buggssss
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.c
diff --git a/world_gen.c b/world_gen.c
deleted file mode 100644 (file)
index 543be6d..0000000
+++ /dev/null
@@ -1,724 +0,0 @@
-/*
- * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
- *
- * World generation/population. Different to regular loading, since it needs to
- * create geometry, apply procedural stuff and save that image to files etc.
- */
-
-#ifndef WORLD_GEN_C
-#define WORLD_GEN_C
-
-#include "world.h"
-#include "world_gen.h"
-#include "world_load.h"
-#include "world_volumes.h"
-#include "world_gate.h"
-
-/*
- * Add all triangles from the model, which match the material ID
- * applies affine transform to the model
- */
-static void world_add_all_if_material( m4x3f transform, scene_context *scene, 
-                                          mdl_context *mdl, u32 id )
-{
-   for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
-      mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
-
-      for( u32 j=0; j<mesh->submesh_count; j++ ){
-         mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
-         if( sm->material_id == id ){
-            m4x3f transform2;
-            mdl_transform_m4x3( &mesh->transform, transform2 );
-            m4x3_mul( transform, transform2, transform2 );
-
-            scene_add_mdl_submesh( scene, mdl, sm, transform2 );
-         }
-      }
-   }
-}
-
-/*
- * Adds a small blob shape to the world at a raycast location. This is for the
- * grass sprites
- *
- *   /''''\
- *  /      \
- * |        |
- * |________|
- */
-static void world_gen_add_blob( world_instance *world,
-                                   scene_context *scene, ray_hit *hit )
-{
-   m4x3f transform;
-   v4f qsurface, qrandom;
-   v3f axis;
-
-   v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
-
-   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_randf64()*VG_TAUf );
-   q_mul( qsurface, qrandom, qsurface );
-   q_m3x3( qsurface, transform );
-   v3_copy( hit->pos, transform[3] );
-
-   scene_vert verts[] = 
-   {
-      { .co = { -1.00f, 0.0f, 0.0f } },
-      { .co = {  1.00f, 0.0f, 0.0f } },
-      { .co = { -1.00f, 1.2f, 0.0f } },
-      { .co = {  1.00f, 1.2f, 0.0f } },
-      { .co = { -0.25f, 2.0f, 0.0f } },
-      { .co = {  0.25f, 2.0f, 0.0f } }
-   };
-
-   const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
-
-   if( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
-      vg_fatal_error( "Scene vertex buffer overflow" );
-
-   if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
-      vg_fatal_error( "Scene index buffer overflow" );
-
-   scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ];
-   u32 *dst_indices      = &scene->arrindices [ scene->indice_count ];
-
-   scene_vert *ref       = &world->scene_geo.arrvertices[ hit->tri[0] ];
-
-   for( u32 i=0; i<vg_list_size(verts); i++ ){
-      scene_vert *pvert = &dst_verts[ i ],
-                 *src   = &verts[ i ];
-
-      m4x3_mulv( transform, src->co, pvert->co );
-      scene_vert_pack_norm( pvert, transform[1], 0.0f );
-
-      v2_copy( ref->uv, pvert->uv );
-   }
-
-   for( u32 i=0; i<vg_list_size(indices); i++ )
-      dst_indices[i] = indices[i] + scene->vertex_count;
-
-   scene->vertex_count += vg_list_size(verts);
-   scene->indice_count += vg_list_size(indices);
-}
-
-/* 
- * Sprinkle foliage models over the map on terrain material 
- */
-static void world_apply_procedural_foliage( world_instance *world,
-                                               scene_context *scene,
-                                               struct world_surface *mat )
-{
-   if( vg.quality_profile == k_quality_profile_low )
-      return;
-
-   vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
-
-   v3f volume;
-   v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume );
-   volume[1] = 1.0f;
-
-   int count = 0;
-
-   float area = volume[0]*volume[2];
-   u32 particles = 0.08f * area;
-
-   /* TODO: Quasirandom? */
-   vg_info( "Map area: %f. Max particles: %u\n", area, particles );
-
-   for( u32 i=0; i<particles; i++ ){
-      v3f pos;
-      v3_mul( volume, (v3f){ vg_randf64(), 1000.0f, vg_randf64() }, pos );
-      pos[1] = 1000.0f;
-      v3_add( pos, world->scene_geo.bbx[0], pos );
-      
-      ray_hit hit;
-      hit.dist = INFINITY;
-
-      if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit, 
-                     k_material_flag_ghosts )){
-         struct world_surface *m1 = ray_hit_surface( world, &hit );
