stepping
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 40d6f4c9653c4473c58de098038ae2948cae9ee7..63cb1ef98f1e91c38799f1f9d2e78a7a65e81b69 100644 (file)
 
 #include "world.h"
 
-/* load world TODO: Put back vg back in loading state while this happens */
-VG_STATIC void world_load(void);
-
+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->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 );
-         }
-      }
-
-#if 0
-      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_context *mdl2 = cache->mdl;
+   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_node_transform( pnode, transform2 );
+            mdl_transform_m4x3( &mesh->transform, transform2 );
             m4x3_mul( transform, transform2, transform2 );
 
-            world_add_all_if_material( transform2, pscene, mdl2, id );
+            scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
          }
       }
-#endif
    }
 }
 
-/* Sprinkle foliage models over the map on terrain material */
-VG_STATIC void world_apply_procedural_foliage(void)
+VG_STATIC void world_add_blob( world_instance *world,
+                               scene *pscene, ray_hit *hit )
 {
-   vg_linear_clear( vg_mem.scratch );
-
-   mdl_context *mfoliage = 
-      mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
+   m4x3f transform;
+   v4f qsurface, qrandom;
+   v3f axis;
 
-   v3f volume;
-   v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
-   volume[1] = 1.0f;
+   v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
 
-   m4x3f transform;
-   mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
-   mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
+   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] );
 
-   for( int i=0;i<100000;i++ )
+   scene_vert verts[] = 
    {
-      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 );
-      
-      ray_hit hit;
-      hit.dist = INFINITY;
+      { .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 } }
+   };
 
-      if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-      {
-         if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
-             (hit.pos[1] > 0.0f+10.0f) )
-         {
-            v4f qsurface, qrandom;
-            v3f axis;
+   const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
 
-            v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
+   if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
+      vg_fatal_exit_loop( "Scene vertex buffer overflow" );
 
-            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 );
+   if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
+      vg_fatal_exit_loop( "Scene index buffer overflow" );
 
-            v3_copy( hit.pos, transform[3] );
-            scene_add_submesh( world.scene_no_collide, mfoliage, 
-                               sm_blob, transform);
-         }
-      }
-   }
-}
-
-VG_STATIC void world_ents_allocate(void)
-{
-   vg_info( "Allocating entities\n" );
+   scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
+   u32 *dst_indices      = &pscene->arrindices [ pscene->indice_count ];
 
-   /* 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 */
+   scene_vert *ref       = &world->scene_geo->arrvertices[ hit->tri[0] ];
 
-   struct countable
-   {
-      enum   classtype ct;
-      void **to_allocate;
-      u32    item_size;
-      int    count;
-   }
-   entity_counts[] =
+   for( u32 i=0; i<vg_list_size(verts); i++ )
    {
-      { 
-         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)
-      }
-   };
+      scene_vert *pvert = &dst_verts[ i ],
+                 *src   = &verts[ i ];
 
-   for( int i=0; i<vg_list_size(entity_counts); i++ )
-      entity_counts[i].count = 0;
+      m4x3_mulv( transform, src->co, pvert->co );
+      scene_vert_pack_norm( pvert, transform[1] );
 
-   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 )
-         {
-            entity_counts[j].count ++;
-            break;
-         }
-      }
+      v2_copy( ref->uv, pvert->uv );
    }
 
-   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.dynamic_vgl, bufsize );
-   }
-}
+   for( u32 i=0; i<vg_list_size(indices); i++ )
+      dst_indices[i] = indices[i] + pscene->vertex_count;
 
-VG_STATIC void world_pct_spawn( 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 );
+   pscene->vertex_count += vg_list_size(verts);
+   pscene->indice_count += vg_list_size(indices);
 }
 
