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[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index b76086f8c152a798bbcd65022028ba43ae918747..ef935968257fd422b9be0f7f592c332fcefbdb55 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 "lighting.h"
 #include "model.h"
 
-#include "traffic.h" /*TODO: -> world_traffic.h */
-#include "world_routes.h"
-#include "world_sfd.h"
-#include "world_audio.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"
-
-static struct gworld
+#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 };
+
+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 };
+
+enum logic_type
 {
-   /* gameplay */
-   struct respawn_point
+   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
    {
-      v3f co;
-      v4f q;
-      char name[32];
+      boxf depthbounds;
+      int depth_computed;
+
+      float height;
+      int enabled;
+      v4f plane;
    }
-   spawns[32];
-   u32 spawn_count;
+   water;
+
+   /* STD140 */
+   struct ub_world_lighting
+   {
+      /* v3f (padded) */
+      v4f g_light_colours[3],
+          g_light_directions[3],
+          g_ambient_colour;
 
-   struct subworld_routes routes;
-   struct subworld_sfd sfd;
+      v4f g_water_plane,
+          g_depth_bounds;
 
-   /* ...
-   struct subworld_spawns system_spawns;
-   struct subworld_physics system_physics;
-   */
+      float g_water_fog;
+      float g_time;
+      int g_light_count;
+      int g_light_preview;
+      int g_shadow_samples;
 
-   /* Paths */
-   traffic_node traffic[128];
-   u32 traffic_count;
+      int g_debug_indices;
+      int g_debug_complexity;
 
 #if 0
-   traffic_driver van_man[6];
+      v4f g_point_light_positions[32];
+      v4f g_point_light_colours[32];
 #endif
-   
-   /* Physics */
-   
-   /* Rendering & geometry */
-   scene geo, foliage;
-   rigidbody rb_geo;
+   }
+   ub_lighting;
+   GLuint ubo_lighting;
+   int    ubo_bind_point;
 
-   /* 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;
+   GLuint tbo_light_entities,
+          tex_light_entities;
 
-   glmesh skybox, skydome;
-   mdl_submesh dome_upper, dome_lower;
+   struct framebuffer heightmap;
 
-   glmesh cars;
-   mdl_submesh car_holden;
+   /*
+    * 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;
 
-   rigidbody mr_ball;
+   /*
+    * Materials / textures 
+    */
 
-   /* Load time */
+   GLuint *textures;
+   u32 texture_count;
 
-   struct instance_cache
+   struct world_material
    {
-      mdl_header *mdl;
-      u32 pstr_file;
+      mdl_material info;
+      mdl_submesh sm_geo,
+                  sm_no_collide;
    }
-   * instance_cache;
-   u32 instance_cache_count,
-       instance_cache_cap;
-}
-world;
+   * materials;
+   u32 material_count;
 
-static struct subworld_routes *subworld_routes(void) { return &world.routes; }
-static struct subworld_sfd *subworld_sfd(void) { return &world.sfd; }
+   /*
+    * Named safe places to respawn
+    */
+   struct respawn_point
+   {
+      v3f co;
+      v4f q;
+      const char *name;
+   }
+   * spawns;
+   u32 spawn_count;
 
+   /*
+    * Audio player entities
+    */
+   struct world_audio_thing
+   {
+      v3f pos;
+      float volume;
+      u32 flags;
 
-vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
-                                 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
+      audio_player player;
+      audio_clip temp_embedded_clip;
+   }
+   * audio_things;
+   u32 audio_things_count;
 
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
+   /*
+    * Relays
+    */
+   struct logic_relay
+   {
+      v3f pos;
 
-vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
+      struct relay_target
+      {
+         u32 sub_id;
+         enum classtype classtype;
+      }
+      targets[4];
+      u32 target_count;
+   }
+   * logic_relays;
+   u32 relay_count;
 
-vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
+   /*
+    * Box trigger entities
+    */
+   struct trigger_zone
+   {
+      m4x3f transform, inv_transform;
 
-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] );
-}
+      struct relay_target target;
+   }
+   * triggers;
+   u32 trigger_count;
 