-         if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
-            world_gen_add_blob( world, scene, &hit );
-            count ++;
-         }
-      }
-   }
-
-   vg_info( "%d foliage models added\n", count );
-}
-
-static 
-void world_unpack_submesh_dynamic( world_instance *world,
-                                   scene_context *scene, mdl_submesh *sm ){
-   if( sm->flags & k_submesh_flag_consumed ) return;
-
-   m4x3f identity;
-   m4x3_identity( identity );
-   scene_add_mdl_submesh( scene, &world->meta, sm, identity );
-
-   scene_copy_slice( scene, sm );
-   sm->flags |= k_submesh_flag_consumed;
-}
-
-/*
- * Create the main meshes for the world
- */
-static void world_gen_generate_meshes( world_instance *world ){
-   /* 
-    * Compile meshes into the world scenes
-    */
-   scene_init( &world->scene_geo, 320000, 1200000 );
-   u32 buf_size = scene_mem_required( &world->scene_geo );
-   u8 *buffer = vg_linear_alloc( world->heap, buf_size );
-   scene_supply_buffer( &world->scene_geo, buffer );
-
-   m4x3f midentity;
-   m4x3_identity( midentity );
-
-   /*
-    * Generate scene: collidable geometry
-    * ----------------------------------------------------------------
-    */
-
-   vg_info( "Generating collidable geometry\n" );
-   
-   for( u32 i=0; i<world->surface_count; i++ ){
-      struct world_surface *surf = &world->surfaces[ i ];
-
-      if( surf->info.flags & k_material_flag_collision )
-         world_add_all_if_material( midentity, &world->scene_geo, 
-                                    &world->meta, i );
-
-      scene_copy_slice( &world->scene_geo, &surf->sm_geo );
-      scene_set_vertex_flags( &world->scene_geo, 
-                              surf->sm_geo.vertex_start,
-                              surf->sm_geo.vertex_count, 
-                              (u16)(surf->info.flags & 0xffff) );
-   }
-
-   /* compress that bad boy */
-   u32 new_vert_max = world->scene_geo.vertex_count,
-       new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
-       new_indice_len = world->scene_geo.indice_count*sizeof(u32);
-
-   u32 *src_indices = world->scene_geo.arrindices,
-       *dst_indices = (u32 *)(buffer + new_vert_size);
-
-   memmove( dst_indices, src_indices, new_indice_len );
-
-   world->scene_geo.max_indices = world->scene_geo.indice_count;
-   world->scene_geo.max_vertices = world->scene_geo.vertex_count;
-   buf_size = scene_mem_required( &world->scene_geo );
-
-   buffer = vg_linear_resize( world->heap, buffer, buf_size );
-
-   world->scene_geo.arrvertices = (scene_vert *)(buffer);
-   world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
-
-   scene_upload_async( &world->scene_geo, &world->mesh_geo );
-
-   /* need send off the memory to the gpu before we can create the bvh. */
-   vg_async_stall();
-   vg_info( "creating bvh\n" );
-
-   /* setup spacial mapping and rigidbody */
-   world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
-
-   v3_zero( world->rb_geo.rb.co );
-   v3_zero( world->rb_geo.rb.v );
-   q_identity( world->rb_geo.rb.q );
-   v3_zero( world->rb_geo.rb.w );
-
-   world->rb_geo.type = k_rb_shape_scene;
-   world->rb_geo.inf.scene.bh_scene = world->geo_bh;
-   rb_init_object( &world->rb_geo );
-
-   /*
-    * Generate scene: non-collidable geometry
-    * ----------------------------------------------------------------
-    */
-   vg_info( "Generating non-collidable geometry\n" );
-
-   vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
-                                            &world->mesh_no_collide,
-                                            250000, 500000 );
-
-   for( u32 i=0; i<world->surface_count; i++ ){
-      struct world_surface *surf = &world->surfaces[ i ];
-
-      if( !(surf->info.flags & k_material_flag_collision) ){
-         world_add_all_if_material( midentity, 
-                                    &world->scene_no_collide, &world->meta, i );
-      }
-
-      if( surf->info.flags & k_material_flag_grow_grass ){
-         world_apply_procedural_foliage( world, &world->scene_no_collide, 
-                                         surf );
-      }
-
-      scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
-   }
-
-   /* unpack traffic models.. TODO: should we just put all these submeshes in a
-    * dynamic models list? and then the actual entitities point to the 
-    * models. we only have 2 types at the moment which need dynamic models but
-    * would make sense to do this when/if we have more.
