now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 030af6b8ac11628a1b9e26b3d66985ddc7eb2f59..59bed34a282cfdd8ae05687b4c94d261168c76ef 100644 (file)
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
 #ifndef WORLD_GEN_H
 #define WORLD_GEN_H
 
-/* 
- * FUTURE:
- *    If we have multiple levels, write an unloader
- */
-
 #include "world.h"
 
-static void world_add_all_if_material( m4x3f transform, scene *pscene, 
-                                       mdl_header *mdl, u32 id )
+VG_STATIC void world_load( world_instance *world, const char *path );
+
+VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, 
+                                          mdl_context *mdl, u32 id )
 {
-   for( int i=0; i<mdl->node_count; i++ )
+   for( int i=0; i<mdl->info.node_count; i++ )
    {
       mdl_node *pnode = mdl_node_from_id( mdl, i );
 
       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 );
+            scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
          }
       }
+   }
+}
 
-      if( pnode->classtype == k_classtype_instance )
-      {
-         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;
+VG_STATIC void world_add_blob( world_instance *world,
+                               scene *pscene, ray_hit *hit )
+{
+   m4x3f transform;
+   v4f qsurface, qrandom;
+   v3f axis;
 
-            m4x3f transform2;
-            mdl_node_transform( pnode, transform2 );
-            m4x3_mul( transform, transform2, transform2 );
+   v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
 
-            world_add_all_if_material( transform2, pscene, mdl2, id );
-         }
-      }
+   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 );
+   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( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
+      vg_fatal_exit_loop( "Scene vertex buffer overflow" );
+
+   if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
+      vg_fatal_exit_loop( "Scene index buffer overflow" );
+
+   scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
+   u32 *dst_indices      = &pscene->arrindices [ pscene->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] );
+
+      v2_copy( ref->uv, pvert->uv );
    }
+
+   for( u32 i=0; i<vg_list_size(indices); i++ )
+      dst_indices[i] = indices[i] + pscene->vertex_count;
+
+   pscene->vertex_count += vg_list_size(verts);
+   pscene->indice_count += vg_list_size(indices);
 }
 
-static void world_apply_procedural_foliage(void)
+/* Sprinkle foliage models over the map on terrain material */
+VG_STATIC void world_apply_procedural_foliage( world_instance *world,
+                                               struct world_material *mat )
 {
-   mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl");
+   if( vg.quality_profile == k_quality_profile_low )
+      return;
+
+   vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
+
+   vg_linear_clear( vg_mem.scratch );
+
+   mdl_context *mfoliage = 
+      mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
 
    v3f volume;
-   v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
+   v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
    volume[1] = 1.0f;
 
-   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++ )
+   int count = 0;
+
+   float area = volume[0]*volume[2];
+   u32 particles = 0.08f * area;
+
+   vg_info( "Map area: %f. Max particles: %u\n", area, particles );
+
+   for( int i=0;i<particles;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 );
+      v3_add( pos, world->scene_geo->bbx[0], pos );
       
       ray_hit hit;
       hit.dist = INFINITY;
 
-      if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+      if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
       {
-         if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
-             (hit.pos[1] > 0.0f+10.0f) )
+         struct world_material *m1 = ray_hit_material( world, &hit );
+         if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
          {
-            v4f qsurface, qrandom;
-            v3f axis;
+            world_add_blob( world, world->scene_no_collide, &hit );
+            count ++;
+         }
+      }
+   }
+
+   vg_info( "%d foliage models added\n", count );
+}
+
+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...
+    *
+    * TODO: use this in world_routes too */
 
-            v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
+   struct countable
+   {
+      enum   classtype ct;
+      void **to_allocate;
+      u32    item_size;
+      int    count;
+   }
+   entity_counts[] =
+   {
+      { 
+         k_classtype_spawn, 
+         (void*)&world->spawns,       
+         sizeof(struct respawn_point) 
+      },
+      { 
+         k_classtype_audio, 
+         (void*)&world->audio_things, 
+         sizeof(struct world_audio_thing) 
+      },
+      {
+         k_classtype_trigger,
+         (void*)&world->triggers,
+         sizeof(struct trigger_zone)
+      },
+      {
+         k_classtype_logic_relay,
+         (void*)&world->logic_relays,
+         sizeof(struct logic_relay)
+      },
+      {
+         k_classtype_logic_achievement,
+         (void*)&world->logic_achievements,
+         sizeof(struct logic_achievement)
+      },
+      {
+         k_classtype_point_light,
+         (void*)&world->lights,
+         sizeof(struct world_light)
+      },
+      {
+         k_classtype_nonlocal_gate,
+         (void*)&world->nonlocal_gates,
+         sizeof(struct nonlocal_gate)
+      }
+   };
 
