oh yeah mr crabs
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index d8b36165c20d2225dcd90621e98d03c5cc7afdd4..3b30973099152990e276dbc780869f1f08dc623c 100644 (file)
--- a/world.h
+++ b/world.h
@@ -1,3 +1,7 @@
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
 #include "common.h"
 
 static int ray_world( v3f pos, v3f dir, ray_hit *hit );
@@ -5,16 +9,18 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit );
 #ifndef WORLD_H
 #define WORLD_H
 
+#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 "lighting.h"
 #include "model.h"
 
+#include "traffic.h" /*TODO: -> world_traffic.h */
+
 #include "shaders/terrain.h"
 #include "shaders/sky.h"
 #include "shaders/planeinf.h"
@@ -22,9 +28,26 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit );
 #include "shaders/vblend.h"
 #include "shaders/gpos.h"
 #include "shaders/fscolour.h"
+#include "shaders/alphatest.h"
+
+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_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
 {
+   struct subworld_gen
+   {
+      
+   }
+   subworld_gen;
+
    /* gameplay */
    struct respawn_point
    {
@@ -35,466 +58,403 @@ static struct gworld
    spawns[32];
    u32 spawn_count;
 
-   teleport_gate gates[64];
-   u32 gate_count;
-   
-   /* Physics */
-   rigidbody temp_rbs[128];
-   u32 rb_count;
-   bh_tree bhcubes;
-   
-   /* Rendering & geometry */
-   scene geo, foliage, props;
-   mdl_submesh sm_surface;
-
-   glmesh skybox, skydome;
-   mdl_submesh dome_upper, dome_lower;
-}
-world;
-
-vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
-                                 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
-
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
-
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
-{
-   for( int i=0; i<3; i++ )
-      v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
-}
-
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
-{
-   return scene_raycast( &world.geo, pos, dir, hit );
-}
+   struct world_audio_thing
+   {
+      v3f pos;
+      float volume;
+      u32 flags;
 
-static int ray_hit_is_ramp( ray_hit *hit )
-{
-   return hit->tri[0] < world.sm_surface.vertex_count;
-}
+      audio_player player;
+      audio_clip temp_embedded_clip;
+   }
+   * audio_things;
+   
+   u32 audio_things_count,
+       audio_things_cap;
 
-static void world_register(void)
-{
-   shader_terrain_register();
-   shader_sky_register();
-   shader_planeinf_register();
-   shader_gpos_register();
-   shader_fscolour_register();
-}
+   struct achievement_zone
+   {
+      m4x3f transform, inv_transform;
+      char name[32];
+      int triggered;
 
-static void world_free(void)
-{
-   /* TODO.. */
-}
+      union
+      {
+         mdl_node *ptarget_delegated;
+         struct world_audio_thing *ptarget;
+      };
+   }
+   * achievement_zones;
 
-static void render_world_depth( m4x4f projection, m4x3f camera );
+   u32 achievement_zones_count,
+       achievement_zones_cap;
 
-static void add_all_if_material( scene *pscene, mdl_header *mdl, u32 id )
-{
-   for( int i=0; i<mdl->node_count; i++ )
+   struct subworld_routes
    {
-      mdl_node *pnode = mdl_node_from_id( mdl, i );
-
-      for( int j=0; j<pnode->submesh_count; j++ )
+      struct route_node
       {
-         mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
+         v3f co, right, up, h;
+         u32 next[2];
 
-         if( sm->material_id == id )
-         {
-            m4x3f transform;
-            mdl_node_transform( pnode, transform );
-            scene_add_submesh( pscene, mdl, sm, transform );
-         }
+         u32 special_type, special_id, current_refs, ref_count;
+         u32 route_ids[4];    /* Gates can be linked into up to four routes */
       }
-   }
-}
+      *nodes;
 
-static void world_apply_foliage(void)
-{
-   scene_init( &world.foliage );
-   mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl");
+      u32 node_count,
+          node_cap;
 
-   v3f volume;
-   v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
-   volume[1] = 1.0f;
+      struct route
+      {
+         u32 track_id;
+         v4f colour;
 
-   m4x3f transform;
-   mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
-   mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
+         u32 start;
+         mdl_submesh sm;
+         
+         int active;
+         float factive;
 
