_new_world = 1;
       world_stop_sound( 0, NULL );
    }
+#endif
 
    return 0;
 }
 
 VG_STATIC void world_init(void)
 {
-   vg_convar_push( (struct vg_convar){
+#if 0
+   vg_var_push( (struct vg_var){
       .name = "water_enable",
       .data = &world.water.enabled,
-      .data_type = k_convar_dtype_i32,
+      .data_type = k_var_dtype_i32,
       .opt_i32 = { .min=0, .max=1, .clamp=1 },
       .persistent = 0
    });
+#endif
 
        vg_function_push( (struct vg_cmd)
    {
@@ -395,46 +491,45 @@ VG_STATIC void world_init(void)
                .function = world_change_world
        });
 
-   world.sky_rate = 1.0;
-   world.sky_target_rate = 1.0;
+   world_global.sky_rate = 1.0;
+   world_global.sky_target_rate = 1.0;
 
-   shader_terrain_register();
-   shader_sky_register();
-   shader_planeinf_register();
-   shader_gpos_register();
-   shader_fscolour_register();
-   shader_alphatest_register();
+   shader_scene_standard_register();
+   shader_scene_standard_alphatest_register();
+   shader_scene_vertex_blend_register();
+   shader_scene_terrain_register();
+   shader_scene_depth_register();
+
+   shader_model_sky_register();
 
    vg_info( "Loading world resources\n" );
    
    vg_linear_clear( vg_mem.scratch );
    mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" );
 
-   mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
-            *nupper = mdl_node_from_name( msky, "dome_upper" );
-   
-   world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
-   world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
+   mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" );
+   world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
 
    vg_acquire_thread_sync();
    {
-      mdl_unpack_glmesh( msky, &world.skydome );
+      mdl_unpack_glmesh( msky, &world_global.skydome );
    }
    vg_release_thread_sync();
 
    /* Other systems */
    vg_info( "Loading other world systems\n" );
 
-   vg_loader_highwater( world_render_init, NULL, NULL );
-   vg_loader_highwater( world_sfd_init, NULL, NULL );
-   vg_loader_highwater( world_water_init, NULL, NULL );
-   vg_loader_highwater( world_gates_init, NULL, NULL );
-   vg_loader_highwater( world_routes_init, NULL, NULL );
+   vg_loader_step( world_render_init, NULL );
+   vg_loader_step( world_sfd_init, NULL );
+   vg_loader_step( world_water_init, NULL );
+   vg_loader_step( world_gates_init, NULL );
+   vg_loader_step( world_routes_init, NULL );
 
    /* Allocate dynamic world memory arena */
-   u32 max_size = 72*1024*1024;
-   world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
-                                                   VG_MEMORY_SYSTEM );
+   u32 max_size = 76*1024*1024;
+   world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, 
+                                                           max_size,
+                                                           VG_MEMORY_SYSTEM );
 }
 
 VG_STATIC void world_audio_init(void)
@@ -442,13 +537,14 @@ VG_STATIC void world_audio_init(void)
    u32 size = vg_linear_remaining( vg_audio.audio_pool ) 
                - sizeof(vg_linear_allocator);
 
-   world.audio_vgl = vg_create_linear_allocator( vg_audio.audio_pool, 
-                                                 size, VG_MEMORY_SYSTEM );
+   world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool, 
+                                                         size, 
+                                                         VG_MEMORY_SYSTEM );
 }
 
-VG_STATIC void world_trigger_achievement( u32 uid )
+VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
 {
-   struct logic_achievement *ach = &world.logic_achievements[ uid ];
+   struct logic_achievement *ach = &world->logic_achievements[ uid ];
 
    if( ach->achieved )
       return;
@@ -459,20 +555,22 @@ VG_STATIC void world_trigger_achievement( u32 uid )
    ach->achieved = 1;
 }
 
-VG_STATIC void world_run_relay( struct relay_target *rt );
-VG_STATIC void world_trigger_relay( u32 uid )
+VG_STATIC void world_run_relay( world_instance *world, 
+                                struct relay_target *rt );
+
+VG_STATIC void world_trigger_relay( world_instance *world, u32 uid )
 {
-   struct logic_relay *relay = &world.logic_relays[ uid ];
+   struct logic_relay *relay = &world->logic_relays[ uid ];
 
    for( int i=0; i<relay->target_count; i++ )
    {
-      world_run_relay( &relay->targets[i] );
+      world_run_relay( world, &relay->targets[i] );
    }
 }
 
