nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 9aaa0f3a7168bf9bb246b5b23709e3a167ad53a8..3f574987d3335f24af95443ca459ec414ed1d331 100644 (file)
@@ -7,7 +7,7 @@
 
 #include "world.h"
 
-VG_STATIC void world_load( world_instance *world, const char *path );
+VG_STATIC void world_load( u32 index, const char *path );
 
 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, 
                                           mdl_context *mdl, u32 id )
@@ -126,300 +126,12 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
    vg_info( "%d foliage models added\n", count );
 }
 
-#if 0
-VG_STATIC void world_ents_allocate( world_instance *world )
-{
-   vg_info( "Allocating entities\n" );
-
-   /* --count entites to allocate buffers for them.--
-    * --maybe in the future we just store these numbers in the model file...--
-    *
-    *        ... 16.03.23: I HOPE YOUR FUCKING HAPPY
-    *        ... 22.03.23: incomprehensible pain
-    *        
-    * -- use this in world_routes too  --
-    *
-    */
-
-   struct countable
-   {
-      enum   classtype ct, ct1;
-      void **to_allocate;
-      u32    item_size;
-      int    count;
-   }
-   entity_counts[] =
-   {
-      { 
-         k_classtype_spawn, 
-         k_classtype_none,
-         (void*)&world->spawns,       
-         sizeof(struct respawn_point) 
-      },
-      { 
-         k_classtype_audio, 
-         k_classtype_none,
-         (void*)&world->audio_things, 
-         sizeof(struct world_audio_thing) 
-      },
-      {
-         k_classtype_world_light,
-         k_classtype_none,
-         (void*)&world->lights,
-         sizeof(struct world_light)
-      },
-      {
-         k_classtype_nonlocal_gate,
-         k_classtype_none,
-         (void*)&world->nonlocal_gates,
-         sizeof(struct nonlocal_gate)
-      },
-   };
-
-   for( int i=0; i<vg_list_size(entity_counts); i++ )
-      entity_counts[i].count = 0;
-
-   for( int i=0; i<world->meta->info.node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( world->meta, i );
-      
-      for( int j=0; j<vg_list_size(entity_counts); j ++ )
-      {
-         if( (pnode->classtype == entity_counts[j].ct) ||
-             (pnode->classtype == entity_counts[j].ct1) )
-         {
-            pnode->sub_uid = entity_counts[j].count;
-            entity_counts[j].count ++;
-            break;
-         }
-      }
-   }
-
-   for( int i=0; i<vg_list_size(entity_counts); i++ )
-   {
-      struct countable *counter = &entity_counts[i];
-      
-      u32 bufsize = counter->item_size*counter->count;
-      *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, 
-                                               bufsize );
-      memset( *counter->to_allocate, 0, bufsize );
-   }
-
-   world->volume_bh = bh_create( world_global.generic_heap,
-                                  &bh_system_volumes,
-                                  world,
-                                  world->volume_count,
-                                  1 );
-}
-#endif
-
-#if 0
-VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode )
-{
-   struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ];
-
-   v3_copy( pnode->co, rp->co );
-   v4_copy( pnode->q, rp->q );
-   rp->name = mdl_pstr( world->meta, pnode->pstr_name );
-}
-
-VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode )
-{
-   if( world->water.enabled )
-   {
-      vg_warn( "Multiple water surfaces in level! ('%s')\n", 
-               mdl_pstr( world->meta, pnode->pstr_name ));
-      return;
-   }
-
-   world->water.enabled = 1;
-   water_set_surface( world, pnode->co[1] );
-}
-
-VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
-{
-   struct world_audio_thing *thing = &world->audio_things[
-                                      world->audio_things_count ];
-
-   memset( thing, 0, sizeof(struct world_audio_thing) );
-   struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
-
-   v3_copy( pnode->co, thing->pos );
-   
-   thing->volume = aud->volume;
-   thing->range = pnode->s[0];
-
-   thing->flags = aud->flags;
-   thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
-   thing->temp_embedded_clip.flags = aud->flags;
-
-   audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
-
-   pnode->sub_uid = world->audio_things_count;
-   world->audio_things_count ++;
-}
-
-VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
-{
-   struct world_light *light = &world->lights[ world->light_count ++ ];
-   light->node = pnode;
-   light->inf  = mdl_get_entdata( world->meta, pnode );
-
-   q_m3x3( pnode->q,   light->inverse_world );
-   v3_copy( pnode->co, light->inverse_world[3] );
-   m4x3_invert_affine( light->inverse_world, light->inverse_world );
-
-   light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f );
-   light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f );