-   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 );
-      
-      ray_hit hit;
-      hit.dist = INFINITY;
+         double best_lap, latest_pass; /* Session */
 
-      if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-      {
-         if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
-             hit.pos[1] > water_height()+10.0f )
+         struct 
          {
-            v4f qsurface, qrandom;
-            v3f axis;
+            GLuint vao, vbo, ebo;
+
+            u32  indices_head;
+            u32  vertex_head;
 
-            v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
+            float last_notch;
 
-            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 );
+            struct route_ui_segment
+            {
+               float length;
+               u32 vertex_start, vertex_count,
+                   index_start, index_count, notches;
+            }
+            segments[k_max_ui_segments];
 
-            v3_copy( hit.pos, transform[3] );
-            scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
+            u32 segment_start, segment_count, fade_start, fade_count;
+            double fade_timer_start;
+            float xpos;
          }
+         ui;
+
+         m4x3f scoreboard_transform;
       }
-   }
+      *routes;
 
-   scene_upload( &world.foliage );
-   free( mfoliage );
-}
+      double time, rewind_from, rewind_to, last_use;
 
-static void world_load(void)
-{
-   mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
+      u32 route_count,
+          route_cap;
 
-   world.spawn_count = 0;
-   world.gate_count = 0;
-   world.rb_count = 0;
+      struct route_gate
+      {
+         struct teleport_gate
+         { 
+            v3f co[2];
+            v4f q[2];
+            v2f dims;
+
+            m4x3f to_world, recv_to_world, transport;
+         } 
+         gate;
+         
+         u32 node_id;
 
-   scene_init( &world.geo );
-   scene_init( &world.props );
+         struct route_timing
+         {
+            u32 version; /* Incremented on every teleport */
+            double time;
+         } 
+         timing;
+      }
+      *gates;
 
-   /* 
-    * Compile meshes into the world scenes
-    */
-   u32 mat_surf = 0,
-       mat_surf_oob = 0,
-       mat_vertex_blend = 0;
+      struct route_collector
+      {
+         struct route_timing timing;
+      }
+      *collectors;
 
-   for( int i=1; i<mworld->material_count; i++ )
-   {
-      mdl_material *mat = mdl_material_from_id( mworld, i );
-      const char *mat_name = mdl_pstr( mworld, mat->pstr_name );
+      u32 gate_count,
+          gate_cap,
+          collector_count,
+          collector_cap;
 
-      vg_info( "%d %s\n", mat->pstr_name, mat_name );
+      u32 active_gate,
+          current_run_version;
 
-      if( !strcmp( "surf", mat_name ))
-         mat_surf = i;
-      else if( !strcmp( "surf_oob", mat_name ))
-         mat_surf_oob = i;
-      else if( !strcmp( "vertex_blend", mat_name ))
-         mat_vertex_blend = i;
+      scene scene_lines;
    }
+   routes;
 
-   if( mat_surf )
-      add_all_if_material( &world.geo, mworld, mat_surf );
+   struct subworld_sfd
+   {
+      scene mesh;
+      mdl_submesh *sm_module, *sm_card;
+      glmesh temp;
 
-   scene_copy_slice( &world.geo, &world.sm_surface );
+      struct sfd_instance
+      {
+         float *buffer;
 
-   if( mat_surf_oob )
-      add_all_if_material( &world.geo, mworld, mat_surf_oob );
-   else
-      vg_warn( "No OOB surface\n" );
+         u32 w,h;
+      } 
+      tester;
+   }
+   sfd;
 
-   scene_bh_create( &world.geo );
-   scene_upload( &world.geo );
+   /* Paths */
+   traffic_node traffic[128];
+   u32 traffic_count;
 
-   if( mat_vertex_blend )
-      add_all_if_material( &world.props, mworld, mat_vertex_blend );
+#if 0
+   traffic_driver van_man[6];
+#endif
 
-   /* TODO  bvh? */
+   double sky_time, sky_rate, sky_target_rate;
    
