i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 7f8432ab08d9f0630777be8aa1e33db78cac529f..37ff044910b0c238750ec11e484c870f8f1ebf02 100644 (file)
--- a/world.h
+++ b/world.h
@@ -4,11 +4,11 @@
 
 #include "common.h"
 
-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"
@@ -19,230 +19,390 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit );
 #include "bvh.h"
 #include "model.h"
 
-#include "traffic.h" /*TODO: -> world_traffic.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/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/model_sky.h"
+
+typedef struct teleport_gate teleport_gate;
 
 enum { k_max_ui_segments = 8 };
-enum { k_max_ui_splits_per_segment = 16 };
 
-enum { k_max_ui_elements = k_max_ui_segments*k_max_ui_splits_per_segment };
+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 };
 
-static struct gworld
+enum logic_type
 {
-   struct subworld_gen
+   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;
    }
-   subworld_gen;
+   water;
 
-   /* gameplay */
+   /* 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;
+
+#if 0
+   /*
+    * Named safe places to respawn
+    */
    struct respawn_point
    {
       v3f co;
       v4f q;
-      char name[32];
+      const char *name;
    }
-   spawns[32];
+   * spawns;
    u32 spawn_count;
 
-   struct achievement_zone
+   /*
+    * Audio player entities
+    */
+   struct world_audio_thing
    {
-      m4x3f transform, inv_transform;
-      char name[32];
-      int triggered;
+      v3f pos;
+      float volume, range;
+      u32 flags;
+      audio_clip temp_embedded_clip;
    }
-   * achievement_zones;
-
-   u32 achievement_zones_count,
-       achievement_zones_cap;
+   * audio_things;
+   u32 audio_things_count;
 
-   struct subworld_routes
+   struct soundscape
    {
-      struct route_node
-      {
-         v3f co, right, up, h;
-         u32 next[2];
+      /* 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;
 
-         u32 special_type, special_id, current_refs, ref_count;
-         u32 route_ids[4];    /* Gates can be linked into up to four routes */
-      }
-      *nodes;
+   /*
+    * Box volume entities
+    */
+   struct world_volume
+   {
+      m4x3f transform, inv_transform;
+      mdl_node *node;
+   }
+   * volumes;
+   u32 volume_count;
 
-      u32 node_count,
-          node_cap;
+   /* 
+    * Lights
+    */
+   struct world_light
+   {
+      mdl_node *node;
+      struct classtype_world_light *inf;
+      m4x3f inverse_world;
+      v2f angle_sin_cos;
+   }
+   * lights;
+   u32 light_count;
 
-      struct route
-      {
-         u32 track_id;
-         v4f colour;
+   /*
+    * Routes (world_routes.h)
+    * --------------------------------------------------------------------------
+    */
 
-         u32 start;
-         mdl_submesh sm;
-         
-         int active;
-         float factive;
+   struct route_node
+   {
+      v3f co, right, up, h;
+      u32 next[2];
 
-         double best_lap, latest_pass; /* Session */
+      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 
-         {
-            GLuint vao, vbo, ebo;
+   struct route
+   {
+      u32 track_id;
+      v4f colour;
 
-            u32  indices_head;
-            u32  vertex_head;
+      u32 start;
+      mdl_submesh sm;
+      
+      int active;
+      float factive;
 
-            float last_notch;
+      double best_lap, latest_pass; /* Session */
 
-            struct route_ui_segment
-            {
-               float length;
-               u32 vertex_start, vertex_count,
-                   index_start, index_count, notches;
-            }
-            segments[k_max_ui_segments];
+      m4x3f scoreboard_transform;
+   }
+   *routes;
+   u32 route_count;
 
-            u32 segment_start, segment_count, fade_start, fade_count;
-            double fade_timer_start;
-            float xpos;
-         }
-         ui;
+   struct route_gate
+   {
+      struct teleport_gate
+      { 
+         v3f co[2];
+         v4f q[2];
+         v2f dims;
 
-         m4x3f scoreboard_transform;
+         m4x3f to_world, transport;
       }
-      *routes;
-
-      double last_interaction;
+      gate;
 
-      u32 route_count,
-          route_cap;
+      u32 node_id;
 
-      struct route_gate
+      struct route_timing
       {
-         struct teleport_gate
-         { 
-            v3f co[2];
-            v4f q[2];
-            v2f dims;
-
-            m4x3f to_world, recv_to_world, transport;
-         } 
-         gate;
-         
-         u32 node_id;
+         u32 version; /* Incremented on every teleport */
+         double time;
+      } 
+      timing;
+   }
+   *gates;
+   u32 gate_count;
 