-            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 );
+   for( int i=0; i<vg_list_size(entity_counts); i++ )
+      entity_counts[i].count = 0;
 
-            v3_copy( hit.pos, transform[3] );
-            scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
+   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->sub_uid = entity_counts[j].count;
+            entity_counts[j].count ++;
+            break;
          }
       }
    }
 
-   vg_free( mfoliage );
+   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 );
+   }
+}
+
+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] );
 }
 
-static void world_load(void)
+VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
 {
-   mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
-   vg_info( "Loading world: models/mp_dev.mdl\n" );
+   struct world_audio_thing *thing = &world->audio_things[
+                                      world->audio_things_count ];
 
-   world.spawn_count = 0;
-   world.traffic_count = 0;
-   world.instance_cache = NULL;
+   memset( thing, 0, sizeof(struct world_audio_thing) );
+   struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
+
+   v3_copy( pnode->co, thing->pos );
    
-   /*
-    * Process entities
-    */
-   for( int i=0; i<mworld->node_count; i++ )
+   if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
+      thing->volume = aud->volume * pnode->s[0];
+   else
+      thing->volume = aud->volume;
+
+   thing->flags = aud->flags;
+   thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
+   thing->temp_embedded_clip.source_mode = k_audio_source_mono;
+
+   audio_clip_load( &thing->temp_embedded_clip, world_global.audio_heap );
+   thing->player.name = mdl_pstr( world->meta, pnode->pstr_name );
+   thing->player.enqued = 0;
+
+   pnode->sub_uid = world->audio_things_count;
+   world->audio_things_count ++;
+}
+
+VG_STATIC void world_pct_trigger( world_instance *world, mdl_node *pnode )
+{
+   struct trigger_zone *trigger = &world->triggers[ world->trigger_count ];
+   struct classtype_trigger *inf = mdl_get_entdata( world->meta, pnode );
+   
+   if( inf->target )
    {
-      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 ++ ];
+      mdl_node *target_node = mdl_node_from_id( world->meta, inf->target );
+
+      trigger->target.sub_id = target_node->sub_uid;
+      trigger->target.classtype = target_node->classtype;
+   }
+   else
+   {
+      vg_warn( "Trigger with no target...\n" );
+      return;
+   }
 
-         v3_copy( pnode->co, rp->co );
-         v4_copy( pnode->q, rp->q );
-         strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) );
+   mdl_node_transform( pnode, trigger->transform );
+   m4x3_invert_full( trigger->transform, trigger->inv_transform );
+
+   world->trigger_count ++;
+}
+
+
+VG_STATIC void world_pct_relay( world_instance *world, mdl_node *pnode )
+{
+   struct logic_relay *relay = &world->logic_relays[ world->relay_count ];
+   struct classtype_logic_relay *inf = mdl_get_entdata( world->meta, pnode );
+
+   relay->target_count = 0;
+
+   for( int i=0; i<vg_list_size(relay->targets); i++ )
+   {
+      if( inf->targets[i] )
+      {
+         struct relay_target *target = &relay->targets[relay->target_count ++];
+         mdl_node *other = mdl_node_from_id( world->meta, inf->targets[i] );
+         
+         target->classtype = other->classtype;
+         target->sub_id = other->sub_uid;
       }
-      else if( pnode->classtype == k_classtype_water )
+   }
+
+   v3_copy( pnode->co, relay->pos );
+   world->relay_count ++;
+}
+
+
+VG_STATIC void world_pct_achievement( world_instance *world, mdl_node *pnode )
+{
+   struct logic_achievement *ach = 
+      &world->logic_achievements[ world->achievement_count ];
+   struct classtype_logic_achievement *inf = 
+      mdl_get_entdata( world->meta, pnode );
+
+   v3_copy( pnode->co, ach->pos );
+   ach->achievement_id = mdl_pstr( world->meta, inf->pstr_name );
+   ach->achieved = 0;
+
+   world->achievement_count ++;
+}
+
+VG_STATIC void world_pct_point_light( world_instance *world, mdl_node *pnode )
+{
+   struct world_light *light = &world->lights[ world->light_count ];
+   v3_copy( pnode->co, light->co );
+
+   struct classtype_point_light *inf = mdl_get_entdata( world->meta, pnode );
+   v4_copy( inf->colour, light->colour );
+
+   world->light_count ++;
+}
+
+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_trigger,  world_pct_trigger },
+      { k_classtype_logic_relay, world_pct_relay },
+      { k_classtype_logic_achievement, world_pct_achievement },
+      { k_classtype_point_light, world_pct_point_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++ )
       {
-         if( wrender.enabled )
-         {
-            vg_warn( "Multiple water surfaces in level! ('%s')\n", 
-                  mdl_pstr( mworld, pnode->pstr_name ));
-            continue;
-         }
+         struct entity_instruction *instr = &entity_instructions[j];
 
