chaos caused by async
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index e8e9293ddcd6401addfbdf28a2177dddeede21b1..3e7cdb90addbca4605f31b993f8aabfcf674002d 100644 (file)
@@ -9,7 +9,7 @@
 
 VG_STATIC void world_load( u32 index, const char *path );
 
-VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, 
+VG_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++ ){
@@ -22,14 +22,14 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
             mdl_transform_m4x3( &mesh->transform, transform2 );
             m4x3_mul( transform, transform2, transform2 );
 
-            scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
+            scene_add_mdl_submesh( scene, mdl, sm, transform2 );
          }
       }
    }
 }
 
 VG_STATIC void world_add_blob( world_instance *world,
-                               scene *pscene, ray_hit *hit )
+                               scene_context *scene, ray_hit *hit )
 {
    m4x3f transform;
    v4f qsurface, qrandom;
@@ -56,16 +56,16 @@ VG_STATIC void world_add_blob( world_instance *world,
 
    const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
 
-   if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
-      vg_fatal_exit_loop( "Scene vertex buffer overflow" );
+   if( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
+      vg_fatal_error( "Scene vertex buffer overflow" );
 
-   if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
-      vg_fatal_exit_loop( "Scene index buffer overflow" );
+   if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
+      vg_fatal_error( "Scene index buffer overflow" );
 
-   scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
-   u32 *dst_indices      = &pscene->arrindices [ pscene->indice_count ];
+   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] ];
+   scene_vert *ref       = &world->scene_geo.arrvertices[ hit->tri[0] ];
 
    for( u32 i=0; i<vg_list_size(verts); i++ )
    {
@@ -79,14 +79,15 @@ VG_STATIC void world_add_blob( world_instance *world,
    }
 
    for( u32 i=0; i<vg_list_size(indices); i++ )
-      dst_indices[i] = indices[i] + pscene->vertex_count;
+      dst_indices[i] = indices[i] + scene->vertex_count;
 
-   pscene->vertex_count += vg_list_size(verts);
-   pscene->indice_count += vg_list_size(indices);
+   scene->vertex_count += vg_list_size(verts);
+   scene->indice_count += vg_list_size(indices);
 }
 
 /* Sprinkle foliage models over the map on terrain material */
 VG_STATIC void world_apply_procedural_foliage( world_instance *world,
+                                               scene_context *scene,
                                                struct world_surface *mat )
 {
    if( vg.quality_profile == k_quality_profile_low )
@@ -95,7 +96,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
    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 );
+   v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume );
    volume[1] = 1.0f;
 
    int count = 0;
@@ -109,7 +110,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
       v3f pos;
       v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
       pos[1] = 1000.0f;
-      v3_add( pos, world->scene_geo->bbx[0], pos );
+      v3_add( pos, world->scene_geo.bbx[0], pos );
       
       ray_hit hit;
       hit.dist = INFINITY;
@@ -117,7 +118,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
       if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
          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_add_blob( world, world->scene_no_collide, &hit );
+            world_add_blob( world, scene, &hit );
             count ++;
          }
       }
@@ -131,7 +132,10 @@ VG_STATIC void world_generate( world_instance *world )
    /* 
     * Compile meshes into the world scenes
     */
-   world->scene_geo = scene_init( world->heap, 320000, 1200000 );
+   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 );
@@ -147,23 +151,39 @@ VG_STATIC void world_generate( world_instance *world )
       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_add_all_if_material( midentity, &world->scene_geo, 
                                     &world->meta, i );
 
-      scene_copy_slice( world->scene_geo, &surf->sm_geo );
+      scene_copy_slice( &world->scene_geo, &surf->sm_geo );
    }
 
    /* compress that bad boy */
-   world->scene_geo = scene_fix( world->heap, world->scene_geo );
+   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);
 
-   vg_acquire_thread_sync();
-   {
-      scene_upload( world->scene_geo, &world->mesh_geo );
-   }
-   vg_release_thread_sync();
+   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 );
+   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 );
@@ -180,38 +200,25 @@ VG_STATIC void world_generate( world_instance *world )
     */
    vg_info( "Generating non-collidable geometry\n" );
 