-         struct route_timing
-         {
-            u32 version; /* Incremented on every teleport */
-            double time;
-         } 
-         timing;
-      }
-      *gates;
+   struct nonlocal_gate
+   {
+      struct teleport_gate gate;
+      mdl_node *node;
 
-      struct route_collector
-      {
-         struct route_timing timing;
-      }
-      *collectors;
+      u32 target_map_index, working;
+   }
+   *nonlocal_gates;
+   u32 nonlocalgate_count;
 
-      u32 gate_count,
-          gate_cap,
-          collector_count,
-          collector_cap;
+   struct route_collector
+   {
+      struct route_timing timing;
+   }
+   *collectors;
+   u32 collector_count;
+#endif
 
-      u32 active_gate,
-          current_run_version;
 
-      scene scene_lines;
-   }
-   routes;
+   /* logic 
+    * ----------------------------------------------------
+    */
 
-   struct subworld_sfd
-   {
-      scene mesh;
-      mdl_submesh *sm_module, *sm_card;
-      glmesh temp;
+   /* world geometry */
+   scene *scene_geo, 
+         *scene_no_collide,
+         *scene_lines;
 
-      struct sfd_instance
-      {
-         float *buffer;
+   /* spacial mappings */
+   bh_tree *audio_bh,
+           *volume_bh,
+           *geo_bh;
 
-         u32 w,h;
-      } 
-      tester;
-   }
-   sfd;
+   /* graphics */
+   glmesh mesh_route_lines;
+   glmesh mesh_geo, 
+          mesh_no_collide,
+          mesh_water;
 
-   /* Paths */
-   traffic_node traffic[128];
-   u32 traffic_count;
+   rigidbody rb_geo; /* todo.. ... */
+};
 
-#if 0
-   traffic_driver van_man[6];
-#endif
-   
-   /* Physics */
-   
-   /* Rendering & geometry */
-   scene geo, foliage;
-   rigidbody rb_geo;
+VG_STATIC struct world_global
+{
+   /*
+    * Allocated as system memory
+    * --------------------------------------------------------------------------
+    */
+   void *generic_heap;
 
-   /* TODO Maybe make this less hardcoded */
-   mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
-               sm_foliage_main, sm_foliage_alphatest,
-               sm_graffiti, sm_subworld, sm_terrain;
+   /* rendering */
+   glmesh skydome;
+   glmesh mesh_gate;
+   mdl_submesh sm_gate_surface,
+               sm_gate_marker[4];
 
-   glmesh skybox, skydome;
-   mdl_submesh dome_upper, dome_lower;
+   double sky_time, sky_rate, sky_target_rate;
 
-   glmesh cars;
-   mdl_submesh car_holden;
+   u32 current_run_version;
+   double time, rewind_from, rewind_to, last_use;
 
-   /* Load time */
+   /* water rendering */
+   struct
+   {
+      struct framebuffer fbreflect, fbdepth;
+   }
+   water;
 
-   struct instance_cache
+   /* split flap display */
+   struct
    {
-      mdl_header *mdl;
-      u32 pstr_file;
+      mdl_submesh *sm_module, *sm_card;
+      glmesh mesh_base, mesh_display;
+
+      u32 w, h;
+      float *buffer;
    }
-   * instance_cache;
-   u32 instance_cache_count,
-       instance_cache_cap;
+   sfd;
 
    v3f render_gate_pos;
    int active_route_board;
+   int in_volume;
+
+   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;
 
 /*
  * API
  */
 
-static int ray_hit_is_ramp( ray_hit *hit );
-static int ray_hit_is_terrain( ray_hit *hit );
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
-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_surface *ray_hit_surface( 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_volumes.h"
 #include "world_gen.h"
 #include "world_gate.h"
 
@@ -252,104 +412,194 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit );
  * -----------------------------------------------------------------------------
  */
 
-static void world_init(void)
+VG_STATIC int world_stop_sound( int argc, const char *argv[] )
 {
-   shader_terrain_register();
-   shader_sky_register();
-   shader_planeinf_register();
-   shader_gpos_register();
-   shader_fscolour_register();
-   shader_alphatest_register();
+   world_instance *world = get_active_world();
+   return 0;
+}
 
-   vg_info( "Loading world resources\n" );
+VG_STATIC void world_init(void)
+{
+   world_global.sky_rate = 1.0;
+   world_global.sky_target_rate = 1.0;
 
-   VG_REQUIRED_ASSET( mdl_header*, mcars, mdl_load, "models/rs_cars.mdl" );
-   VG_REQUIRED_ASSET( mdl_header*, msky,  mdl_load, "models/rs_skydome.mdl" );
+   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();
 
-   mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
-   world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
+   shader_model_sky_register();
 
-   mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
-            *nupper = mdl_node_from_name( msky, "dome_upper" );
+   vg_info( "Loading world resources\n" );
    