-         mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 );
-         
-         if( sm )
+         if( pnode->classtype == instr->ct )
          {
-            vg_acquire_thread_sync();
-            {
-               glmesh surf;
-               mdl_unpack_submesh( mworld, &surf, sm );
-               water_set_surface( &surf, pnode->co[1] );
-            }
-            vg_release_thread_sync();
+            instr->process( world, pnode );
+            break;
          }
       }
-      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 );
+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 ];
 
-         pnode->sub_uid = world.traffic_count ++;
-      }
-      else if( pnode->classtype == k_classtype_instance )
+   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 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 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 ) )
          {
-            struct instance_cache *cache = &world.instance_cache[i];
-            if( inst->pstr_file == cache->pstr_file )
-            {
-               cached = 1;
-               pnode->sub_uid = i+1;
-               break;
-            }
+            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 );
          }
+      }
+   }
+}
 
-         if( !cached )
-         {
-            world.instance_cache = buffer_reserve( 
-                            world.instance_cache, world.instance_cache_count,
-                            &world.instance_cache_cap, 1, 
-                            sizeof(struct instance_cache) );
+VG_STATIC void world_scene_compute_light_clusters( world_instance *world,
+                                                   scene *sc )
+{
+   for( int i=0; i<sc->vertex_count; i++ )
+   {
+      scene_vert *vert = &sc->arrvertices[i];
+      vert->lights[0] = 255;
+      vert->lights[1] = 255;
+      vert->lights[2] = 255;
+      vert->lights[3] = 255;
 
-            struct instance_cache *cache = 
-               &world.instance_cache[world.instance_cache_count];
+      float distances[4] = { INFINITY, INFINITY, INFINITY, INFINITY };
 
-            const char *filename = mdl_pstr(mworld, inst->pstr_file);
+      for( int j=0; j<world->light_count; j ++ )
+      {
+         float dist = v3_dist2( world->lights[j].co, vert->co );
 
-            cache->pstr_file = inst->pstr_file;
-            cache->mdl = mdl_load( filename );
+         int best_pos = 4;
+         for( int k=best_pos-1; k>=0; k -- )
+            if( dist < distances[k] )
+               best_pos = k;
 
-            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
+         if( best_pos < 4 )
+         {
+            for( int k=3; k>best_pos; k -- )
             {
-               vg_warn( "Failed to cache %s\n", filename );
+               distances[k] = distances[k-1];
+               vert->lights[k] = vert->lights[k-1];
             }
+
+            distances[best_pos] = dist;
+            vert->lights[best_pos] = j;
          }
       }
    }
+}
 
-   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
-
+VG_STATIC void world_generate( world_instance *world )
+{
    /* 
     * 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;
-   }
+   world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
 
    m4x3f midentity;
    m4x3_identity( midentity );
 
-   if( mat_terrain )
-      world_add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
-   scene_copy_slice( &world.geo, &world.sm_terrain );
+   /*
+    * Generate scene: collidable geometry
+    * ----------------------------------------------------------------
+    */
 
