now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index af0507fafc0db0f33b0a4f33e6ba0a10d6b3f9f3..1b540d0d9d17176197003f04729b4f5ed4595803 100644 (file)
--- a/world.h
+++ b/world.h
-#include "common.h"
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
 
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+#include "common.h"
 
 #ifndef WORLD_H
 #define WORLD_H
 
+typedef struct world_instance world_instance;
+
+#include "vg/vg_loader.h"
+
+#include "network.h"
+#include "network_msg.h"
 #include "scene.h"
-#include "terrain.h"
 #include "render.h"
-#include "water.h"
 #include "rigidbody.h"
-#include "gate.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 };
 
-#include "shaders/standard.h"
+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 };
 
-static struct gworld
+enum logic_type
 {
-   scene geo, foliage;
-   submodel sm_road, sm_terrain;
-   glmesh skybox;
+   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;
+      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;
 
-   v3f tutorial;
+   /*
+    * Audio player entities
+    */
+   struct world_audio_thing
+   {
+      v3f pos;
+      float volume;
+      u32 flags;
 
-   teleport_gate gates[64];
+      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
+   {
+      v3f co;
+      v4f colour;
+   }
+   * 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;
-   
-   rigidbody temp_rbs[128];
-   u32 rb_count;
 
-   bh_tree bhcubes;
+   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 ];
 }
-world;
 
-static void render_world( m4x4f projection, m4x3f camera )
+/*
+ * 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
+ */
+
+#include "world_routes.h"
+#include "world_sfd.h"
+#include "world_render.h"
+#include "world_water.h"
+#include "world_gen.h"
+#include "world_gate.h"
+
+/* 
+ * -----------------------------------------------------------------------------
+ *                                    Events
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC int world_stop_sound( int argc, const char *argv[] )
 {
-   render_sky( camera );
+   world_instance *world = get_active_world();
 
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+   /* 
+    * 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++ )
+   {
+      struct world_audio_thing *at = &world->audio_things[i];
 
-   render_terrain( projection, camera[3] );
-   scene_bind( &world.geo );
-   scene_draw( &world.geo );
+      if( audio_player_is_playing( &at->player ) )
+      {
+         u32 cflags = audio_player_get_flags( &at->player );
+         audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL );
+      }
+   }
+   audio_unlock();
+
+   return 0;
+}
 
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   scene_draw( &world.foliage );
-   glEnable(GL_CULL_FACE);
+VG_STATIC int world_change_world( int argc, const char *argv[] )
+{
+#if 0
+   world_instance *world = get_active_world();
 
-   vg_line_boxf( world.geo.bbx, 0xff00ff00 );
+   if( argc == 0 )
+   {
+      vg_info( "%s\n", world.world_name );
+      return 0;
+   }
+   else
+   {
+      vg_info( "Switching world...\n" );
+      strcpy( world.world_name, argv[0] );
+      world.switching_to_new_world = 1;
+      world_stop_sound( 0, NULL );
+   }
+#endif
+
+   return 0;
 }
 
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+VG_STATIC void world_init(void)
 {
-   for( int i=0; i<3; i++ )
-      v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
+#if 0
+   vg_var_push( (struct vg_var){
+      .name = "water_enable",
+      .data = &world.water.enabled,
+      .data_type = k_var_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 0
+   });
+#endif
+
+       vg_function_push( (struct vg_cmd)
+   {
+               .name = "world_stop_sound",
+               .function = world_stop_sound
+       });
+
+       vg_function_push( (struct vg_cmd)
+   {
+               .name = "world",
+               .function = world_change_world
+       });
+
+   world_global.sky_rate = 1.0;
+   world_global.sky_target_rate = 1.0;
+
+   shader_scene_standard_register();
+   shader_scene_standard_alphatest_register();
+   shader_scene_vertex_blend_register();
+   shader_scene_terrain_register();
+   shader_scene_depth_register();
+   shader_scene_position_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 *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_global.skydome );
+   }
+   vg_release_thread_sync();
+
+   /* Other systems */
+   vg_info( "Loading other world systems\n" );
+
+   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 = 76*1024*1024;
+   world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, 
+                                                           max_size,
+                                                           VG_MEMORY_SYSTEM );
 }
 