-VG_STATIC void world_trigger_audio( u32 uid )
+VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
 {
-   struct world_audio_thing *wat = &world.audio_things[ uid ];
+   struct world_audio_thing *wat = &world->audio_things[ uid ];
 
    audio_lock();
    audio_player_playclip( &wat->player, 
@@ -480,12 +578,13 @@ VG_STATIC void world_trigger_audio( u32 uid )
    audio_unlock();
 }
 
-VG_STATIC void world_run_relay( struct relay_target *rt )
+VG_STATIC void world_run_relay( world_instance *world,
+                                struct relay_target *rt )
 {
    struct entity_instruction
    {
       enum classtype classtype;
-      void (*p_trigger)( u32 uid );
+      void (*p_trigger)( world_instance *world, u32 uid );
    }
    entity_instructions[] =
    {
@@ -500,7 +599,7 @@ VG_STATIC void world_run_relay( struct relay_target *rt )
 
       if( instr->classtype == rt->classtype )
       {
-         instr->p_trigger( rt->sub_id );
+         instr->p_trigger( world, rt->sub_id );
          return;
       }
    }
@@ -508,8 +607,9 @@ VG_STATIC void world_run_relay( struct relay_target *rt )
    vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
 }
 
-VG_STATIC void world_update( v3f pos )
+VG_STATIC void world_update( world_instance *world, v3f pos )
 {
+#if 0
    if( world.switching_to_new_world )
    {
       int all_stopped = 1;
@@ -531,58 +631,64 @@ VG_STATIC void world_update( v3f pos )
       {
          world.switching_to_new_world = 0;
          world_unload();
-         world_load();
+         vg_loader_start( world_load );
+         return;
       }
    }
 
-
    world.sky_time += world.sky_rate * vg.time_delta;
    world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate, 
                                  vg.time_delta * 5.0 );
+#endif
 
-   world_routes_update();
+   world_routes_update( world );
 #if 0
    world_routes_debug();
 #endif
    
-   int closest = 0;
-   float min_dist = INFINITY;
-
-   for( int i=0; i<world.route_count; i++ )
+   if( world->route_count > 0 )
    {
-      float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
+      int closest = 0;
+      float min_dist = INFINITY;
 
-      if( d < min_dist )
+      for( int i=0; i<world->route_count; i++ )
       {
-         min_dist = d;
-         closest = i;
-      }
-   }
+         float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos );
 
-   if( (world.active_route_board != closest) || network_scores_updated )
-   {
-      network_scores_updated = 0;
-      world.active_route_board = closest;
+         if( d < min_dist )
+         {
+            min_dist = d;
+            closest = i;
+         }
+      }
 
-      struct route *route = &world.routes[closest];
+      if( (world_global.active_route_board != closest) 
+          || network_scores_updated )
+      {
+         network_scores_updated = 0;
+         world_global.active_route_board = closest;
 
-      u32 id = route->track_id;
+         struct route *route = &world->routes[closest];
 
-      if( id != 0xffffffff )
-      {
-         struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
+         u32 id = route->track_id;
 
-         for( int i=0; i<13; i++ )
+         if( id != 0xffffffff )
          {
-            sfd_encode( i, &local_board->data[27*i] );
+            struct netmsg_board *local_board = 
+               &scoreboard_client_data.boards[id];
+
+            for( int i=0; i<13; i++ )
+            {
+               sfd_encode( i, &local_board->data[27*i] );
+            }
          }
       }
    }
 
    int in_trigger = 0;
-   for( int i=0; i<world.trigger_count; i++ )
+   for( int i=0; i<world->trigger_count; i++ )
    {
-      struct trigger_zone *zone = &world.triggers[i];
+      struct trigger_zone *zone = &world->triggers[i];
 
       v3f local;
       m4x3_mulv( zone->inv_transform, pos, local );
@@ -593,9 +699,9 @@ VG_STATIC void world_update( v3f pos )
       {
          in_trigger = 1;
 
-         if( !world.in_trigger )
+         if( !world_global.in_trigger )
          {
-            world_run_relay( &zone->target );
+            world_run_relay( world, &zone->target );
          }
       }
 