-   world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
-   world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
+   vg_linear_clear( vg_mem.scratch );
+
+   mdl_context msky;
+   mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &msky, vg_mem.scratch );
+   mdl_load_mesh_block( &msky, vg_mem.scratch );
+   mdl_close( &msky );
 
    vg_acquire_thread_sync();
    {
-      mdl_unpack_glmesh( mcars, &world.cars );
-      mdl_unpack_glmesh( msky, &world.skydome );
+      mdl_unpack_glmesh( &msky, &world_global.skydome );
    }
    vg_release_thread_sync();
 
-   vg_free(mcars);
-   vg_free(msky);
-
    /* Other systems */
    vg_info( "Loading other world systems\n" );
 
-   vg_loader_highwater( world_render_init, world_render_free, NULL );
-   vg_loader_highwater( world_sfd_init, world_sfd_free, NULL );
-   vg_loader_highwater( world_water_init, world_water_free, NULL );
-   vg_loader_highwater( world_gates_init, world_gates_free, NULL );
-   vg_loader_highwater( world_routes_init, world_routes_free, NULL );
+   vg_loader_step( world_render_init, NULL );
+#if 0
+   vg_loader_step( world_sfd_init, NULL );
+#endif
+   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 void world_free( void *_ )
+VG_STATIC void world_update( world_instance *world, v3f pos )
 {
-   mesh_free( &world.cars );
-   mesh_free( &world.skydome );
-   vg_free( world.achievement_zones );
-}
+   /* TEMP!!!!!! */
+   static double g_time = 0.0;
+   g_time += vg.time_delta * (1.0/(k_day_length*60.0));
 
-static void world_update( v3f pos )
-{
-   world_routes_update();
-#if 0
-   world_routes_debug();
-#endif
-   
-   int closest = 0;
-   float min_dist = INFINITY;
 
-   for( int i=0; i<world.routes.route_count; i++ )
-   {
-      float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos );
+   struct ub_world_lighting *state = &world->ub_lighting;
 
-      if( d < min_dist )
-      {
-         min_dist = d;
-         closest = i;
-      }
-   }
+   state->g_time = g_time;
+   state->g_realtime = vg.time;
+   state->g_debug_indices = k_debug_light_indices;
+   state->g_light_preview = k_light_preview;
+   state->g_debug_complexity = k_debug_light_complexity;
 
-   if( (world.active_route_board != closest) || network_scores_updated )
-   {
-      network_scores_updated = 0;
-      world.active_route_board = closest;
-      struct subworld_sfd *sfd = &world.sfd;
+   state->g_time_of_day = vg_fractf( g_time );
+   state->g_day_phase   = cosf( state->g_time_of_day * VG_PIf * 2.0f );
+   state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
+
+   state->g_day_phase    =       state->g_day_phase    * 0.5f + 0.5f;
+   state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
 
-      struct route *route = &world.routes.routes[closest];
+   float a = state->g_time_of_day * VG_PIf * 2.0f;
+   state->g_sun_dir[0] = sinf( a );
+   state->g_sun_dir[1] = cosf( a );
+   state->g_sun_dir[2] = 0.2f;
+   v3_normalize( state->g_sun_dir );
 
-      u32 id = route->track_id;
 
-      if( id != 0xffffffff )
+
+   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                    sizeof(struct ub_world_lighting), &world->ub_lighting );
+   /* TEMP!!!!!! */
+
+   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 );
+   world_routes_debug( world );
+   
+#if 0
+   if( world->route_count > 0 ){
+      int closest = 0;
+      float min_dist = INFINITY;
+
+      for( int i=0; i<world->route_count; i++ )
       {
-         struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
+         float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos );
 
-         for( int i=0; i<13; i++ )
+         if( d < min_dist )
          {
-            sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
+            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] );
+            }
+         }
+      }
+   }
+#endif
+   
+#if 0
+   /* TODO: Bvh */
+
+   static float random_accum = 0.0f;
+   random_accum += vg.time_delta;
+
+   u32 random_ticks = 0;
+
+   while( random_accum > 0.1f ){
+      random_accum -= 0.1f;
+      random_ticks ++;
    }
 