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
-{
-   return scene_raycast( &world.geo, pos, dir, hit );
-}
+   /*
+    * Achievements
+    */
+   struct logic_achievement
+   {
+      v3f pos;
+      const char *achievement_id;
+      u32 achieved;
+   }
+   * logic_achievements;
+   u32 achievement_count;
 
-static int ray_hit_is_terrain( ray_hit *hit )
-{
-   u32 valid_start = 0,
-       valid_end   = world.sm_terrain.vertex_count;
+   /* 
+    * Lights
+    */
+   struct world_light
+   {
+      mdl_node *node;
+      struct classtype_world_light *inf;
 
-   return (hit->tri[0] >= valid_start) &&
-          (hit->tri[0]  < valid_end);
-}
+      /* enabled.. etc? 
+       * TODO: we should order entities in the binary by their type */
+   }
+   * lights;
+   u32 light_count;
 
-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;
+   /*
+    * Routes (world_routes.h)
+    * --------------------------------------------------------------------------
+    */
+   struct route_node
+   {
+      v3f co, right, up, h;
+      u32 next[2];
 
-   return (hit->tri[0] >= valid_start) &&
-          (hit->tri[0]  < valid_end);
-}
+      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;
 
-static void world_register(void)
-{
-   shader_terrain_register();
-   shader_sky_register();
-   shader_planeinf_register();
-   shader_gpos_register();
-   shader_fscolour_register();
-   shader_alphatest_register();
-
-   world_routes_register();
-   world_sfd_register();
-}
+   struct route
+   {
+      u32 track_id;
+      v4f colour;
 
-static void world_free(void)
-{
-   /* TODO.. */
+      u32 start;
+      mdl_submesh sm;
+      
+      int active;
+      float factive;
 
-   world_sfd_free();
-}
+      double best_lap, latest_pass; /* Session */
 
-static void render_world_depth( m4x4f projection, m4x3f camera );
+      m4x3f scoreboard_transform;
+   }
+   *routes;
+   u32 route_count;
 
-static void add_all_if_material( m4x3f transform, scene *pscene, 
-                                 mdl_header *mdl, u32 id )
-{
-   for( int i=0; i<mdl->node_count; i++ )
+   struct route_gate
    {
-      mdl_node *pnode = mdl_node_from_id( mdl, i );
+      struct teleport_gate
+      { 
+         v3f co[2];
+         v4f q[2];
+         v2f dims;
 
-      for( int j=0; j<pnode->submesh_count; j++ )
-      {
-         mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
-
-         if( sm->material_id == id )
-         {
-            m4x3f transform2;
-            mdl_node_transform( pnode, transform2 );
-            m4x3_mul( transform, transform2, transform2 );
-
-            scene_add_submesh( pscene, mdl, sm, transform2 );
-         }
+         m4x3f to_world, transport;
       }
+      gate;
+
+      u32 node_id;
 
-      if( pnode->classtype == k_classtype_instance )
+      struct route_timing
       {
-         if( pnode->sub_uid )
-         {
-            u32 instance_id = pnode->sub_uid -1;
-            struct instance_cache *cache = &world.instance_cache[instance_id];
-            mdl_header *mdl2 = cache->mdl;
+         u32 version; /* Incremented on every teleport */
+         double time;
+      } 
+      timing;
+   }
+   *gates;
+   u32 gate_count;
 
-            m4x3f transform2;
-            mdl_node_transform( pnode, transform2 );
-            m4x3_mul( transform, transform2, transform2 );
+   struct nonlocal_gate
+   {
+      struct teleport_gate gate;
+      mdl_node *node;
 
-            add_all_if_material( transform2, pscene, mdl2, id );
-         }
-      }
+      u32 target_map_index, working;
    }
-}
+   *nonlocal_gates;
+   u32 nonlocalgate_count;
 
-static void world_apply_procedural_foliage(void)
-{
-   mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl");
-
-   v3f volume;
-   v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
-   volume[1] = 1.0f;
+   struct route_collector
+   {
+      struct route_timing timing;
+   }
+   *collectors;
+   u32 collector_count;
 