-VG_STATIC void world_pct_water( mdl_node *pnode )
+/* Sprinkle foliage models over the map on terrain material */
+VG_STATIC void world_apply_procedural_foliage( world_instance *world,
+                                               struct world_surface *mat )
 {
-   if( world.water.enabled )
-   {
-      vg_warn( "Multiple water surfaces in level! ('%s')\n", 
-               mdl_pstr( world.meta, pnode->pstr_name ));
+   if( vg.quality_profile == k_quality_profile_low )
       return;
-   }
 
-   mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 );
-   
-   if( sm )
-   {
-      vg_acquire_thread_sync();
-      {
-         mdl_unpack_submesh( world.meta, &world.mesh_water, sm );
-         world.water.enabled = 1;
-         water_set_surface( pnode->co[1] );
-      }
-      vg_release_thread_sync();
-   }
-   else
-   {
-      vg_warn( "Water entity has no submeshes!\n" );
-   }
-}
+   vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
 
-VG_STATIC void world_pct_instance( mdl_node *pnode )
-{
-   struct classtype_instance *inst = mdl_get_entdata( world.meta, pnode );
-   pnode->sub_uid = 0;
-   
-   int cache_entry = 0;
-   for( int i=0; i<world.instance_cache_count; i++ )
-   {
-      struct instance_cache *cache = &world.instance_cache[i];
-      if( inst->pstr_file == cache->pstr_file )
-      {
-         cache_entry = 1;
-         pnode->sub_uid = i+1;
-         break;
-      }
-   }
+   v3f volume;
+   v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
+   volume[1] = 1.0f;
 
-   if( !cache_entry )
-   {
-      if( world.instance_cache_count == vg_list_size(world.instance_cache) )
-         vg_fatal_exit_loop( "Instance cache is full!" );
+   int count = 0;
 
-      struct instance_cache *cache = 
-         &world.instance_cache[world.instance_cache_count ++ ];
+   float area = volume[0]*volume[2];
+   u32 particles = 0.08f * area;
 
-      cache->pstr_file = inst->pstr_file;
+   vg_info( "Map area: %f. Max particles: %u\n", area, particles );
 
-#if 0
-      cache->mdl = mdl_load( filename );
+   for( u32 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->scene_geo->bbx[0], pos );
+      
+      ray_hit hit;
+      hit.dist = INFINITY;
 
-      if( cache->mdl )
-      {
-         world.instance_cache_count ++;
-         pnode->sub_uid = world.instance_cache_count;
-         mdl_link_materials( mworld, cache->mdl );
-         vg_success( "Cached %s\n", filename );
-      }
-      else
-      {
-         vg_warn( "Failed to cache %s\n", filename );
+      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 );
+            count ++;
+         }
       }
-#endif
    }
+
+   vg_info( "%d foliage models added\n", count );
 }
 
-VG_STATIC void world_pct_audio( mdl_node *pnode )
+
+#if 0
+
+VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
 {
-   struct world_audio_thing *thing = &world.audio_things[
-                                      world.audio_things_count ];
+   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 );
+   struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
 
    v3_copy( pnode->co, thing->pos );
    
-   if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
-      thing->volume = aud->volume * pnode->s[0];
-   else
-      thing->volume = aud->volume;
+   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 );
-   audio_clip_load( &thing->temp_embedded_clip );
-   thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
-   thing->player.enqued = 0;
+   thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
+   thing->temp_embedded_clip.flags = aud->flags;
 