-}
-
-VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
-{
-   struct nonlocal_gate *gate = &world->nonlocal_gates[ 
-                                       world->nonlocalgate_count ++ ];
-   struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
-
-   gate->working = 0;
-   gate->node = pnode;
-   gate->target_map_index = 0;
-   v2_copy( inf->dims, gate->gate.dims );
-}
-
-VG_STATIC void world_entities_process( world_instance *world )
-{
-   struct entity_instruction
-   {
-      enum classtype ct;
-      void (*process)( world_instance *world, mdl_node *pnode );
-   }
-   entity_instructions[] = 
-   {
-      { k_classtype_spawn,    world_pct_spawn },
-      { k_classtype_water,    world_pct_water },
-      { k_classtype_audio,    world_pct_audio },
-      { k_classtype_world_light, world_pct_world_light },
-      { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
-   };
-
-   for( int i=0; i<world->meta->info.node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( world->meta, i );
-
-      for( int j=0; j<vg_list_size(entity_instructions); j++ )
-      {
-         struct entity_instruction *instr = &entity_instructions[j];
-
-         if( pnode->classtype == instr->ct )
-         {
-            instr->process( world, pnode );
-            break;
-         }
-      }
-   }
-}
-VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
-{
-   vg_info( "Linking non-local gates\n" );
-   world_instance *a = &world_global.worlds[ index_a ],
-                  *b = &world_global.worlds[ index_b ];
-
-   for( int i=0; i<a->nonlocalgate_count; i++ )
-   {
-      struct nonlocal_gate *ga = &a->nonlocal_gates[i];
-      struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
-      const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
-
-      for( int j=0; j<b->nonlocalgate_count; j++ )
-      {
-         struct nonlocal_gate *gb = &b->nonlocal_gates[j];
-         struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
-         const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
-
-         if( !strcmp( ga_name, gb_name ) )
-         {
-            vg_success( "Created longjump for ID '%s'\n", ga_name );
-
-            v4f qYflip;
-            q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
-
-            /* TODO: Gates are created very wonkily. refactor. */
-            ga->target_map_index = index_b;
-            gb->target_map_index = index_a;
-            ga->working = 1;
-            gb->working = 1;
-
-            v4_copy( ga->node->q,  ga->gate.q[0] );
-            v4_copy( gb->node->q,  ga->gate.q[1] );
-            v3_copy( ga->node->co, ga->gate.co[0] );
-            v3_copy( gb->node->co, ga->gate.co[1] );
-
-            v4_copy( gb->node->q,  gb->gate.q[0] );
-            v4_copy( ga->node->q,  gb->gate.q[1] );
-            v3_copy( gb->node->co, gb->gate.co[0] );
-            v3_copy( ga->node->co, gb->gate.co[1] );
-
-            /* reverse B's direction */
-            q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
-            q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
-            q_normalize( gb->gate.q[0] );
-            q_normalize( gb->gate.q[1] );
-
-            gate_transform_update( &ga->gate );
-            gate_transform_update( &gb->gate );
-         }
-      }
-   }
-}
-#endif
-
-#if 0
-VG_STATIC float colour_luminance( v3f v )
-{
-   return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
-}
-
-VG_STATIC float calc_light_influence( world_instance *world, v3f position, 
-                                      int light )
-{
-   struct world_light *world_light = &world->lights[ light ];
-   struct classtype_world_light *inf = world_light->inf;
-
-   v3f light_delta;
-   v3_sub( world_light->node->co, position, light_delta );
-   v3_muls( light_delta, 10.0f, light_delta );
-
-   float quadratic = v3_dot( light_delta, light_delta ),
-         attenuation = 1.0f/( 1.0f + quadratic );
-
-   float quadratic_light = attenuation * colour_luminance( inf->colour );
-
-   if( (inf->type == k_light_type_point) ||
-       (inf->type == k_light_type_point_nighttime_only) )
-   {
-      return quadratic_light;
-   }
-   else if( (inf->type == k_light_type_spot) ||
-            (inf->type == k_light_type_spot_nighttime_only) )
-   {
-      v3f dir;
-      q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir );
-
-      float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ),
-            falloff    = spot_theta >= 0.0f? 1.0f: 0.0f;
-
-      return quadratic_light * falloff;
-   }
-   else
-      return 0.0f;
-}
-#endif
-
 VG_STATIC void world_generate( world_instance *world )
 {
    /* 
     * Compile meshes into the world scenes
     */
-   world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
+   world->scene_geo = scene_init( world->heap, 320000, 1200000 );
 