-   /*
-    * Process entities
-    */
-   for( int i=0; i<mworld->node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( mworld, i );
-      
-      if( pnode->classtype == k_classtype_none )
-      {}
-      else if( pnode->classtype == k_classtype_gate )
-      {
-         struct classtype_gate *entgate = mdl_get_entdata( mworld, pnode );
-         mdl_node *pother = mdl_node_from_id( mworld, entgate->target );
-         
-         teleport_gate *gate = &world.gates[ world.gate_count ++ ];
-         
-         v3_copy( pnode->co,  gate->co[0] );
-         v3_copy( pother->co, gate->co[1] );
-         v4_copy( pnode->q,   gate->q[0] );
-         v4_copy( pother->q,  gate->q[1] );
-         v2_copy( pnode->s,   gate->dims );
-
-         gate_transform_update( gate );
-      }
-      else if( pnode->classtype == k_classtype_block )
-      {
-         struct classtype_block *block = mdl_get_entdata( mworld, pnode );
+   /* Physics */
+   
+   /* Rendering & geometry */
+   scene geo, foliage;
+   rigidbody rb_geo;
 
-         m4x3f transform;
-         mdl_node_transform( pnode, transform );
+   /* 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;
 
-         rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
+   glmesh skybox, skydome;
+   mdl_submesh dome_upper, dome_lower;
 
-         box_copy( block->bbx, rb->bbx ); /* TODO: apply scale */
-         v3_copy( pnode->co, rb->co );
-         rb_init( rb );
-         v4_copy( pnode->q, rb->q );
-         rb_update_transform( rb );
-      }
-      else if( pnode->classtype == k_classtype_spawn )
-      {
-         struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+   glmesh cars;
+   mdl_submesh car_holden;
 
-         v3_copy( pnode->co, rp->co );
-         v4_copy( pnode->q, rp->q );
-         strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) );
-      }
-      else if( pnode->classtype == k_classtype_water )
-      {
-         if( wrender.enabled )
-         {
-            vg_warn( "Multiple water surfaces in level! ('%s')\n", 
-                  mdl_pstr( mworld, pnode->pstr_name ));
-            continue;
-         }
+   /* Load time */
 
-         mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 );
-         
-         if( sm )
-         {
-            glmesh surf;
-            mdl_unpack_submesh( mworld, &surf, sm );
-            water_init();
-            water_set_surface( &surf, pnode->co[1] );
-         }
-      }
+   struct instance_cache
+   {
+      mdl_header *mdl;
+      u32 pstr_file;
    }
+   * instance_cache;
+   u32 instance_cache_count,
+       instance_cache_cap;
 
-   scene_upload( &world.props );
-
-   bh_create( &world.bhcubes, 
-         &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
-
-   world_apply_foliage();
-   free( mworld );
-
-   /* 
-    * Rendering the depth map
-    */
-   m4x4f ortho;
-   m4x3f camera;
-
-   v3f extent;
-   v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
-
-   float fl = world.geo.bbx[0][0],
-         fr = world.geo.bbx[1][0],
-         fb = world.geo.bbx[0][2],
-         ft = world.geo.bbx[1][2],
-         rl = 1.0f / (fr-fl),
-         tb = 1.0f / (ft-fb);
-
-   m4x4_zero( ortho );
-       ortho[0][0] = 2.0f * rl;
-       ortho[2][1] = 2.0f * tb;
-   ortho[3][0] = (fr + fl) * -rl;
-   ortho[3][1] = (ft + fb) * -tb;
-   ortho[3][3] = 1.0f;
-   m4x3_identity( camera );
-
-   glViewport( 0, 0, 1024, 1024 );
-   glDisable(GL_DEPTH_TEST);
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
-   shader_fscolour_use();
-   shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
-   render_fsquad();
-
-   glEnable(GL_BLEND);
-   glBlendFunc(GL_ONE, GL_ONE);
-   glBlendEquation(GL_MAX);
-   render_world_depth( ortho, camera );
-   glDisable(GL_BLEND);
-   glEnable(GL_DEPTH_TEST);
-
-   /* 
-    * TODO: World settings entity
-    */
-   struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
-   v4_copy( wrender.plane, winfo->g_water_plane );
-
-   v4f bounds;
-   bounds[0] = world.geo.bbx[0][0];
-   bounds[1] = world.geo.bbx[0][2];
-   bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
-   bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
-   v4_copy( bounds, winfo->g_depth_bounds );
-
-   winfo->g_water_fog = 0.04f;
-   render_update_lighting_ub();
+   v3f render_gate_pos;
+   int active_route_board;
 }
+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 );
+
+/*
+ * 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
+ * -----------------------------------------------------------------------------
+ */
 
 static void world_init(void)
 {
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, 
-                                  &tex_terrain_noise }, 2 );
+   world.sky_rate = 1.0;
+   world.sky_target_rate = 1.0;
 