-   m4x3f transform;
-   mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
-   mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 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 );
-      
-      ray_hit hit;
-      hit.dist = INFINITY;
+   /* logic 
+    * ----------------------------------------------------
+    */
 
-      if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-      {
-         if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
-             (hit.pos[1] > water_height()+10.0f) )
-         {
-            v4f qsurface, qrandom;
-            v3f axis;
+   /* world geometry */
+   scene *scene_geo, 
+         *scene_no_collide,
+         *scene_lines;
 
-            v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
+   /* spacial mappings */
+   bh_tree *audio_bh,
+           *trigger_bh,
+           *geo_bh;
 
-            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 );
+   /* graphics */
+   glmesh mesh_route_lines;
+   glmesh mesh_geo, 
+          mesh_no_collide,
+          mesh_water;
 
-            v3_copy( hit.pos, transform[3] );
-            scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
-         }
-      }
-   }
-   free( mfoliage );
-}
+   rigidbody rb_geo; /* todo.. ... */
+};
 
-static void world_load(void)
+VG_STATIC struct world_global
 {
-   mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
-
-   world.spawn_count = 0;
-   world.traffic_count = 0;
-   world.instance_cache = NULL;
-   
    /*
-    * Process entities
+    * Allocated as system memory
+    * --------------------------------------------------------------------------
     */
-   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_spawn )
-      {
-         struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+   void *generic_heap,
+        *audio_heap;  /* sub buffer of the audio buffer */
 
-         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;
-         }
+   /* rendering */
+   glmesh skydome;
+   mdl_submesh dome_upper, dome_lower;
 
-         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] );
-         }
-      }
-      else if( pnode->classtype == k_classtype_car_path )
-      {
-         struct classtype_car_path *p = mdl_get_entdata( mworld, pnode );
-         traffic_node *tn = &world.traffic[ world.traffic_count ];
-         tn->mn_next = NULL;
-         tn->mn_next1 = NULL;
-         
-         if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target );
-         if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 );
-
-         m4x3f transform;
-         mdl_node_transform( pnode, transform );
-         m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h );
-         v3_copy( transform[3], tn->co );
-
-         pnode->sub_uid = world.traffic_count ++;
-      }
-      else if( pnode->classtype == k_classtype_instance )
-      {
-         struct classtype_instance *inst = mdl_get_entdata( mworld, pnode );
-         pnode->sub_uid = 0;
-         
-         int cached = 0;
-         for( int i=0; i<world.instance_cache_count; i++ )
-         {
-            struct instance_cache *cache = &world.instance_cache[i];
-            if( inst->pstr_file == cache->pstr_file )
-            {
-               cached = 1;
-               pnode->sub_uid = i+1;
-               break;
-            }
-         }
+   glmesh mesh_gate_surface;
 
-         if( !cached )
-         {
-            world.instance_cache = buffer_reserve( 
-                            world.instance_cache, world.instance_cache_count,
-                            &world.instance_cache_cap, 1, 
-                            sizeof(struct instance_cache) );
+   double sky_time, sky_rate, sky_target_rate;
 
-            struct instance_cache *cache = 
-               &world.instance_cache[world.instance_cache_count];
+   /* gates, TODO: active_gate should also know which instance */
+   u32 active_gate,
+       current_run_version;
+   double time, rewind_from, rewind_to, last_use;
 
-            const char *filename = mdl_pstr(mworld, inst->pstr_file);
+   /* water rendering */
+   struct
+   {
+      struct framebuffer fbreflect, fbdepth;
+   }
+   water;
 
-            cache->pstr_file = inst->pstr_file;
-            cache->mdl = mdl_load( filename );
+   /* split flap display */
+   struct
+   {
+      mdl_submesh *sm_module, *sm_card;
+      glmesh mesh_base, mesh_display;
 
-            if( cache->mdl )
-            {
-               world.instance_cache_count ++;
-               pnode->sub_uid = world.instance_cache_count;
-               mdl_link_materials( mworld, cache->mdl );
-               vg_success( "Cached %s\n", filename );
-            }
-            else
-            {
-               vg_warn( "Failed to cache %s\n", filename );
-            }
-         }
-      }
+      u32 w, h;
+      float *buffer;
    }
+   sfd;
 