    m4x3f midentity;
    m4x3_identity( midentity );
@@ -442,7 +154,7 @@ VG_STATIC void world_generate( world_instance *world )
    }
 
    /* compress that bad boy */
-   world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
+   world->scene_geo = scene_fix( world->heap, world->scene_geo );
 
    vg_acquire_thread_sync();
    {
@@ -451,16 +163,16 @@ VG_STATIC void world_generate( world_instance *world )
    vg_release_thread_sync();
 
    /* setup spacial mapping and rigidbody */
-   world->geo_bh = scene_bh_create( world_global.generic_heap, 
-                                    world->scene_geo );
+   world->geo_bh = scene_bh_create( world->heap, world->scene_geo );
 
-   v3_zero( world->rb_geo.co );
-   q_identity( world->rb_geo.q );
+   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;
-   world->rb_geo.is_world = 1;
-   rb_init( &world->rb_geo );
+   rb_init_object( &world->rb_geo );
 
    /*
     * Generate scene: non-collidable geometry
@@ -468,8 +180,7 @@ VG_STATIC void world_generate( world_instance *world )
     */
    vg_info( "Generating non-collidable geometry\n" );
 
-   world->scene_no_collide = scene_init( world_global.generic_heap, 
-                                         200000, 500000 );
+   world->scene_no_collide = scene_init( world->heap, 200000, 500000 );
 
    for( u32 i=0; i<world->surface_count; i++ ){
       struct world_surface *mat = &world->surfaces[ i ];
@@ -492,7 +203,7 @@ VG_STATIC void world_generate( world_instance *world )
    }
    vg_release_thread_sync();
 
-   vg_linear_del( world_global.generic_heap, world->scene_no_collide );
+   vg_linear_del( world->heap, world->scene_no_collide );
    world->scene_no_collide = NULL;
 }
 
@@ -529,16 +240,23 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
       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++ ){
-      icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
-      cubes_max[i] = icubes_min[i] + icubes_count[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_light_cube_size;
+      cubes_max[i] = clamped_max;
    }
 
-   v3_muls( cubes_min, k_light_cube_size, cubes_min );
-   v3_muls( cubes_max, k_light_cube_size, cubes_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];
@@ -550,18 +268,14 @@ 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_global.generic_heap, 
-                                       total_cubes * sizeof(u32) * 2.0f );
+   u32 *cubes_index = vg_linear_alloc( world->heap,
+                                       vg_align8(total_cubes*sizeof(u32)*2) );
                                        
    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 );
 
-   v3f cube_size;
-   v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range, 
-            cube_size );
    float bound_radius = v3_length( cube_size );
 
    for( int iz = 0; iz<icubes_count[2]; iz ++ ){
@@ -660,7 +374,7 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
    glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
    glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
 
-   vg_linear_del( world_global.generic_heap, cubes_index );
+   vg_linear_del( world->heap, cubes_index );
 
    vg_release_thread_sync();
 }
@@ -717,10 +431,10 @@ VG_STATIC void world_post_process( world_instance *world )
 
          /* colour  + night */
          v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
-         light_dst[i*3+0][3] = -1.0f;
+         light_dst[i*3+0][3] = 2.0f;
 
          if( !light->daytime ){
-            u32 hash = (i * 29986577) & 0xff;
+            u32 hash = (i * 29986577u) & 0xffu;
             float switch_on = hash;
                   switch_on *= (1.0f/255.0f);
 