+   shader_terrain_register();
+   shader_sky_register();
+   shader_planeinf_register();
+   shader_gpos_register();
+   shader_fscolour_register();
+   shader_alphatest_register();
+
+   vg_info( "Loading world resources\n" );
+
+   VG_REQUIRED_ASSET( mdl_header*, mcars, mdl_load, "models/rs_cars.mdl" );
+   VG_REQUIRED_ASSET( mdl_header*, msky,  mdl_load, "models/rs_skydome.mdl" );
 
-   mdl_header *msky = mdl_load("models/rs_skydome.mdl");
-   mdl_unpack_glmesh( msky, &world.skydome );
+   mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
+   world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
 
    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 );
-   free(msky);
-}
 
-/*
- * Rendering
- */
+   vg_acquire_thread_sync();
+   {
+      mdl_unpack_glmesh( mcars, &world.cars );
+      mdl_unpack_glmesh( msky, &world.skydome );
+   }
+   vg_release_thread_sync();
+
+   vg_free(mcars);
+   vg_free(msky);
 
-static void bind_terrain_textures(void)
+   /* 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 );
+}
+
+static void world_free( void *_ )
 {
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
-   vg_tex2d_bind( &tex_terrain_colours, 1 );
+   mesh_free( &world.cars );
+   mesh_free( &world.skydome );
+   vg_free( world.achievement_zones );
+
+   /* FIXME: This fucks with the audio player. Use-after-free */
+#if 0
+   vg_free( world.audio_things );
+#endif
 }
 
-static void render_props( m4x4f projection, v3f camera )
+static void world_update( v3f pos )
 {
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+   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 );
 
-   shader_vblend_use();
-   shader_vblend_uTexGarbage(0);
-   shader_vblend_uTexGradients(1);
-   shader_link_standard_ub( _shader_vblend.id, 2 );
-   bind_terrain_textures();
+   world_routes_update();
+#if 0
+   world_routes_debug();
+#endif
+   
+   int closest = 0;
+   float min_dist = INFINITY;
 
-   shader_vblend_uPv( projection );
-   shader_vblend_uMdl( identity_matrix );
-   shader_vblend_uCamera( camera );
+   for( int i=0; i<world.routes.route_count; i++ )
+   {
+      float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos );
 
-   scene_bind( &world.props );
-   scene_draw( &world.props );
-}
+      if( d < min_dist )
+      {
+         min_dist = d;
+         closest = i;
+      }
+   }
 
-static void render_terrain( m4x4f projection, v3f camera )
-{
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-   shader_terrain_use();
-   shader_terrain_uTexGarbage(0);
-   shader_terrain_uTexGradients(1);
-   shader_link_standard_ub( _shader_terrain.id, 2 );
-   bind_terrain_textures();
-
-   shader_terrain_uPv( projection );
-   shader_terrain_uMdl( identity_matrix );
-   shader_terrain_uCamera( camera );
-
-   scene_bind( &world.geo );
-   scene_draw( &world.geo );
-
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   scene_draw( &world.foliage );
-   glEnable(GL_CULL_FACE);
-}
+   if( (world.active_route_board != closest) || network_scores_updated )
+   {
+      network_scores_updated = 0;
+      world.active_route_board = closest;
+      struct subworld_sfd *sfd = &world.sfd;
 
-static void render_lowerdome( m4x3f camera )
-{
-   m4x4f projection, full;
-   pipeline_projection( projection, 0.4f, 1000.0f );
+      struct route *route = &world.routes.routes[closest];
 
-   m4x3f inverse;
-   m3x3_transpose( camera, inverse );
-   v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
-   m4x3_expand( inverse, full );
-   m4x4_mul( projection, full, full );
+      u32 id = route->track_id;
 