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC void world_audio_init(void)
 {
-   return scene_raycast( &world.geo, pos, dir, hit );
+   u32 size = vg_linear_remaining( vg_audio.audio_pool ) 
+               - sizeof(vg_linear_allocator);
+
+   world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool, 
+                                                         size, 
+                                                         VG_MEMORY_SYSTEM );
 }
 
-static int ray_hit_is_ramp( ray_hit *hit )
+VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
 {
-   return hit->tri[0] < world.sm_road.vertex_count;
+   struct logic_achievement *ach = &world->logic_achievements[ uid ];
+
+   if( ach->achieved )
+      return;
+
+   steam_set_achievement( ach->achievement_id );
+   steam_store_achievements();
+
+   ach->achieved = 1;
 }
 
-static void world_load(void)
+VG_STATIC void world_run_relay( world_instance *world, 
+                                struct relay_target *rt );
+
+VG_STATIC void world_trigger_relay( world_instance *world, u32 uid )
 {
-   /* Setup scene */
-   scene_init( &world.geo );
-   model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+   struct logic_relay *relay = &world->logic_relays[ uid ];
 
-   for( int i=0; i<mworld->layer_count; i++ )
+   for( int i=0; i<relay->target_count; i++ )
    {
-      submodel *sm = model_get_submodel( mworld, i );
-      if( !strcmp( sm->material, "surf" ) )
-         scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+      world_run_relay( world, &relay->targets[i] );
+   }
+}
+
+VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
+{
+   struct world_audio_thing *wat = &world->audio_things[ uid ];
+
+   audio_lock();
+   audio_player_playclip( &wat->player, 
+                          &wat->temp_embedded_clip );
+   audio_unlock();
+}
 
+VG_STATIC void world_run_relay( world_instance *world,
+                                struct relay_target *rt )
+{
+   struct entity_instruction
+   {
+      enum classtype classtype;
+      void (*p_trigger)( world_instance *world, u32 uid );
    }
-   scene_copy_slice( &world.geo, &world.sm_road );
+   entity_instructions[] =
+   {
+      { k_classtype_logic_achievement, world_trigger_achievement },
+      { k_classtype_logic_relay, world_trigger_relay },
+      { k_classtype_audio, world_trigger_audio }
+   };
 
-   for( int i=0; i<mworld->layer_count; i++ )
+   for( int i=0; i<vg_list_size(entity_instructions); i++ )
    {
-      submodel *sm = model_get_submodel( mworld, i );
-      if( !strcmp( sm->material, "terrain" ) )
-         scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+      struct entity_instruction *instr = &entity_instructions[i];
+
+      if( instr->classtype == rt->classtype )
+      {
+         instr->p_trigger( world, rt->sub_id );
+         return;
+      }
    }
 
-   scene_copy_slice( &world.geo, &world.sm_terrain );
+   vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
+}
 
-   vg_info( "BBX: %.3f %.3f %.3f -> %.3f %.3f %.3f\n",
-         world.geo.bbx[0][0], world.geo.bbx[0][1], world.geo.bbx[0][2],
-         world.geo.bbx[1][0], world.geo.bbx[1][1], world.geo.bbx[1][2] );
+VG_STATIC void world_update( world_instance *world, v3f pos )
+{
+#if 0
+   if( world.switching_to_new_world )
+   {
+      int all_stopped = 1;
 