-   world.instance_cache = buffer_fix( world.instance_cache, 
-                                      world.instance_cache_count,
-                                     &world.instance_cache_cap,
-                                     sizeof( struct instance_cache ) );
-
-#if 0
-   traffic_finalize( world.traffic, world.traffic_count );
-   for( int i=0; i<vg_list_size(world.van_man); i++ )
-      world.van_man[i].current =&world.traffic[vg_randint(world.traffic_count)];
-#endif
+   /* timing bars, fixed maximum amount */
+   struct route_ui_bar
+   {
+      GLuint vao, vbo, ebo;
 
-   /* 
-    * Compile meshes into the world scenes
-    */
-   scene_init( &world.geo );
-
-   u32 mat_surf = 0,
-       mat_surf_oob = 0,
-       mat_vertex_blend = 0,
-       mat_alphatest = 0,
-       mat_graffiti = 0,
-       mat_subworld = 0,
-       mat_terrain = 0;
-
-   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 );
-
-      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;
-      else if( !strcmp( "alphatest", mat_name ))
-         mat_alphatest = i;
-      else if( !strcmp( "graffitibox", mat_name ))
-         mat_graffiti = i;
-      else if( !strcmp( "terrain", mat_name ) )
-         mat_terrain = i;
-   }
+      u32  indices_head;
+      u32  vertex_head;
 
-   m4x3f midentity;
-   m4x3_identity( midentity );
+      struct route_ui_segment
+      {
+         float length;
+         u32 vertex_start, vertex_count,
+             index_start, index_count, notches;
+      }
+      segments[k_max_ui_segments];
 
-   if( mat_terrain )
-      add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
-   scene_copy_slice( &world.geo, &world.sm_terrain );
+      u32 segment_start, segment_count, fade_start, fade_count;
+      double fade_timer_start;
+      float xpos;
+   }
+   ui_bars[16];
 
-   if( mat_surf_oob )
-      add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob );
-   else
-      vg_warn( "No OOB surface\n" );
-   scene_copy_slice( &world.geo, &world.sm_geo_std_oob );
+   v3f render_gate_pos;
+   int active_route_board;
+   int in_trigger;
 
-   if( mat_surf )
-      add_all_if_material( midentity, &world.geo, mworld, mat_surf );
-   scene_copy_slice( &world.geo, &world.sm_geo_std );
+   int switching_to_new_world;
 
-   if( mat_vertex_blend )
-      add_all_if_material( midentity, &world.geo, mworld, mat_vertex_blend );
-   scene_copy_slice( &world.geo, &world.sm_geo_vb );
+   world_instance worlds[4];
+   u32            world_count;
+   u32            active_world;
+}
+world_global;
 
-   scene_upload( &world.geo );
-   scene_bh_create( &world.geo );
+VG_STATIC world_instance *get_active_world( void )
+{
+   return &world_global.worlds[ world_global.active_world ];
+}
 
+/*
+ * API
+ */
 
-   /* Foliage /nocollide layer.
-    * TODO: Probably should have material traits for this
-    */
-   scene_init( &world.foliage );
+VG_STATIC 
+int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
 
-   world_apply_procedural_foliage();
-   scene_copy_slice( &world.foliage, &world.sm_foliage_main );
+VG_STATIC 
+struct world_material *ray_hit_material( world_instance *world, ray_hit *hit );
 
-   add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest );
-   scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest );
+VG_STATIC 
+void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
 
-   add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti );
-   scene_copy_slice( &world.foliage, &world.sm_graffiti );
+VG_STATIC 
+int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
 
-   scene_upload( &world.foliage );
-   world_routes_loadfrom( mworld );
+/*
+ * Submodules
+ */
 
-   for( int i=0; i<world.instance_cache_count; i++ )
-      free( world.instance_cache[i].mdl );
+#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
+ * -----------------------------------------------------------------------------
+ */
 
-   free( world.instance_cache );
-   free( mworld );
+VG_STATIC int world_stop_sound( int argc, const char *argv[] )
+{
+   world_instance *world = get_active_world();
 