@@ -783,7 +497,7 @@ VG_STATIC void world_post_process( world_instance *world )
       glDisable(GL_DEPTH_TEST);
       glDisable(GL_BLEND);
       glDisable(GL_CULL_FACE);
-      render_fb_bind( &world->heightmap );
+      render_fb_bind( &world->heightmap, 0 );
       shader_blitcolour_use();
       shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
       render_fsquad();
@@ -804,13 +518,6 @@ VG_STATIC void world_post_process( world_instance *world )
    }
 
    vg_release_thread_sync();
-
-#if 0
-   /*
-    * Setup scene collider 
-    */
-   reset_player( 1, (const char *[]){"start"} );
-#endif
 }
 
 VG_STATIC void world_process_resources( world_instance *world )
@@ -820,8 +527,8 @@ VG_STATIC void world_process_resources( world_instance *world )
    world->texture_count = 0;
 
    world->texture_count = world->meta.textures.count+1;
-   world->textures = vg_linear_alloc( world_global.generic_heap,
-                                      sizeof(GLuint)*world->texture_count );
+   world->textures = vg_linear_alloc( world->heap,
+                              vg_align8(sizeof(GLuint)*world->texture_count) );
 
    vg_acquire_thread_sync();
    {
@@ -840,10 +547,13 @@ VG_STATIC void world_process_resources( world_instance *world )
          }
 
          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( mdl_arritm( &world->meta.pack, tex->file.pack_offset ),
-                       tex->file.pack_size,
+         vg_tex2d_qoi( src_data, tex->file.pack_size,
                        mdl_pstr( &world->meta, tex->file.pstr_path ));
          vg_tex2d_nearest();
          vg_tex2d_repeat();
@@ -854,8 +564,8 @@ VG_STATIC void world_process_resources( world_instance *world )
    vg_info( "Loading materials\n" );
 
    world->surface_count = world->meta.materials.count+1;
-   world->surfaces = vg_linear_alloc( world_global.generic_heap,
-                           sizeof(struct world_surface)*world->surface_count );
+   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];
@@ -867,7 +577,7 @@ VG_STATIC void world_process_resources( world_instance *world )
    }
 }
 
-VG_STATIC void world_unload( world_instance *world )
+VG_STATIC void world_free( world_instance *world )
 {
    vg_acquire_thread_sync();
 
@@ -875,41 +585,26 @@ VG_STATIC void world_unload( world_instance *world )
    mesh_free( &world->mesh_route_lines );
    mesh_free( &world->mesh_geo );
    mesh_free( &world->mesh_no_collide );
-
+   
+   /* glDeleteBuffers silently ignores 0's and names that do not correspond to 
+    * existing buffer objects. 
+    * */
    glDeleteBuffers( 1, &world->tbo_light_entities );
    glDeleteTextures( 1, &world->tex_light_entities );
    glDeleteTextures( 1, &world->tex_light_cubes );
 
-   /* FIXME: CANT DO THIS HERE */
-   world_global.time = 0.0;
-   world_global.rewind_from = 0.0;
-   world_global.rewind_to = 0.0;
-   world_global.last_use = 0.0;
-   world_global.current_run_version = 2;
-   world_global.active_route_board = 0;
-
    /* delete textures and meshes */
    glDeleteTextures( world->texture_count, world->textures );
 
-   /* delete the entire block of memory */
-   /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
-#if 0
-   vg_linear_clear( world->dynamic_vgl );
-   vg_linear_clear( world->audio_vgl );
-#endif
-
-
    vg_release_thread_sync();
+
+   world->status = k_world_status_unloaded;
 }
 
-VG_STATIC void world_clean( world_instance *world )
+VG_STATIC void world_init_blank( world_instance *world )
 {
    memset( &world->meta, 0, sizeof(mdl_context) );
 
-   /*
-    * TODO: Theres probably a better way to do this? 
-    */
-
    world->textures = NULL;
    world->texture_count = 0;
    world->surfaces = NULL;
@@ -922,6 +617,7 @@ VG_STATIC void world_clean( world_instance *world )
    world->geo_bh = NULL;
    world->volume_bh = NULL;
    world->audio_bh = NULL;
+   world->rendering_gate = NULL;
 
    world->water.enabled = 0;
 