-   pnode->sub_uid = world.audio_things_count;
-   world.audio_things_count ++;
+   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_entities_process(void)
+VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
 {
-   struct entity_instruction
-   {
-      enum classtype ct;
-      void (*process)( mdl_node *pnode );
-   }
-   entity_instructions[] = 
-   {
-      { k_classtype_spawn,    world_pct_spawn },
-      { k_classtype_water,    world_pct_water },
-      { k_classtype_instance, world_pct_instance },
-      { k_classtype_audio,    world_pct_audio },
-   };
+   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_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<world.meta->info.node_count; i++ )
+   for( int i=0; i<a->nonlocalgate_count; i++ )
    {
-      mdl_node *pnode = mdl_node_from_id( world.meta, 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<vg_list_size(entity_instructions); j++ )
+      for( int j=0; j<b->nonlocalgate_count; j++ )
       {
-         struct entity_instruction *instr = &entity_instructions[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( pnode->classtype == instr->ct )
+         if( !strcmp( ga_name, gb_name ) )
          {
-            instr->process( pnode );
-            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 0
-      else if( pnode->classtype == k_classtype_achievement_box )
-      {
-         world.achievement_zones = 
-            buffer_reserve( world.achievement_zones,
-                            world.achievement_zones_count,
-                            &world.achievement_zones_cap, 1, 
-                            sizeof(struct achievement_zone) );
-
-         struct achievement_zone *zone = &world.achievement_zones[ 
-                                          world.achievement_zones_count ++ ];
-
-
-         struct classtype_achievement_box *box = mdl_get_entdata(mworld,pnode);
-
-         mdl_node_transform( pnode, zone->transform );
-         m4x3_invert_full( zone->transform, zone->inv_transform );
-         vg_strncpy( mdl_pstr(mworld, box->pstr_name), zone->name, 31 );
-         zone->name[31] = 0x00;
-         zone->triggered = 0;
-
-         if( box->trigger )
-            zone->ptarget_delegated = mdl_node_from_id( mworld, box->trigger );
-         else
-            zone->ptarget_delegated = NULL;
-      }
-#endif
-   }
-
-#if 0
-   /* fixup links */
-   for( int i=0; i<world.achievement_zones_count; i ++ )
-   {
-      struct achievement_zone *ach = &world.achievement_zones[ i ];
-      if( ach->ptarget_delegated )
-      {
-         u32 id = ach->ptarget_delegated->sub_uid;
-         ach->ptarget = &world.audio_things[ id ];
-      }
-      else
-         ach->ptarget = NULL;
-   }
-#endif
-}
-
-VG_STATIC void world_load_instance_cache(void)
-{
-   vg_linear_clear( vg_mem.scratch );
-
-   for( int i=0; i<world.instance_cache_count; i++ )
-   {
-      struct instance_cache *inst = &world.instance_cache[i];
-      
-      const char *filename = mdl_pstr( world.meta, inst->pstr_file );
-      inst->mdl = mdl_load_full( vg_mem.scratch, filename );
    }
 }
+#endif
 
-VG_STATIC void world_generate(void)
+VG_STATIC void world_generate( world_instance *world )
 {
    /* 
     * Compile meshes into the world scenes
     */
-   world.scene_geo = scene_init( world.dynamic_vgl, 500000, 1200000 );
-   
-   /*
-    * TODO: System to dynamically allocate these 
-    */
-   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<world.meta->info.material_count; i++ )
-   {
-      mdl_material *mat = &world.meta->material_buffer[ i ];
-      const char *mat_name = mdl_pstr( world.meta, 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 );
 
-   world_load_instance_cache();
-
    /*
     * Generate scene: collidable geometry
     * ----------------------------------------------------------------
     */
 
    vg_info( "Generating collidable geometry\n" );
-   vg_info( "terrain...\n" );
-   /* terrain */
-   if( mat_terrain )
-      world_add_all_if_material( midentity, world.scene_geo, 
-                                 world.meta, mat_terrain );
-   scene_copy_slice( world.scene_geo, &world.sm_terrain );
-
-   /* oob */
-   vg_info( "oob...\n" );
-   if( mat_surf_oob )
-      world_add_all_if_material( midentity, world.scene_geo, 
-                                 world.meta, mat_surf_oob );
-   else
-      vg_warn( "No OOB surface\n" );
-   scene_copy_slice( world.scene_geo, &world.sm_geo_std_oob );
-
-
-   /* surface */
-   vg_info( "surface...\n" );
-   if( mat_surf )
-      world_add_all_if_material( midentity, world.scene_geo, 
-                                 world.meta, mat_surf );
-   scene_copy_slice( world.scene_geo, &world.sm_geo_std );
-
-   /* vertex_blend */
-   vg_info( "vertex blend...\n" );
-   if( mat_vertex_blend )
-      world_add_all_if_material( midentity, world.scene_geo,
-                                 world.meta, mat_vertex_blend);
-   scene_copy_slice( world.scene_geo, &world.sm_geo_vb );
    