    /* 
-    * Rendering the depth map
+    * 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
     */
-   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);
+   audio_lock();
+   for( int i=0; i<world->audio_things_count; i++ )
+   {
+      struct world_audio_thing *at = &world->audio_things[i];
 
-   /* 
-    * 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();
-   
+      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();
 
-   world.mr_ball.type = k_rb_shape_sphere;
-   world.mr_ball.inf.sphere.radius = 2.0f;
-   v3_copy( (v3f){ 0.0f, 110.0f, 0.0f }, world.mr_ball.co );
+   return 0;
+}
 
-   q_identity(world.mr_ball.q);
-   rb_init( &world.mr_ball );
+VG_STATIC int world_change_world( int argc, const char *argv[] )
+{
+#if 0
+   world_instance *world = get_active_world();
 
-   /*
-    * Setup scene collider 
-    */
-   v3_zero( world.rb_geo.co );
-   q_identity( world.rb_geo.q );
+   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
 
-   world.rb_geo.type = k_rb_shape_scene;
-   world.rb_geo.inf.scene.pscene = &world.geo;
-   world.rb_geo.is_world = 1;
-   rb_init( &world.rb_geo );
+   return 0;
 }
 
-static void world_init(void)
+VG_STATIC void world_init(void)
 {
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, 
-                                  &tex_terrain_noise,
-                                  &tex_alphatest,
-                                  &tex_graffiti }, 4 );
+#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
+       });
 
-   mdl_header *mcars = mdl_load( "models/rs_cars.mdl" );
-   mdl_unpack_glmesh( mcars, &world.cars );
-   mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
-   world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
-   free(mcars);
+   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();
 
-   mdl_header *msky = mdl_load("models/rs_skydome.mdl");
-   mdl_unpack_glmesh( msky, &world.skydome );
+   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 );
-   free(msky);
+   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 */
-   world_sfd_init();
-   world_audio_init();
+   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 void world_update(void)
+VG_STATIC void world_audio_init(void)
 {
-   world_routes_update();
-   world_routes_debug();
-   sfd_update( &world.sfd.tester );
+   u32 size = vg_linear_remaining( vg_audio.audio_pool ) 
+               - sizeof(vg_linear_allocator);
 
-#if 0
-   rb_solver_reset();
-   rb_build_manifold_terrain_sphere( &world.mr_ball );
-   
-   for( int i=0; i<5; i++ )
-      rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+   world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool, 
+                                                         size, 
+                                                         VG_MEMORY_SYSTEM );
+}
 
-   rb_iter( &world.mr_ball );
-   rb_update_transform( &world.mr_ball );
-   rb_debug( &world.mr_ball, 0 );
+VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
+{
+   struct logic_achievement *ach = &world->logic_achievements[ uid ];
+
+   if( ach->achieved )
+      return;
+
+   steam_set_achievement( ach->achievement_id );
+   steam_store_achievements();
+
+   ach->achieved = 1;
+}
 
-   for( int i=0; i<vg_list_size(world.van_man); i++ )
+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 ];
+
+   for( int i=0; i<relay->target_count; i++ )
    {
-      traffic_drive( &world.van_man[i] );
-      traffic_visualize_car( &world.van_man[i] );
+      world_run_relay( world, &relay->targets[i] );
    }
-#endif
 }
 
-/*
- * Rendering
- */
-
-static void bind_terrain_textures(void)
+VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
 {
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
-   vg_tex2d_bind( &tex_terrain_colours, 1 );
+   struct world_audio_thing *wat = &world->audio_things[ uid ];
+
+   audio_lock();
+   audio_player_playclip( &wat->player, 
+                          &wat->temp_embedded_clip );
+   audio_unlock();
 }
 
-static void render_world_vb( m4x4f projection, v3f camera )
+VG_STATIC void world_run_relay( world_instance *world,
+                                struct relay_target *rt )
 {
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+   struct entity_instruction
+   {
+      enum classtype classtype;
+      void (*p_trigger)( world_instance *world, u32 uid );
+   }
+   entity_instructions[] =
+   {
+      { k_classtype_logic_achievement, world_trigger_achievement },
+      { k_classtype_logic_relay, world_trigger_relay },
+      { k_classtype_audio, world_trigger_audio }
+   };
 