-   for( int i=0; i<world.achievement_zones_count; i++ )
+   float radius = 25.0f;
+   boxf volume_proximity;
+   v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] );
+   v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] );
+
+   bh_iter it;
+   bh_iter_init( 0, &it );
+   int idx;
+
+   int in_volume = 0;
+
+   while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) )
    {
-      struct achievement_zone *zone = &world.achievement_zones[i];
+      struct world_volume *zone = &world->volumes[idx];
+
+      if( zone->node->classtype == k_classtype_volume_audio )
+      {
+         vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+                                                           { 1.0f, 1.0f, 1.0f}}, 
+                                                           0xff00c0ff );
+#if 0
+         for( int j=0; j<random_ticks; j++ )
+         {
+            logic_packet packet;
+            packet.location = zone->target_logic_brick;
+            packet.function = 0;
+
+            packet.type = k_mdl_128bit_datatype_vec3;
+            packet.data._v4f[0] = vg_randf()*2.0f-1.0f;
+            packet.data._v4f[1] = vg_randf()*2.0f-1.0f;
+            packet.data._v4f[2] = vg_randf()*2.0f-1.0f;
+            m4x3_mulv( zone->transform, packet.data._v4f, packet.data._v4f );
 
-      if( zone->triggered )
+            logic_bricks_send_packet( world, &packet );
+         }
+#endif
          continue;
+      }
 
       v3f local;
       m4x3_mulv( zone->inv_transform, pos, local );
@@ -358,17 +608,81 @@ static void world_update( v3f pos )
           (fabsf(local[1]) <= 1.0f) &&
           (fabsf(local[2]) <= 1.0f) )
       {
-         zone->triggered = 1;
-         steam_set_achievement( zone->name );
-         steam_store_achievements();
+         in_volume = 1;
+
+         if( !world_global.in_volume )
+         {
+#if 0
+            logic_packet packet;
+            packet.location = zone->target_logic_brick;
+            packet.function = 0;
+
+            packet.type = k_mdl_128bit_datatype_vec3;
+            v3_copy( pos, packet.data._v4f );
+
+            logic_bricks_send_packet( world, &packet );
+#endif
+         }
+         
+         vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+                                                           { 1.0f, 1.0f, 1.0f}}, 
+                                                           0xff00ff00 );
+      }
+      else
+      {
+         vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+                                                           { 1.0f, 1.0f, 1.0f}}, 
+                                                           0xff0000ff );
+      }
+   }
+#endif
+
+#if 0
+   if( k_debug_light_indices )
+   {
+      for( int i=0; i<world->light_count; i++ ){
+         struct world_light *light = &world->lights[i];
+         struct classtype_world_light *inf = light->inf;
+
+         u32 colour = 0xff000000;
+         u8 r = inf->colour[0] * 255.0f,
+            g = inf->colour[1] * 255.0f,
+            b = inf->colour[2] * 255.0f;
+
+         colour |= r;
+         colour |= g << 8;
+         colour |= b << 16;
+
+         vg_line_pt3( light->node->co, 0.25f, colour );
       }
+   }
+
+   world_global.in_volume = in_volume;
+#endif
 
-      vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
-                                                        { 1.0f, 1.0f, 1.0f}}, 
-                                                        0xff00ff00 );
+#if 0
+   sfd_update();
+
+   /* process soundscape transactions */
+   audio_lock();
+   for( int i=0; i<world->soundscape_count; i++ )
+   {
+      struct soundscape *s = &world->soundscapes[i];
+      s->usage_count = 0;
+
+      for( int j=0; j<s->max_instances; j++ )
+      {
+         if( s->channels[j] )
+         {
+            if( audio_channel_finished(s->channels[j]) )
+               s->channels[j] = audio_relinquish_channel( s->channels[j] );
+            else
+               s->usage_count ++;
+         }
+      }
    }
-   
-   sfd_update( &world.sfd.tester );
+   audio_unlock();
+#endif
 }
 
 /* 
@@ -377,33 +691,114 @@ static void world_update( v3f pos )
  * -----------------------------------------------------------------------------
  */
 
-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.geo.verts[ hit->tri[i] ].co, tri[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 );
 }
 
-static int ray_world( v3f pos, v3f dir, ray_hit *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 )
 {
-   return scene_raycast( &world.geo, pos, dir, hit );
+   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;
 }
 
-static int ray_hit_is_terrain( ray_hit *hit )
+VG_STATIC 
+struct world_surface *world_tri_index_surface( world_instance *world, 
+                                                 u32 index )
 {
-   u32 valid_start = 0,
-       valid_end   = world.sm_terrain.vertex_count;
+   for( int i=1; i<world->surface_count; i++ )
+   {
+      struct world_surface *mat = &world->surfaces[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 surface */
+   return &world->surfaces[0];
 }
 
-static int ray_hit_is_ramp( ray_hit *hit )
+VG_STATIC struct world_surface *world_contact_surface( 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_surface( world, ct->element_id );
+}
 
-   return (hit->tri[0] >= valid_start) &&
-          (hit->tri[0]  < valid_end);
+VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
+                                                 ray_hit *hit )
+{
+   return world_tri_index_surface( world, hit->tri[0] );
 }
 
 #endif /* WORLD_H */