@@ -604,7 +710,23 @@ VG_STATIC void world_update( v3f pos )
                                                         0xff00ff00 );
    }
 
-   world.in_trigger = in_trigger;
+   for( int i=0; i<world->light_count; i++ )
+   {
+      struct world_light *light = &world->lights[i];
+
+      u32 colour = 0xff000000;
+      u8 r = light->colour[0] * 255.0f,
+         g = light->colour[1] * 255.0f,
+         b = light->colour[2] * 255.0f;
+
+      colour |= r;
+      colour |= g << 8;
+      colour |= b << 16;
+
+      vg_line_pt3( light->co, 0.25f, colour );
+   }
+
+   world_global.in_trigger = in_trigger;
    sfd_update();
 }
 
@@ -614,33 +736,114 @@ VG_STATIC void world_update( v3f pos )
  * -----------------------------------------------------------------------------
  */
 
-VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+VG_STATIC void ray_world_get_tri( world_instance *world,
+                                  ray_hit *hit, v3f tri[3] )
 {
    for( int i=0; i<3; i++ )
-      v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
+      v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
 }
 
-VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC int ray_world( world_instance *world,
+                         v3f pos, v3f dir, ray_hit *hit )
 {
-   return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
+   return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit );
+}
+
+/*
+ * Cast a sphere from a to b and see what time it hits
+ */
+VG_STATIC int spherecast_world( world_instance *world,
+                                v3f pa, v3f pb, float r, float *t, v3f n )
+{
+   bh_iter it;
+   bh_iter_init( 0, &it );
+
+   boxf region;
+   box_init_inf( region );
+   box_addpt( region, pa );
+   box_addpt( region, pb );
+   
+   v3_add( (v3f){ r, r, r}, region[1], region[1] );
+   v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
+
+   v3f dir;
+   v3_sub( pb, pa, dir );
+
+   v3f dir_inv;
+   dir_inv[0] = 1.0f/dir[0];
+   dir_inv[1] = 1.0f/dir[1];
+   dir_inv[2] = 1.0f/dir[2];
+
+   int hit = -1;
+   float min_t = 1.0f;
+
+   int idx;
+   while( bh_next( world->geo_bh, &it, region, &idx ) )
+   {
+      u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+      v3f tri[3];
+
+      boxf box;
+      box_init_inf( box );
+
+      for( int j=0; j<3; j++ )
+      {
+         v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+         box_addpt( box, tri[j] );
+      }
+
+      v3_add( (v3f){ r, r, r}, box[1], box[1] );
+      v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
+
+      if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
+         continue;
+      
+      float t;
+      v3f n1;
+      if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
+      {
+         if( t < min_t )
+         {
+            min_t = t;
+            hit = idx;
+            v3_copy( n1, n );
+         }
+      }
+   }
+
+   *t = min_t;
+   return hit;
 }
 
-VG_STATIC int ray_hit_is_terrain( ray_hit *hit )
+VG_STATIC 
+struct world_material *world_tri_index_material( world_instance *world, 
+                                                 u32 index )
 {
-   u32 valid_start = 0,
-       valid_end   = world.sm_terrain.vertex_count;
+   for( int i=1; i<world->material_count; i++ )
+   {
+      struct world_material *mat = &world->materials[i];
 
-   return (hit->tri[0] >= valid_start) &&
-          (hit->tri[0]  < valid_end);
+      if( (index >= mat->sm_geo.vertex_start) &&
+          (index  < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
+      {
+         return mat;
+      }
+   }
+
+   /* error material */
+   return &world->materials[0];
 }
 
-VG_STATIC int ray_hit_is_ramp( ray_hit *hit )
+VG_STATIC struct world_material *world_contact_material( world_instance *world,
+                                                         rb_ct *ct )
 {
-   u32 valid_start = world.sm_geo_std.vertex_start,
-       valid_end   = world.sm_geo_vb.vertex_start;
+   return world_tri_index_material( world, ct->element_id );
+}
 
-   return (hit->tri[0] >= valid_start) &&
-          (hit->tri[0]  < valid_end);
+VG_STATIC struct world_material *ray_hit_material( world_instance *world,
+                                                   ray_hit *hit )
+{
+   return world_tri_index_material( world, hit->tri[0] );
 }
 
 #endif /* WORLD_H */