-    */
-   for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
-      ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
-
-      for( u32 j=0; j<vehc->submesh_count; j++ ){
-         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
-                                       vehc->submesh_start+j );
-         world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
-         world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_TRAFFIC;
-      }
-   }
-
-   /* unpack challenge models */
-   for( u32 i=0; i<mdl_arrcount( &world->ent_objective ); i++ ){
-      ent_objective *objective = mdl_arritm( &world->ent_objective, i );
-
-      for( u32 j=0; j<objective->submesh_count; j ++ ){
-         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
-                                       objective->submesh_start+j );
-         world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
-      }
-   }
-
-   /* unpack region models */
-   for( u32 i=0; i<mdl_arrcount( &world->ent_region ); i++ ){
-      ent_region *region = mdl_arritm( &world->ent_region, i );
-
-      for( u32 j=0; j<region->submesh_count; j ++ ){
-         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
-                                       region->submesh_start+j );
-         world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
-      }
-   }
-
-   /* unpack gate models */
-   for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
-      ent_gate *gate = mdl_arritm( &world->ent_gate, i );
-
-      if( !(gate->flags & k_ent_gate_custom_mesh) ) continue;
-
-      for( u32 j=0; j<gate->submesh_count; j ++ ){
-         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
-                                       gate->submesh_start+j );
-         world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
-      }
-   }
-
-   /* unpack prop models */
-   for( u32 i=0; i<mdl_arrcount( &world->ent_prop ); i++ ){
-      ent_prop *prop = mdl_arritm( &world->ent_prop, i );
-
-      for( u32 j=0; j<prop->submesh_count; j ++ ){
-         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
-                                       prop->submesh_start+j );
-         world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_PROPS;
-         world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
-      }
-   }
-
-   vg_async_dispatch( call, async_scene_upload );
-}
-
-/* signed distance function for cone */
-static f32 fsd_cone_infinite( v3f p, v2f c ){
-   v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
-   float s = vg_maxf( 0.0f, v2_dot( q, c ) );
-
-   v2f v0;
-   v2_muls( c, s, v0 );
-   v2_sub( q, v0, v0 );
-
-   float d = v2_length( v0 );
-   return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
-}
-
-struct light_indices_upload_info{
-   world_instance *world;
-   v3i count;
-
-   void *data;
-};
-
-/*
- * Async reciever to buffer light index data 
- */
-static void async_upload_light_indices( void *payload, u32 size ){
-   struct light_indices_upload_info *info = payload;
-
-   glGenTextures( 1, &info->world->tex_light_cubes );
-   glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
-   glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
-                 info->count[0], info->count[1], info->count[2],
-                 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
-   glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
-   glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
-}
-
-/*
- * Computes light indices for world
- */
-static void world_gen_compute_light_indices( world_instance *world ){
-   /* light cubes */
-   v3f cubes_min, cubes_max;
-   v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
-   v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max );
-
-   v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
-   v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
-
-   v3_floor( cubes_min, cubes_min );
-   v3_floor( cubes_max, cubes_max );
-
-   v3i icubes_min, icubes_max;
-
-   for( int i=0; i<3; i++ ){
-      icubes_min[i] = cubes_min[i];
-      icubes_max[i] = cubes_max[i];
-   }
-
-   v3f cube_size;
-
-   v3i icubes_count;
-   v3i_sub( icubes_max, icubes_min, icubes_count );
-   
-   for( int i=0; i<3; i++ ){
-      int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
-      float clamped_max = icubes_min[i] + clamped_count,
-                    max = icubes_min[i] + icubes_count[i]+1;
-
-      icubes_count[i] = clamped_count;
-      cube_size[i] = (max / clamped_max) * k_world_light_cube_size;
-      cubes_max[i] = clamped_max;
-   }
-
-   v3_mul( cubes_min, cube_size, cubes_min );
-   v3_mul( cubes_max, cube_size, cubes_max );
-
-   for( int i=0; i<3; i++ ){
-      float range = cubes_max[i]-cubes_min[i];
-      world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
-      world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
-
-      vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
-   }
-
-   int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
-
-   u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
-       hdr_size  = vg_align8(sizeof(struct light_indices_upload_info));
-
-   vg_async_item *call = vg_async_alloc( data_size + hdr_size );
-   struct light_indices_upload_info *info = call->payload;
-   info->data = ((u8*)call->payload) + hdr_size;
-   info->world = world;
-   u32 *cubes_index = info->data;