-   /* 
-    * TODO: Parametric marker import
-    */
-   v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial );
-   
-   /* 
-    * Initialize gates
-    */
+      audio_lock();
+      for( int i=0; i<world.audio_things_count; i++ )
+      {
+         struct world_audio_thing *at = &world.audio_things[i];
+
+         if( audio_player_is_playing( &at->player ) )
+         {
+            all_stopped = 0;
+            break;
+         }
+      }
+      audio_unlock();
+
+      if( all_stopped )
+      {
+         world.switching_to_new_world = 0;
+         world_unload();
+         vg_loader_start( world_load );
+         return;
+      }
+   }
+
+#endif
+   world_global.sky_time += world_global.sky_rate * vg.time_delta;
+   world_global.sky_rate = vg_lerp( world_global.sky_rate, 
+                                    world_global.sky_target_rate, 
+                                    vg.time_delta * 5.0 );
+
+   world_routes_update( world );
+#if 0
+   world_routes_debug();
+#endif
    
-   world.gate_count = 0;
-   for( int i=0; i<mworld->marker_count; i++ )
+   if( world->route_count > 0 )
    {
-      model_marker *ga = model_get_marker( mworld, i );
+      int closest = 0;
+      float min_dist = INFINITY;
+
+      for( int i=0; i<world->route_count; i++ )
+      {
+         float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos );
+
+         if( d < min_dist )
+         {
+            min_dist = d;
+            closest = i;
+         }
+      }
+
+      if( (world_global.active_route_board != closest) 
+          || network_scores_updated )
+      {
+         network_scores_updated = 0;
+         world_global.active_route_board = closest;
+
+         struct route *route = &world->routes[closest];
+
+         u32 id = route->track_id;
+
+         if( id != 0xffffffff )
+         {
+            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++ )
+   {
+      struct trigger_zone *zone = &world->triggers[i];
+
+      v3f local;
+      m4x3_mulv( zone->inv_transform, pos, local );
       
-      if( ga->classtype == k_classtype_gate )
+      if( (fabsf(local[0]) <= 1.0f) &&
+          (fabsf(local[1]) <= 1.0f) &&
+          (fabsf(local[2]) <= 1.0f) )
       {
-         struct classtype_gate *data = get_entdata_raw( mworld, ga );
-         
-         if( data->target )
+         in_trigger = 1;
+
+         if( !world_global.in_trigger )
          {
-            model_marker *gb = model_get_marker( mworld, data->target );
-            
-            teleport_gate *gate = &world.gates[ world.gate_count ++ ];
-            
-            v3_copy( ga->co, gate->co[0] );
-            v3_copy( gb->co, gate->co[1] );
-            v4_copy( ga->q, gate->q[0] );
-            v4_copy( gb->q, gate->q[1] );
-            v2_copy( ga->s, gate->dims );
-
-            gate_transform_update( gate );
+            world_run_relay( world, &zone->target );
          }
       }
+
+      vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+                                                        { 1.0f, 1.0f, 1.0f}}, 
+                                                        0xff00ff00 );
    }
 
-   /*
-    * Load water mesh (1 per world)
-    */
-   for( int i=0; i<mworld->layer_count; i++ )
+   if( 0 )
    {
-      submodel *sm = model_get_submodel( mworld, i );
-      if( !strcmp( sm->material, "water" ) )
+      for( int i=0; i<world->light_count; i++ )
       {
-         glmesh surf;
-         model_unpack_submodel( mworld, &surf, sm );
-               
-         water_init();
-         water_set_surface( &surf, sm->pivot[1] );
+         struct world_light *light = &world->lights[i];
 
-         vg_info( "%.3f\n", sm->pivot[1] );
+         u32 colour = 0xff000000;
+         u8 r = light->colour[0] * 255.0f,
+            g = light->colour[1] * 255.0f,
+            b = light->colour[2] * 255.0f;
 
-         break;
+         colour |= r;
+         colour |= g << 8;
+         colour |= b << 16;
+
+         vg_line_pt3( light->co, 0.25f, colour );
       }
    }
 
-   scene_upload( &world.geo );
-   scene_bh_create( &world.geo );
-   
-   water_compute_depth( world.geo.bbx );
+   world_global.in_trigger = in_trigger;
+   sfd_update();
+}
 
-   scene_init( &world.foliage );
-   model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
+/* 
+ * -----------------------------------------------------------------------------
+ *                              API implementation
+ * -----------------------------------------------------------------------------
+ */
 