-   if( mat_surf_oob )
-      world_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 );
+   vg_info( "Generating collidable geometry\n" );
+   
+
+   for( int i=0; i<world->material_count; i++ )
+   {
+      struct world_material *mat = &world->materials[ i ];
+
+      if( mat->info.flags & k_material_flag_collision )
+         world_add_all_if_material( midentity, world->scene_geo, world->meta, i );
 
-   if( mat_surf )
-      world_add_all_if_material( midentity, &world.geo, mworld, mat_surf );
-   scene_copy_slice( &world.geo, &world.sm_geo_std );
+      scene_copy_slice( world->scene_geo, &mat->sm_geo );
+   }
+   world_scene_compute_light_clusters( world, world->scene_geo );
 
-   if( mat_vertex_blend )
-      world_add_all_if_material( midentity, &world.geo,mworld,mat_vertex_blend);
-   scene_copy_slice( &world.geo, &world.sm_geo_vb );
+   /* compress that bad boy */
+   world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
 
    vg_acquire_thread_sync();
-   scene_upload( &world.geo );
+   {
+      scene_upload( world->scene_geo, &world->mesh_geo );
+   }
    vg_release_thread_sync();
 
-   scene_bh_create( &world.geo );
+   /* setup spacial mapping and rigidbody */
+   world->geo_bh = scene_bh_create( world_global.generic_heap, 
+                                    world->scene_geo );
 
+   v3_zero( world->rb_geo.co );
+   q_identity( world->rb_geo.q );
 
-   /* Foliage /nocollide layer.
-    * TODO: Probably should have material traits for this
+   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 );
+
+   /*
+    * Generate scene: non-collidable geometry
+    * ----------------------------------------------------------------
     */
-   scene_init( &world.foliage );
+   vg_info( "Generating non-collidable geometry\n" );
 
-   world_apply_procedural_foliage();
-   scene_copy_slice( &world.foliage, &world.sm_foliage_main );
+   world->scene_no_collide = scene_init( world_global.generic_heap, 
+                                         200000, 500000 );
 
-   world_add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest);
-   scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest );
+   for( int i=0; i<world->material_count; i++ )
+   {
+      struct world_material *mat = &world->materials[ i ];
 
-   world_add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti );
-   scene_copy_slice( &world.foliage, &world.sm_graffiti );
+      if( !(mat->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 );
+
+      scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
+   }
+   world_scene_compute_light_clusters( world, world->scene_no_collide );
+
+   /* 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_global.generic_heap, world->scene_no_collide );
+   world->scene_no_collide = NULL;
+}
+
+VG_STATIC int reset_player( int argc, char const *argv[] );
+VG_STATIC void world_post_process( world_instance *world )
+{
+   /* initialize audio if need be */
+   audio_lock();
+   for( int i=0; i<world->audio_things_count; i++ )
+   {
+      struct world_audio_thing *thingy = &world->audio_things[ i ];
+      
+      audio_player_init( &thingy->player );
+      audio_player_set_flags( &thingy->player, thingy->flags );
+      audio_player_set_vol( &thingy->player, thingy->volume );
+      audio_player_set_pan( &thingy->player, 0.0f );
+
+      if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
+         audio_player_set_position( &thingy->player, thingy->pos );
+
+      if( thingy->flags & AUDIO_FLAG_AUTO_START )
+         audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
+   }
+   audio_unlock();
 
    vg_acquire_thread_sync();
    {
-      scene_upload( &world.foliage );
+      /* create scene lighting buffer */
+      glGenBuffers( 1, &world->tbo_light_entities );
+      glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
+      glBufferData( GL_TEXTURE_BUFFER, world->light_count*sizeof(float)*8,
+                    NULL, GL_DYNAMIC_DRAW );
+
+      v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
+      
+      for( int i=0; i<world->light_count; i++ )
+      {
+         struct world_light *light = &world->lights[i];
+
+         v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*2+0] );
+         v3_copy( light->co, light_dst[i*2+1] );
+      }
+
+      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 );
+
+      /* upload full buffer */
+      glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+      glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                       sizeof(struct ub_world_lighting), &world->ub_lighting );
+
 