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-   
-   shader_planeinf_use();
-   shader_planeinf_uMdl(identity_matrix);
-   shader_planeinf_uPv(full);
-   shader_planeinf_uCamera(camera[3]);
-   shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
-   
-   mdl_draw_submesh( &world.dome_lower );
-}
+      if( id != 0xffffffff )
+      {
+         struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
 
-static void render_sky(m4x3f camera)
-{
-   m4x4f projection, full;
-   pipeline_projection( projection, 0.4f, 1000.0f );
+         for( int i=0; i<13; i++ )
+         {
+            sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
+         }
+      }
+   }
 
-   m4x3f inverse;
-   m3x3_transpose( camera, inverse );
-   v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
-   m4x3_expand( inverse, full );
-   m4x4_mul( projection, full, full );
+   static int in_zone = 0;
 
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-   
-   shader_sky_use();
-   shader_sky_uMdl(identity_matrix);
-   shader_sky_uPv(full);
-   shader_sky_uTexGarbage(0);
-   shader_sky_uTime( vg_time );
+   int in_zone_this_time = 0;
+
+   for( int i=0; i<world.achievement_zones_count; i++ )
+   {
+      struct achievement_zone *zone = &world.achievement_zones[i];
+
+      v3f local;
+      m4x3_mulv( zone->inv_transform, pos, local );
+      
+      if( (fabsf(local[0]) <= 1.0f) &&
+          (fabsf(local[1]) <= 1.0f) &&
+          (fabsf(local[2]) <= 1.0f) )
+      {
+         in_zone_this_time = 1;
+
+         if( !in_zone && zone->ptarget )
+         {
+            audio_lock();
+            audio_player_playclip( &zone->ptarget->player, 
+                                   &zone->ptarget->temp_embedded_clip );
+            audio_unlock();
+         }
+
+         if( !zone->triggered )
+         {
+            steam_set_achievement( zone->name );
+            steam_store_achievements();
+         }
 
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
+         zone->triggered = 1;
+      }
 
-   glDepthMask( GL_FALSE );
-   glDisable( GL_DEPTH_TEST );
+      vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+                                                        { 1.0f, 1.0f, 1.0f}}, 
+                                                        0xff00ff00 );
+   }
 
-   mesh_bind( &world.skydome );
-   mdl_draw_submesh( &world.dome_upper );
+   in_zone = in_zone_this_time;
    
-   glEnable( GL_DEPTH_TEST );
-   glDepthMask( GL_TRUE );
+   sfd_update( &world.sfd.tester );
 }
 
-static void render_world( m4x4f projection, m4x3f camera )
+/* 
+ * -----------------------------------------------------------------------------
+ *                              API implementation
+ * -----------------------------------------------------------------------------
+ */
+
+static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
 {
-   render_sky( camera );
-   render_props( projection, camera[3] );
-   render_terrain( projection, camera[3] );
+   for( int i=0; i<3; i++ )
+      v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
 }
 
-static void render_world_depth( m4x4f projection, m4x3f camera )
+static int ray_world( v3f pos, v3f dir, ray_hit *hit )
 {
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+   return scene_raycast( &world.geo, pos, dir, hit );
+}
 
-   shader_gpos_use();
-   shader_gpos_uCamera( camera[3] );
-   shader_gpos_uPv( projection );
-   shader_gpos_uMdl( identity_matrix );
-   
-   scene_bind( &world.geo );
-   scene_draw( &world.geo );
+static int ray_hit_is_terrain( ray_hit *hit )
+{
+   u32 valid_start = 0,
+       valid_end   = world.sm_terrain.vertex_count;
 
-#if 0
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   scene_draw( &world.foliage );
-   glEnable(GL_CULL_FACE);
-#endif
+   return (hit->tri[0] >= valid_start) &&
+          (hit->tri[0]  < valid_end);
+}
+
+static int ray_hit_is_ramp( ray_hit *hit )
+{
+   u32 valid_start = world.sm_geo_std.vertex_start,
+       valid_end   = world.sm_geo_vb.vertex_start;
 
-   scene_bind( &world.props );
-   scene_draw( &world.props );
+   return (hit->tri[0] >= valid_start) &&
+          (hit->tri[0]  < valid_end);
 }
 
 #endif /* WORLD_H */