-   /*
-    * TODO: Load any other meshes into the foliage scene, and create rbs for
-    *       them.
-    *
-    *       then compute bvh
-    */
+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] );
+}
+
+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 );
+}
+
+/*
+ * 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 );
    
-   for( int i=0; i<mworld->layer_count; i++ )
-   {
-      submodel *sm = model_get_submodel( mworld, i );
-      if( !strcmp( sm->material, "surf" ) ||
-          !strcmp( sm->material, "terrain" ) ||
-          !strcmp( sm->material, "water" ) )
-         continue;
+   v3_add( (v3f){ r, r, r}, region[1], region[1] );
+   v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
 
-      m4x3f transform;
-      q_m3x3( sm->q, transform );
-      v3_copy( sm->pivot, transform[3] );
-      scene_add_foliage( &world.foliage, mworld, sm, transform );
+   v3f dir;
+   v3_sub( pb, pa, dir );
 
-      rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
+   v3f dir_inv;
+   dir_inv[0] = 1.0f/dir[0];
+   dir_inv[1] = 1.0f/dir[1];
+   dir_inv[2] = 1.0f/dir[2];
 
-      box_copy( sm->bbx, rb->bbx );
-      v3_copy( sm->pivot, rb->co );
-      rb_init( rb );
-      v4_copy( sm->q, rb->q );
-      rb_update_transform( rb );
-   }
+   int hit = -1;
+   float min_t = 1.0f;
 
-   free( mworld );
+   int idx;
+   while( bh_next( world->geo_bh, &it, region, &idx ) )
+   {
+      u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+      v3f tri[3];
 
-   v3f volume;
-   v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
-   volume[1] = 1.0f;
+      boxf box;
+      box_init_inf( box );
 
-   m4x3f transform;
+      for( int j=0; j<3; j++ )
+      {
+         v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+         box_addpt( box, tri[j] );
+      }
 
-   submodel *sm_blob = submodel_get( mfoliage, "blob" ),
-            *sm_tree = submodel_get( mfoliage, "tree" );
+      v3_add( (v3f){ r, r, r}, box[1], box[1] );
+      v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
 
-   for( int i=0;i<100000;i++ )
-   {
-      v3f pos;
-      v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
-      pos[1] = 1000.0f;
-      v3_add( pos, world.geo.bbx[0], pos );
+      if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
+         continue;
       
-      ray_hit hit;
-      hit.dist = INFINITY;
-
-      if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+      float t;
+      v3f n1;
+      if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
       {
-         if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
-             hit.pos[1] > water_height()+10.0f )
+         if( t < min_t )
          {
-            v4f qsurface, qrandom;
-            v3f axis;
+            min_t = t;
+            hit = idx;
+            v3_copy( n1, n );
+         }
+      }
+   }
 
-            v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
+   *t = min_t;
+   return hit;
+}
 
-            float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
-            q_axis_angle( qsurface, axis, angle );
-            q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
-            q_mul( qsurface, qrandom, qsurface );
-            q_m3x3( qsurface, transform );
+VG_STATIC 
+struct world_material *world_tri_index_material( world_instance *world, 
+                                                 u32 index )
+{
+   for( int i=1; i<world->material_count; i++ )
+   {
+      struct world_material *mat = &world->materials[i];
 
-            v3_copy( hit.pos, transform[3] );
-            
-            if( vg_randf() < 0.0006f )
-            {
-               m3x3_identity( transform );
-               scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
-            }
-            else
-               scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
-         }
+      if( (index >= mat->sm_geo.vertex_start) &&
+          (index  < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
+      {
+         return mat;
       }
    }
 
-   free( mfoliage );
-   scene_upload( &world.foliage );
-   
-   bh_create( &world.bhcubes, 
-         &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
+   /* error material */
+   return &world->materials[0];
+}
+
+VG_STATIC struct world_material *world_contact_material( world_instance *world,
+                                                         rb_ct *ct )
+{
+   return world_tri_index_material( world, ct->element_id );
+}
+
+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 */