       /* 
        * Rendering the depth map
        */
-      m4x4f ortho;
-      m4x3f camera;
+      camera ortho;
 
       v3f extent;
-      v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
+      v3_sub( world->scene_geo->bbx[1], world->scene_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],
+      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 );
-      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 );
+      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 );
 
-      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} );
+      glDisable(GL_BLEND);
+      glDisable(GL_CULL_FACE);
+      render_fb_bind( &world->heightmap );
+      shader_blitcolour_use();
+      shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
       render_fsquad();
 
+      /* todo: hmm?? */
       glEnable(GL_BLEND);
       glBlendFunc(GL_ONE, GL_ONE);
       glBlendEquation(GL_MAX);
-      render_world_depth( ortho, camera );
+
+      render_world_position( world, &ortho );
       glDisable(GL_BLEND);
       glEnable(GL_DEPTH_TEST);
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
+   }
+
+   vg_release_thread_sync();
 
-      /* 
-       * 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 0
+   /*
+    * Setup scene collider 
+    */
+   reset_player( 1, (const char *[]){"start"} );
+#endif
+}
+
+VG_STATIC void world_process_resources( world_instance *world )
+{
+   vg_info( "Loading textures\n" );
+   world->texture_count = world->meta->info.texture_count;
+   world->textures = vg_linear_alloc( world_global.generic_heap,
+                                      sizeof(GLuint)*world->texture_count );
+
+   vg_acquire_thread_sync();
+   {
+      /* error texture */
+      world->textures[0] = vg_tex2d_new();
+      vg_tex2d_set_error();
+      vg_tex2d_nearest();
+      vg_tex2d_repeat();
+
+      for( int i=1; i<world->texture_count; i++ )
+      {
+         mdl_texture *tex = &world->meta->texture_buffer[i];
+
+         if( !tex->pack_offset )
+         {
+            vg_release_thread_sync();
+            vg_fatal_exit_loop( "World models must have packed textures!" );
+         }
+
+         vg_linear_clear( vg_mem.scratch );
+         world->textures[i] = vg_tex2d_new();
+         vg_tex2d_set_error();
+         vg_tex2d_qoi( world->meta->pack + tex->pack_offset, tex->pack_length,
+                       mdl_pstr( world->meta, tex->pstr_name ));
+         vg_tex2d_nearest();
+         vg_tex2d_repeat();
+      }
    }
+   vg_release_thread_sync();
+
+   vg_info( "Loading materials\n" );
+
+   u32 size = sizeof(struct world_material) * world->meta->info.material_count;
+   world->materials = vg_linear_alloc( world_global.generic_heap, size );
+                       
+   world->material_count = world->meta->info.material_count;
+   memset( world->materials, 0, size );
+
+   for( int i=1; i<world->material_count; i++ )
+      world->materials[i].info = world->meta->material_buffer[i];
+
+   /* error material */
+   struct world_material *errmat = &world->materials[0];
+   v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
+   v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
+   errmat->info.flags = 0x00;
+   errmat->info.pstr_name = 0; /* useless? */
+   errmat->info.shader = -1;
+   errmat->info.tex_decal = 0;
+   errmat->info.tex_diffuse = 0;
+   errmat->info.tex_normal = 0;
+}
+
+VG_STATIC void world_unload( world_instance *world )
+{
+   vg_acquire_thread_sync();
+
+   /* free meshes */
+   mesh_free( &world->mesh_route_lines );
+   mesh_free( &world->mesh_geo );
+   mesh_free( &world->mesh_no_collide );
+
+   /* 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.active_gate = 0;
+   world_global.current_run_version = 2;
+   world_global.active_route_board = 0;
+
+   for( int i=0; i<vg_list_size(world_global.ui_bars); i++ )
+   {
+      struct route_ui_bar *uib = &world_global.ui_bars[i];
+      uib->segment_start = 0;
+      uib->segment_count = 0;
+      uib->fade_start = 0;
+      uib->fade_count = 0;
+      uib->fade_timer_start = 0.0;
+      uib->xpos = 0.0f;
+   }
+
+   /* 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();
+}
+
+VG_STATIC void world_add_global_light( world_instance *world, 
+                                       v2f dir, v3f colour )
+{
+   int id = world->ub_lighting.g_light_count;
 