-
-   for( int i=0; i<3; i++ )
-      info->count[i] = icubes_count[i];
-                                       
-   vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n", 
-             total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
-                          cubes_max[0], -cubes_max[2], cubes_max[1] );
-   v3_copy( cubes_min, world->ub_lighting.g_cube_min );
-
-   float bound_radius = v3_length( cube_size );
-
-   for( int iz = 0; iz<icubes_count[2]; iz ++ ){
-      for( int iy = 0; iy<icubes_count[1]; iy++ ){
-         for( int ix = 0; ix<icubes_count[0]; ix++ ){
-            boxf bbx;
-            v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range, 
-                  bbx[0] );
-            v3_div( (v3f){ ix+1, iy+1, iz+1 }, 
-                  world->ub_lighting.g_cube_inv_range, 
-                  bbx[1] );
-
-            v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
-            v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
-
-            v3f center;
-            v3_add( bbx[0], bbx[1], center );
-            v3_muls( center, 0.5f, center );
-            
-            u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
-            u32 count = 0;
-
-            float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
-            const int N = vg_list_size( influences );
-
-            for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
-               ent_light *light = mdl_arritm( &world->ent_light, j );
-               v3f closest;
-               closest_point_aabb( light->transform.co, bbx, closest );
-
-               f32 dist2 = v3_dist2( closest, light->transform.co );
-
-               if( dist2 > light->range*light->range )
-                  continue;
-
-               f32 dist = sqrtf(dist2),
-                   influence = 1.0f/(dist+1.0f);
-
-               if( light->type == k_light_type_spot){
-                  v3f local;
-                  m4x3_mulv( light->inverse_world, center, local );
-
-                  float r = fsd_cone_infinite( local, light->angle_sin_cos );
-
-                  if( r > bound_radius )
-                     continue;
-               }
-
-               int best_pos = N;
-               for( int k=best_pos-1; k>=0; k -- )
-                  if( influence > influences[k] )
-                     best_pos = k;
-
-               if( best_pos < N ){
-                  for( int k=N-1; k>best_pos; k -- ){
-                     influences[k] = influences[k-1];
-                     indices[k] = indices[k-1];
-                  }
-
-                  influences[best_pos] = influence;
-                  indices[best_pos] = j;
-               }
-            }
-
-            for( int j=0; j<N; j++ )
-               if( influences[j] > 0.0f )
-                  count ++;
-
-            int base_index = iz * (icubes_count[0]*icubes_count[1]) +
-                             iy * (icubes_count[0]) +
-                             ix;
-
-            int lower_count = VG_MIN( 3, count );
-            u32 packed_index_lower = lower_count;
-            packed_index_lower |= indices[0]<<2;
-            packed_index_lower |= indices[1]<<12;
-            packed_index_lower |= indices[2]<<22;
-
-            int upper_count = VG_MAX( 0, count - lower_count );
-            u32 packed_index_upper = upper_count;
-            packed_index_upper |= indices[3]<<2;
-            packed_index_upper |= indices[4]<<12;
-            packed_index_upper |= indices[5]<<22;
-
-            cubes_index[ base_index*2 + 0 ] = packed_index_lower;
-            cubes_index[ base_index*2 + 1 ] = packed_index_upper;
-         }
-      }
-   }
-
-   vg_async_dispatch( call, async_upload_light_indices );
-}
-
-/*
- * Rendering pass needed to complete the world
- */
-static void async_world_postprocess( void *payload, u32 _size ){
-   /* create scene lighting buffer */
-   world_instance *world = payload;
-
-   u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
-   vg_info( "Upload %ubytes (lighting)\n", size );
-
-   glGenBuffers( 1, &world->tbo_light_entities );
-   glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
-   glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
-   
-   /* buffer layout
-    *  
-    *  colour               position                direction (spots)
-    * | .   .   .   .     | .   .   .   .         | .   .   .   .  |
-    * | Re  Ge  Be  Night | Xco Yco Zco Range     | Dx  Dy  Dz  Da |
-    *
-    */
-
-   v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
-   for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
-      ent_light *light = mdl_arritm( &world->ent_light, i );
-
-      /* colour  + night */
-      v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
-      light_dst[i*3+0][3] = 2.0f;
-
-      if( !light->daytime ){
-         u32 hash = (i * 29986577u) & 0xffu;
-         float switch_on = hash;
-               switch_on *= (1.0f/255.0f);
-
-         light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
-      }
-      
-      /* position + 1/range^2 */
-      v3_copy( light->transform.co, light_dst[i*3+1] );
-      light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
-
-      /* direction + angle */
-      q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
-      light_dst[i*3+2][3] = cosf( light->angle );
-   }
-
-   glUnmapBuffer( GL_TEXTURE_BUFFER );