+   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 );
+   }
+
    /* compress that bad boy */
-   world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
+   world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
 
    vg_acquire_thread_sync();
    {
-      scene_upload( world.scene_geo, &world.mesh_geo );
+      scene_upload( world->scene_geo, &world->mesh_geo );
    }
    vg_release_thread_sync();
 
    /* setup spacial mapping and rigidbody */
-   world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
+   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 );
+   v3_zero( world->rb_geo.co );
+   q_identity( world->rb_geo.q );
 
-   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 );
+   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
@@ -461,226 +273,576 @@ VG_STATIC void world_generate(void)
     */
    vg_info( "Generating non-collidable geometry\n" );
 
-   world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
+   world->scene_no_collide = scene_init( world_global.generic_heap, 
+                                         200000, 500000 );
 
-   vg_info( "Applying foliage\n" );
-   world_apply_procedural_foliage();
-   scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
+   for( u32 i=0; i<world->surface_count; i++ ){
+      struct world_surface *mat = &world->surfaces[ i ];
 
-   vg_info( "alphatest...\n" );
-   world_add_all_if_material( midentity, world.scene_no_collide,
-                              world.meta, mat_alphatest );
-   scene_copy_slice( world.scene_no_collide, &world.sm_foliage_alphatest );
+      if( !(mat->info.flags & k_material_flag_collision) ){
+         world_add_all_if_material( midentity, world->scene_no_collide, 
+                                    &world->meta, i );
+      }
 
-   vg_info( "graffiti...\n" );
-   world_add_all_if_material( midentity, world.scene_no_collide, 
-                              world.meta, mat_graffiti );
-   scene_copy_slice( world.scene_no_collide, &world.sm_graffiti );
+      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 );
+   }
 
    /* upload and free that */
    vg_acquire_thread_sync();
    {
-      scene_upload( world.scene_no_collide, &world.mesh_no_collide );
+      scene_upload( world->scene_no_collide, &world->mesh_no_collide );
    }
    vg_release_thread_sync();
 
-   vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
-   world.scene_no_collide = NULL;
+   vg_linear_del( world_global.generic_heap, world->scene_no_collide );
+   world->scene_no_collide = NULL;
+}
+
+float 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);
 }
 
-VG_STATIC void world_post_process(void)
+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_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];
+   }
+
+   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];
+   }
+
+   v3_muls( cubes_min, k_light_cube_size, cubes_min );
+   v3_muls( cubes_max, k_light_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 *cubes_index = vg_linear_alloc( world_global.generic_heap, 
+                                       total_cubes * sizeof(u32) * 2.0f );
+                                       
+   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 ++ ){
+      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 );
+
+               float dist = v3_dist( closest, light->transform.co ),
+                     influence = 1.0f/(dist+1.0f);
+
+               if( dist > light->range )
+                  continue;
+
+               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_acquire_thread_sync();
+
+   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_linear_del( world_global.generic_heap, cubes_index );
+
+   vg_release_thread_sync();
+}
+
+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++ )
+   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 );
+      struct world_audio_thing *thingy = &world->audio_things[ i ];
 
       if( thingy->flags & AUDIO_FLAG_AUTO_START )
-         audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
+      {
+         audio_channel *ch = 
+            audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
+
+         audio_channel_edit_volume( ch, thingy->volume, 1 );
+         audio_channel_set_spacial( ch, thingy->pos, thingy->range );
+
+         if( !(ch->flags & AUDIO_FLAG_LOOP) )
+            ch = audio_relinquish_channel( ch );
+      }
    }
    audio_unlock();
+#endif
+
+   world_compute_light_indices( world );
 