@@ -947,8 +643,10 @@ VG_STATIC void world_clean( world_instance *world )
    v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
 }
 
-VG_STATIC void world_entities_init( world_instance *world )
+VG_STATIC void world_entities_init( u32 world_id )
 {
+   world_instance *world = &world_global.worlds[world_id];
+
    /* lights */
    for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
       ent_light *light = mdl_arritm( &world->ent_light, j );
@@ -965,58 +663,173 @@ VG_STATIC void world_entities_init( world_instance *world )
    /* gates */
    for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
       ent_gate *gate = mdl_arritm( &world->ent_gate, j );
-      gate_transform_update( gate );
+
+      if( gate->type == k_gate_type_teleport ){
+         gate_transform_update( gate );
+      }
+      else if( gate->type == k_gate_type_nonlocal_unlinked ){
+         const char *key = mdl_pstr( &world->meta, gate->target );
+         vg_info( "key: %s\n", key );
+
+         for( u32 i=0; i<vg_list_size(world_global.worlds); i++ ){
+            world_instance *other = &world_global.worlds[i];
+            if( other == world ) continue;
+            if( other->status != k_world_status_loaded ) continue;
+            vg_info( "Checking world %u for key matches\n", i );
+
+            for( u32 j=0; j<mdl_arrcount( &other->ent_gate ); j++ ){
+               ent_gate *gate2 = mdl_arritm( &other->ent_gate, j );
+               if( gate2->type != k_gate_type_nonlocal_unlinked ) continue;
+
+               const char *key2 = mdl_pstr( &other->meta, gate2->target );
+               vg_info( " key2: %s\n", key2 );
+
+               if( strcmp( key, key2 ) ) continue;
+
+               vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
+                            key, world_id, i );
+                  
+               gate->type = k_gate_type_nonlocel;
+               gate2->type = k_gate_type_nonlocel;
+               gate->target = i;
+               gate2->target = world_id;
+
+               v3_copy( gate->co[0], gate2->co[1] );
+               v3_copy( gate2->co[0], gate->co[1] );
+               v4_copy( gate->q[0], gate2->q[1] );
+               v4_copy( gate2->q[0], gate->q[1] );
+
+               v4f qflip;
+               q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+               q_mul( gate->q[0], qflip, gate->q[0] );
+               q_mul( gate->q[1], qflip, gate->q[1] );
+
+               gate_transform_update( gate );
+               gate_transform_update( gate2 );
+
+               goto matched;
+            }
+         }
+matched:;
+      }
+   }
+
+   /* water */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_water); j++ ){
+      ent_water *water = mdl_arritm( &world->ent_water, j );
+      if( world->water.enabled ){
+         vg_warn( "Multiple water surfaces in level!\n" );
+         break;
+      }
+
+      world->water.enabled = 1;
+      water_set_surface( world, water->transform.co[1] );
+   }
+   
+   /* volumes */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_volume); j++ ){
+      ent_volume *volume = mdl_arritm( &world->ent_volume, j );
+      mdl_transform_m4x3( &volume->transform, volume->to_world );
+      m4x3_invert_full( volume->to_world, volume->to_local );
+   }
+
+   /* audio packs */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
+      ent_audio *audio = mdl_arritm( &world->ent_audio, j );
+
+      for( u32 k=0; k<audio->clip_count; k++ ){
+         ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,  
+                                             audio->clip_start+k );
+
+         if( clip->file.pack_size ){
+            u32 size = clip->file.pack_size,
+                offset = clip->file.pack_offset;
+
+            /* embedded files are fine to clear the scratch buffer, only
+             * external audio uses it */
+
+            vg_linear_clear( vg_mem.scratch );
+            void *data = vg_linear_alloc( vg_mem.scratch, 
+                                          clip->file.pack_size );
+
+            mdl_fread_pack_file( &world->meta, &clip->file, data );
+
+            clip->clip.path = NULL;
+            clip->clip.flags = audio->flags;
+            clip->clip.data = data;
+            clip->clip.size = size;
+         }
+         else{
+            clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path );
+            clip->clip.flags = audio->flags;
+            clip->clip.data = NULL;
+            clip->clip.size = 0;
+         }
+
+         audio_clip_load( &clip->clip, world->heap );
+      }
    }
 }
 