-
-   glGenTextures( 1, &world->tex_light_entities );
-   glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
-   glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
-
-   /* Upload lighting uniform buffer */
-   if( world->water.enabled )
-      v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
-
-   v4f info_vec;
-   v3f *bounds = world->scene_geo.bbx;
-
-   info_vec[0] = bounds[0][0];
-   info_vec[1] = bounds[0][2];
-   info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
-   info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
-   v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
-
-   /* 
-    * Rendering the depth map
-    */
-   camera ortho;
-
-   v3f extent;
-   v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
-
-   float fl = world->scene_geo.bbx[0][0],
-         fr = world->scene_geo.bbx[1][0],
-         fb = world->scene_geo.bbx[0][2],
-         ft = world->scene_geo.bbx[1][2],
-         rl = 1.0f / (fr-fl),
-         tb = 1.0f / (ft-fb);
-
-   m4x4_zero( ortho.mtx.p );
-   ortho.mtx.p[0][0] = 2.0f * rl;
-   ortho.mtx.p[2][1] = 2.0f * tb;
-   ortho.mtx.p[3][0] = (fr + fl) * -rl;
-   ortho.mtx.p[3][1] = (ft + fb) * -tb;
-   ortho.mtx.p[3][3] = 1.0f;
-   m4x3_identity( ortho.transform );
-   camera_update_view( &ortho );
-   camera_finalize( &ortho );
-
-   glDisable(GL_DEPTH_TEST);
-   glDisable(GL_BLEND);
-   glDisable(GL_CULL_FACE);
-   render_fb_bind( &world->heightmap, 0 );
-   shader_blitcolour_use();
-   shader_blitcolour_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_position( world, &ortho );
-   glDisable(GL_BLEND);
-   glEnable(GL_DEPTH_TEST);
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-
-   /* upload full buffer */
-   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
-   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
-                    sizeof(struct ub_world_lighting), &world->ub_lighting );
-
-   /*
-    * Allocate cubemaps
-    */
-   for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
-      ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
-
-      glGenTextures( 1, &cm->texture_id );
-      glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
-      glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
-
-               for( u32 j=0; j<6; j ++ ) {
-                       glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB, 
-                        WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES, 
-                        0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
-               }
-
-               glGenFramebuffers( 1, &cm->framebuffer_id );
-               glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
-               glGenRenderbuffers(1, &cm->renderbuffer_id );
-               glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id );
-               glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 
-                              WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
-
-               glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
-                       GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
-               glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 
-                                 GL_RENDERBUFFER, cm->renderbuffer_id );
-
-               glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
-         GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
-
-               if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){
-         vg_error( "Cubemap framebuffer incomplete.\n" );
-      }
-   }
-
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-}
-
-/* Loads textures from the pack file */
-static void world_gen_load_surfaces( world_instance *world ){
-   vg_info( "Loading textures\n" );
-   world->texture_count = 0;
-
-   world->texture_count = world->meta.textures.count+1;
-   world->textures = vg_linear_alloc( world->heap,
-                              vg_align8(sizeof(GLuint)*world->texture_count) );
-   world->textures[0] = vg.tex_missing;
-
-   for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
-      mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
-
-      if( !tex->file.pack_size ){
-         vg_fatal_error( "World models must have packed textures!" );
-      }
-
-      vg_linear_clear( vg_mem.scratch );
-      void *src_data = vg_linear_alloc( vg_mem.scratch, 
-                                        tex->file.pack_size );
-      mdl_fread_pack_file( &world->meta, &tex->file, src_data );
-
-      vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
-                               VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
-                               &world->textures[i+1] );
-   }
-
-   vg_info( "Loading materials\n" );
-
-   world->surface_count = world->meta.materials.count+1;
-   world->surfaces = vg_linear_alloc( world->heap,
-               vg_align8(sizeof(struct world_surface)*world->surface_count) );
-
-   /* error material */
-   struct world_surface *errmat = &world->surfaces[0];
-   memset( errmat, 0, sizeof(struct world_surface) );
-                       
-   for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
-      struct world_surface *surf = &world->surfaces[i+1];
-      surf->info = *(mdl_material *)mdl_arritm( &world->meta.materials, i );
-      surf->flags = 0;
-   }
-}
-
-#endif /* WORLD_GEN_C */