-   world_routes_loadfrom( mworld );
+   v3_copy( colour, world->ub_lighting.g_light_colours[id] );
+   v3_copy( (v3f){ cosf(dir[1]) * cosf(dir[0]),
+                   sinf(dir[0]),
+                   sinf(dir[1]) * cosf(dir[0]) }, 
+                   world->ub_lighting.g_light_directions[id] );
+   
+   world->ub_lighting.g_light_count ++;
+}
 
-   for( int i=0; i<world.instance_cache_count; i++ )
-      vg_free( world.instance_cache[i].mdl );
+VG_STATIC void world_clean( world_instance *world )
+{
+   /* clean dangling pointers */
+   world->meta = NULL;
 
-   vg_free( world.instance_cache );
-   vg_free( mworld );
-   scene_free_offline_buffers( &world.foliage );
+   world->textures = NULL;
+   world->texture_count = 0;
+   world->materials = NULL;
+   world->material_count = 0;
+   
+   world->scene_geo = NULL;
+   world->scene_no_collide = NULL;
+   world->scene_lines = NULL;
 
-   /*
-    * Setup scene collider 
-    */
-   v3_zero( world.rb_geo.co );
-   q_identity( world.rb_geo.q );
+   world->geo_bh = NULL;
+   world->trigger_bh = NULL;
+   world->audio_bh = NULL;
+
+   world->spawns = NULL;
+   world->spawn_count = 0;
+
+   world->audio_things = NULL;
+   world->audio_things_count = 0;
+
+   world->triggers = NULL;
+   world->trigger_count = 0;
+
+   world->lights = NULL;
+   world->light_count = 0;
+
+   world->logic_relays = NULL;
+   world->relay_count = 0;
+
+   world->logic_achievements = NULL;
+   world->achievement_count = 0;
+
+   world->nodes = NULL;
+   world->node_count = 0;
+
+   world->routes = NULL;
+   world->route_count = 0;
+
+   world->gates = NULL;
+   world->gate_count = 0;
+
+   world->collectors = NULL;
+   world->collector_count = 0;
 
-   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 );
+   world->nonlocal_gates = NULL;
+   world->nonlocalgate_count = 0;
+
+   world->water.enabled = 0;
+
+
+   /* default lighting conditions 
+    * -------------------------------------------------------------*/
+   world->ub_lighting.g_light_count = 0;
+   world->ub_lighting.g_light_preview = 0;
+   world->ub_lighting.g_shadow_samples = 8;
+   world->ub_lighting.g_water_fog = 0.04f;
+
+   v4_zero( world->ub_lighting.g_water_plane );
+   v4_zero( world->ub_lighting.g_depth_bounds );
+   v4_zero( world->ub_lighting.g_ambient_colour );
+
+   v3_copy( (v3f){ 0.09f, 0.03f, 0.07f }, world->ub_lighting.g_ambient_colour );
+
+   world_add_global_light( world, (v2f){  0.63f, -0.08f },
+                                  (v3f){  1.36f,  1.35f, 1.01f } );
+
+   world_add_global_light( world, (v2f){ -2.60f, -0.13f },
+                                  (v3f){  0.33f,  0.56f, 0.64f } );
+
+   world_add_global_light( world, (v2f){  2.60f, -0.84f },
+                                  (v3f){  0.05f,  0.05f, 0.23f } );
+
+   world->ub_lighting.g_light_directions[0][3] = 9.50f;
+   world->ub_lighting.g_light_colours[0][3] = 0.65f;
+}
+
+VG_STATIC void world_load( world_instance *world, const char *path )
+{
+   world_unload( world );
+   world_clean( world );
+
+   world->meta = mdl_load_full( world_global.generic_heap, path );
+   vg_info( "Loading world: %s\n", path );
+
+   /* process resources from pack */
+   world_process_resources( world );
+
+   /* dynamic allocations */
+   world_ents_allocate( world );
+   world_routes_allocate( world );
+
+   /* meta processing */
+   world_routes_process( world );
+   world_entities_process( world );
+   
+   /* main bulk */
+   world_generate( world );
+   world_routes_generate( world );
+   world_post_process( world );
 }
 
 #endif /* WORLD_GEN_H */