-VG_STATIC void world_load( world_instance *world, const char *path )
+VG_STATIC void world_load( u32 index, const char *path )
 {
-   world_unload( world );
-   world_clean( world );
+   world_instance *world = &world_global.worlds[index];
+   world_init_blank( world );
+   world->status = k_world_status_loading;
 
    vg_info( "Loading world: %s\n", path );
 
-   mdl_open( &world->meta, path, world_global.generic_heap );
-   mdl_load_metadata_block( &world->meta, world_global.generic_heap );
-   mdl_load_animation_block( &world->meta, world_global.generic_heap );
-   mdl_load_mesh_block( &world->meta, world_global.generic_heap );
-   mdl_load_pack_block( &world->meta, world_global.generic_heap );
-
-   mdl_load_array( &world->meta, &world->ent_gate, 
-                   "ent_gate", world_global.generic_heap );
-   mdl_load_array( &world->meta, &world->ent_spawn,
-                   "ent_spawn", world_global.generic_heap );
-   mdl_load_array( &world->meta, &world->ent_light,
-                   "ent_light", world_global.generic_heap );
-
-   mdl_load_array( &world->meta, &world->ent_route_node,
-                   "ent_route_node", world_global.generic_heap );
-   mdl_load_array( &world->meta, &world->ent_path_index,
-                   "ent_path_index", world_global.generic_heap );
-   mdl_load_array( &world->meta, &world->ent_checkpoint,
-                   "ent_checkpoint", world_global.generic_heap );
-   mdl_load_array( &world->meta, &world->ent_route,
-                   "ent_route", world_global.generic_heap );
-
-   mdl_close( &world->meta );
+   void *allocator = NULL;
+   if( index == 0 ) allocator = world_global.heap;
+   else allocator = world_global.worlds[index-1].heap;
+
+   u32 heap_availible = vg_linear_remaining( allocator );
+   u32 min_overhead = sizeof(vg_linear_allocator);
+
+   if( heap_availible < (min_overhead+1024) ){
+      vg_fatal_exit_loop( "out of memory" );
+   }
+
+   u32 size = heap_availible - min_overhead;
+   void *heap = vg_create_linear_allocator( allocator, size, 
+                                            VG_MEMORY_SYSTEM );
+
+   world->heap = heap;
+   mdl_context *meta = &world->meta;
+
+   mdl_open( meta, path, world->heap );
+   mdl_load_metadata_block( meta, world->heap );
+   mdl_load_animation_block( meta, world->heap );
+   mdl_load_mesh_block( meta, world->heap );
+
+   mdl_load_array( meta, &world->ent_gate,      "ent_gate",       heap );
+   mdl_load_array( meta, &world->ent_spawn,     "ent_spawn",      heap );
+   mdl_load_array( meta, &world->ent_light,     "ent_light",      heap );
+   mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
+   mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap );
+   mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap );
+   mdl_load_array( meta, &world->ent_route,     "ent_route",      heap );
+   mdl_load_array( meta, &world->ent_water,     "ent_water",      heap );
+   mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap );
+   mdl_load_array( meta, &world->ent_audio,     "ent_audio",      heap );
+   mdl_load_array( meta, &world->ent_volume,    "ent_volume",     heap );
 
    /* process resources from pack */
    world_process_resources( world );
 
-#if 0
-   /* dynamic allocations */
-   world_ents_allocate( world );
-   world_routes_allocate( world );
-
-   /* meta processing */
-#endif
    world_routes_ent_init( world );
-   world_entities_init( world );
+   world_entities_init( index );
+   world->volume_bh = bh_create( heap, &bh_system_volumes, world,
+                                 mdl_arrcount( &world->ent_volume ), 1 );
    
    /* main bulk */
    world_generate( world );
    world_routes_generate( world );
    world_post_process( world );
+
+   mdl_close( meta );
+
+   world->status = k_world_status_loaded;
 }
 
 #endif /* WORLD_GEN_H */