-   shader_vblend_use();
-   shader_vblend_uTexGarbage(0);
-   shader_vblend_uTexGradients(1);
-   shader_link_standard_ub( _shader_vblend.id, 2 );
-   bind_terrain_textures();
+   for( int i=0; i<vg_list_size(entity_instructions); i++ )
+   {
+      struct entity_instruction *instr = &entity_instructions[i];
 
-   shader_vblend_uPv( projection );
-   shader_vblend_uMdl( identity_matrix );
-   shader_vblend_uCamera( camera );
+      if( instr->classtype == rt->classtype )
+      {
+         instr->p_trigger( world, rt->sub_id );
+         return;
+      }
+   }
 
-   scene_bind( &world.geo );
-   mdl_draw_submesh( &world.sm_geo_vb );
+   vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
+}
+
+VG_STATIC void world_update( world_instance *world, v3f pos )
+{
+   /* TEMP!!!!!! */
+   static double g_time = 0.0;
+   g_time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+   world->ub_lighting.g_time = g_time;
+   world->ub_lighting.g_debug_indices = k_debug_light_indices;
+   world->ub_lighting.g_debug_complexity = k_debug_light_complexity;
+
+   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                    sizeof(struct ub_world_lighting), &world->ub_lighting );
+   /* TEMP!!!!!! */
 
-   mesh_bind( &world.cars );
 
 #if 0
-   for( int i=0; i<vg_list_size(world.van_man); i++ )
+   if( world.switching_to_new_world )
    {
-      shader_vblend_uMdl( world.van_man[i].transform );
-      mdl_draw_submesh( &world.car_holden );
+      int all_stopped = 1;
+
+      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 );
 
-static void render_world_alphatest( m4x4f projection, v3f camera )
-{
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+   world_routes_update( world );
+#if 0
+   world_routes_debug();
+#endif
+   
+   if( world->route_count > 0 )
+   {
+      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( (fabsf(local[0]) <= 1.0f) &&
+          (fabsf(local[1]) <= 1.0f) &&
+          (fabsf(local[2]) <= 1.0f) )
+      {
+         in_trigger = 1;
+
+         if( !world_global.in_trigger )
+         {
+            world_run_relay( world, &zone->target );
+         }
+      }
 
-   shader_alphatest_use();
-   shader_alphatest_uTexGarbage(0);
-   shader_alphatest_uTexMain(1);
-   shader_link_standard_ub( _shader_alphatest.id, 2 );
+      vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+                                                        { 1.0f, 1.0f, 1.0f}}, 
+                                                        0xff00ff00 );
+   }
 
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
-   vg_tex2d_bind( &tex_alphatest, 1 );
+   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;
 
-   shader_alphatest_uPv( projection );
-   shader_alphatest_uMdl( identity_matrix );
-   shader_alphatest_uCamera( camera );
+         u32 colour = 0xff000000;
+         u8 r = inf->colour[0] * 255.0f,
+            g = inf->colour[1] * 255.0f,
+            b = inf->colour[2] * 255.0f;
 
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   mdl_draw_submesh( &world.sm_foliage_alphatest );
+         colour |= r;
+         colour |= g << 8;
+         colour |= b << 16;
 
-   vg_tex2d_bind( &tex_graffiti, 1 );
-   mdl_draw_submesh( &world.sm_graffiti );
+         vg_line_pt3( light->node->co, 0.25f, colour );
+      }
+   }
 
-   glEnable(GL_CULL_FACE);
+   world_global.in_trigger = in_trigger;
+   sfd_update();
 }
 
-static void render_terrain( m4x4f projection, v3f camera )
+/* 
+ * -----------------------------------------------------------------------------
+ *                              API implementation
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC void ray_world_get_tri( world_instance *world,
+                                  ray_hit *hit, v3f tri[3] )
 {
-   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 );
-   mdl_draw_submesh( &world.sm_terrain );
-   mdl_draw_submesh( &world.sm_geo_std_oob );
-   mdl_draw_submesh( &world.sm_geo_std );
-   mdl_draw_submesh( &world.sm_subworld );
-
-   /* TODO: Dont draw in reflection */
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   mdl_draw_submesh( &world.sm_foliage_main );
-   glEnable(GL_CULL_FACE);
+   for( int i=0; i<3; i++ )
+      v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
 }
 