-   world->scene_no_collide = scene_init( world->heap, 200000, 500000 );
+   vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
+                                            &world->mesh_no_collide,
+                                            200000, 500000 );
 
    for( u32 i=0; i<world->surface_count; i++ ){
-      struct world_surface *mat = &world->surfaces[ i ];
+      struct world_surface *surf = &world->surfaces[ i ];
 
-      if( !(mat->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_collision) ){
+         world_add_all_if_material( midentity, 
+                                    &world->scene_no_collide, &world->meta, i );
       }
 
-      if( mat->info.flags & k_material_flag_grow_grass )
-         world_apply_procedural_foliage( world, mat );
+      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, &mat->sm_no_collide );
+      scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
    }
 
-   /* this FIXME TODO IMPORTANT is going here because need to write down.
-    *
-    * acuire_thread_sync; replace this with a buffer that you fill up with 
-    * opengl loader commands in a seperate memory area. the operation blocks
-    * if the buffer is full, then those instructions get ran on the sync line.
-    * (start of the frame)
-    *
-    * also blocks if the other thread is executing the instructions, obviously.
-    *
-    * this prevents rapid context swaps between threads.
-    *
-    * guessing a 50mb loader buffer approx.
-    *
-    * TODO also: fadeout loading screen!
-    */
-
    for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
       ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
 
@@ -225,23 +232,15 @@ VG_STATIC void world_generate( world_instance *world )
 
          m4x3f identity;
          m4x3_identity( identity );
-         scene_add_mdl_submesh( world->scene_no_collide, &world->meta
-                                sm, identity );
+         scene_add_mdl_submesh( &world->scene_no_collide
+                                &world->meta, sm, identity );
 
-         scene_copy_slice( world->scene_no_collide, sm );
+         scene_copy_slice( &world->scene_no_collide, sm );
          sm->flags |= k_submesh_flag_consumed;
       }
    }
 
-   /* upload and free that */
-   vg_acquire_thread_sync();
-   {
-      scene_upload( world->scene_no_collide, &world->mesh_no_collide );
-   }
-   vg_release_thread_sync();
-
-   vg_linear_del( world->heap, world->scene_no_collide );
-   world->scene_no_collide = NULL;
+   vg_async_dispatch( call, async_scene_upload );
 }
 
 float fsd_cone_infinite( v3f p, v2f c )
@@ -257,12 +256,32 @@ float fsd_cone_infinite( v3f p, v2f c )
    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;
+};
+
+VG_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 );
+}
+
 VG_STATIC void world_compute_light_indices( world_instance *world )
 {
    /* light cubes */
    v3f cubes_min, cubes_max;
-   v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
-   v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
+   v3_muls( world->scene_geo.bbx[0], 1.0f/k_light_cube_size, cubes_min );
+   v3_muls( world->scene_geo.bbx[1], 1.0f/k_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 );
@@ -305,8 +324,17 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
 
    int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
 
-   u32 *cubes_index = vg_linear_alloc( world->heap,
-                                       vg_align8(total_cubes*sizeof(u32)*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],
@@ -401,160 +429,129 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
       }
    }
 
-   vg_acquire_thread_sync();
+   vg_async_dispatch( call, async_upload_light_indices );
+}
 
-   glGenTextures( 1, &world->tex_light_cubes );
-   glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
-   glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
-                 icubes_count[0], icubes_count[1], icubes_count[2],
-                 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
-   glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
-   glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+VG_STATIC void async_world_postprocess_render( void *payload, u32 _size )
+{
+   /* create scene lighting buffer */
+   world_instance *world = payload;
 
-   vg_linear_del( world->heap, cubes_index );
+   u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
+   vg_info( "Upload %ubytes (lighting)\n", size );
 
-   vg_release_thread_sync();
-}
+   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 |
+    *
+    */
 
-VG_STATIC int reset_player( int argc, char const *argv[] );
-VG_STATIC void world_post_process( world_instance *world )
-{
-   /* initialize audio if need be */
-#if 0
-   audio_lock();
-   for( int i=0; i<world->audio_things_count; i++ )
-   {
-      struct world_audio_thing *thingy = &world->audio_things[ i ];
+   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 );
 
-      if( thingy->flags & AUDIO_FLAG_AUTO_START )
-      {
-         audio_channel *ch = 
-            audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
+      /* colour  + night */
+      v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
+      light_dst[i*3+0][3] = 2.0f;
 