-static void render_lowerdome( m4x3f camera )
+VG_STATIC int ray_world( world_instance *world,
+                         v3f pos, v3f dir, ray_hit *hit )
 {
-   m4x4f projection, full;
-   pipeline_projection( projection, 0.4f, 1000.0f );
-
-   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 );
-
-   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 );
+   return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit );
 }
 
-static void render_sky(m4x3f camera)
+/*
+ * 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 )
 {
-   m4x4f projection, full;
-   pipeline_projection( projection, 0.4f, 1000.0f );
+   bh_iter it;
+   bh_iter_init( 0, &it );
 
-   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 );
-
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+   boxf region;
+   box_init_inf( region );
+   box_addpt( region, pa );
+   box_addpt( region, pb );
    
-   shader_sky_use();
-   shader_sky_uMdl(identity_matrix);
-   shader_sky_uPv(full);
-   shader_sky_uTexGarbage(0);
-   shader_sky_uTime( vg_time );
+   v3_add( (v3f){ r, r, r}, region[1], region[1] );
+   v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
 
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
+   v3f dir;
+   v3_sub( pb, pa, dir );
 
-   glDepthMask( GL_FALSE );
-   glDisable( GL_DEPTH_TEST );
+   v3f dir_inv;
+   dir_inv[0] = 1.0f/dir[0];
+   dir_inv[1] = 1.0f/dir[1];
+   dir_inv[2] = 1.0f/dir[2];
 
-   mesh_bind( &world.skydome );
-   mdl_draw_submesh( &world.dome_upper );
-   
-   glEnable( GL_DEPTH_TEST );
-   glDepthMask( GL_TRUE );
-}
-
-static void render_world_gates( m4x4f projection, m4x3f camera )
-{
-   float closest = INFINITY;
-   int   id = 0;
+   int hit = -1;
+   float min_t = 1.0f;
 
-   for( int i=0; i<world.routes.gate_count; i++ )
+   int idx;
+   while( bh_next( world->geo_bh, &it, region, &idx ) )
    {
-      struct route_gate *rg = &world.routes.gates[i];
-      float dist = v3_dist2( rg->gate.co[0], camera[3] );
+      u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+      v3f tri[3];
 
-      if( dist < closest )
+      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 ) )
       {
-         closest = dist;
-         id = i;
+         if( t < min_t )
+         {
+            min_t = t;
+            hit = idx;
+            v3_copy( n1, n );
+         }
       }
    }
 
-   render_gate( &world.routes.gates[id].gate, camera );
+   *t = min_t;
+   return hit;
 }
 
-static void render_world( m4x4f projection, m4x3f camera )
+VG_STATIC 
+struct world_material *world_tri_index_material( world_instance *world, 
+                                                 u32 index )
 {
-   render_sky( camera );
-   render_world_routes( projection, camera[3] );
-   render_world_vb( projection, camera[3] );
-   render_world_alphatest( projection, camera[3] );
-   render_terrain( projection, camera[3] );
-
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-   identity_matrix[3][1] = 125.0f;
+   for( int i=1; i<world->material_count; i++ )
+   {
+      struct world_material *mat = &world->materials[i];
 
-   v4f t;
-   q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f );
-   q_m3x3( t, identity_matrix );
+      if( (index >= mat->sm_geo.vertex_start) &&
+          (index  < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
+      {
+         return mat;
+      }
+   }
 
-   //sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
+   /* error material */
+   return &world->materials[0];
 }
 
-static void render_world_depth( m4x4f projection, m4x3f camera )
+VG_STATIC struct world_material *world_contact_material( world_instance *world,
+                                                         rb_ct *ct )
 {
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-   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 );
+   return world_tri_index_material( world, ct->element_id );
+}
 
-#if 0
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   scene_draw( &world.foliage );
-   glEnable(GL_CULL_FACE);
-#endif
+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 */