-         audio_channel_edit_volume( ch, thingy->volume, 1 );
-         audio_channel_set_spacial( ch, thingy->pos, thingy->range );
+      if( !light->daytime ){
+         u32 hash = (i * 29986577u) & 0xffu;
+         float switch_on = hash;
+               switch_on *= (1.0f/255.0f);
 
-         if( !(ch->flags & AUDIO_FLAG_LOOP) )
-            ch = audio_relinquish_channel( ch );
+         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 );
    }
-   audio_unlock();
-#endif
 
-   world_compute_light_indices( world );
+   glUnmapBuffer( GL_TEXTURE_BUFFER );
 
-   vg_acquire_thread_sync();
-   {
-      /* create scene lighting 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 );
 
-      u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
-      vg_info( "Upload %ubytes (lighting)\n", size );
+   /* Upload lighting uniform buffer */
+   if( world->water.enabled )
+      v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
 
-      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 );
-      }
+   v4f info_vec;
+   v3f *bounds = world->scene_geo.bbx;
 
-      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 );
-   }
+   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 );
 
-   vg_release_thread_sync();
+   /* 
+    * 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 );
+}
+
+VG_STATIC int reset_player( int argc, char const *argv[] );
+VG_STATIC void world_post_process( world_instance *world )
+{
+   world_compute_light_indices( world );
+
+   vg_async_item *call = vg_async_alloc(0);
+   call->payload = world;
+   vg_async_dispatch( call, async_world_postprocess_render );
 }
 
 VG_STATIC void world_process_resources( world_instance *world )
@@ -567,43 +564,24 @@ VG_STATIC void world_process_resources( world_instance *world )
    world->textures = vg_linear_alloc( world->heap,
                               vg_align8(sizeof(GLuint)*world->texture_count) );
 
-   /* TODO FIXME IMPORTANT 
-    *
-    *  this is another area that would benefit from our load thread buffer idea.
-    *  could get a stall if lots of textures, since its freading, we're locking
-    *  the frame up from drawing based on that disk read!!! terrible!
-    */
+   vg_tex2d_replace_with_error( &world->textures[0] );
 
-   vg_acquire_thread_sync();
-   {
-      /* error texture */
-      world->textures[0] = vg_tex2d_new();
-      vg_tex2d_set_error();
-      vg_tex2d_nearest();
-      vg_tex2d_repeat();
-
-      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_release_thread_sync();
-            vg_fatal_exit_loop( "World models must have packed textures!" );
-         }
+   for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
+      mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
 
-         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 );
-
-         world->textures[i+1] = vg_tex2d_new();
-         vg_tex2d_set_error();
-         vg_tex2d_qoi( src_data, tex->file.pack_size,
-                       mdl_pstr( &world->meta, tex->file.pstr_path ));
-         vg_tex2d_nearest();
-         vg_tex2d_repeat();
+      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_release_thread_sync();
 
    vg_info( "Loading materials\n" );
 
@@ -621,6 +599,7 @@ VG_STATIC void world_process_resources( world_instance *world )
    }
 }
 
+#if 0
 VG_STATIC void world_free( world_instance *world )
 {
    vg_acquire_thread_sync();
@@ -644,6 +623,7 @@ VG_STATIC void world_free( world_instance *world )
 
    world->status = k_world_status_unloaded;
 }
+#endif
 
 VG_STATIC void world_init_blank( world_instance *world )
 {
@@ -653,10 +633,6 @@ VG_STATIC void world_init_blank( world_instance *world )
    world->texture_count = 0;
    world->surfaces = NULL;
    world->surface_count = 0;
-   
-   world->scene_geo = NULL;
-   world->scene_no_collide = NULL;
-   world->scene_lines = NULL;
 
    world->geo_bh = NULL;
    world->volume_bh = NULL;
@@ -831,7 +807,7 @@ VG_STATIC void world_load( u32 index, const char *path )
    u32 min_overhead = sizeof(vg_linear_allocator);
 
    if( heap_availible < (min_overhead+1024) ){
-      vg_fatal_exit_loop( "out of memory" );
+      vg_fatal_error( "out of memory" );
    }
 
    u32 size = heap_availible - min_overhead;