    vg_acquire_thread_sync();
    {
+      /* create scene lighting buffer */
+
+      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] = -1.0f;
+
+         if( !light->daytime ){
+            u32 hash = (i * 29986577) & 0xff;
+            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
        */
-      m4x4f ortho;
-      m4x3f camera;
+      camera ortho;
 
       v3f extent;
-      v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], 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],
+      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 );
 
       glDisable(GL_DEPTH_TEST);
       glDisable(GL_BLEND);
       glDisable(GL_CULL_FACE);
-      glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
-      glViewport( 0, 0, 1024, 1024 );
-      shader_fscolour_use();
-      shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+      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 );
 
-
-      /* 
-       * TODO: World settings entity
-       */
-      struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
-
-      if( world.water.enabled )
-         v4_copy( world.water.plane, winfo->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, winfo->g_depth_bounds );
-
-      winfo->g_water_fog = 0.04f;
-      render_update_lighting_ub();
+      /* upload full buffer */
+      glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+      glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                       sizeof(struct ub_world_lighting), &world->ub_lighting );
    }
 
    vg_release_thread_sync();
 
+#if 0
    /*
     * Setup scene collider 
     */
+   reset_player( 1, (const char *[]){"start"} );
+#endif
 }
 
-
-VG_STATIC void world_unload(void)
+VG_STATIC void world_process_resources( world_instance *world )
 {
-   /* free meshes */
-   mesh_free( &world.mesh_geo );
-   mesh_free( &world.mesh_no_collide );
-   mesh_free( &world.mesh_route_lines );
-   mesh_free( &world.mesh_water );
-
-   world.time = 0.0;
-   world.rewind_from = 0.0;
-   world.rewind_to = 0.0;
-   world.last_use = 0.0;
-   world.active_gate = 0;
-   world.current_run_version = 2;
-   world.active_route_board = 0;
-   v3_zero( world.render_gate_pos );
-
-   for( int i=0; i<vg_list_size(world.ui_bars); i++ )
+   vg_info( "Loading textures\n" );
+
+   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 );
+
+   vg_acquire_thread_sync();
    {
-      struct route_ui_bar *uib = &world.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;
+      /* 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!" );
+         }
+
+         vg_linear_clear( vg_mem.scratch );
+         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,
+                       mdl_pstr( &world->meta, tex->file.pstr_path ));
+         vg_tex2d_nearest();
+         vg_tex2d_repeat();
+      }
    }
+   vg_release_thread_sync();
 
-   /* delete the entire block of memory */
-   memset( world.dynamic_vgl, 0xff, 72*1024*1024 );
+   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 );
 
-   vg_linear_clear( world.dynamic_vgl );
+   /* 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++ ){
+      world->surfaces[i+1].info = 
+         *(mdl_material *)mdl_arritm( &world->meta.materials, i );
+   }
+}
 
-   for( u32 i=0; i<72*1024*1024; i++ )
-      ((u8 *)world.dynamic_vgl)[i] = 0xff^i;
+VG_STATIC void world_unload( world_instance *world )
+{
+   vg_acquire_thread_sync();
 
-   /* clean dangling pointers */
-   world.meta = NULL;
+   /* free meshes */
+   mesh_free( &world->mesh_route_lines );
+   mesh_free( &world->mesh_geo );
+   mesh_free( &world->mesh_no_collide );
    
-   world.scene_geo = NULL;
-   world.scene_lines = NULL;
-   world.scene_no_collide = NULL;
+   /* 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 */
+   /*        whynot? */
+   /*        oh this should be moved to a global function */
+   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.sfd.active_route_board = 0;
+
+   /* delete textures and meshes */
+   glDeleteTextures( world->texture_count, world->textures );
 
-   world.geo_bh = NULL;
-   world.trigger_bh = NULL;
-   world.audio_bh = NULL;
+   /* 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
 
-   world.spawns = NULL;
-   world.spawn_count = 0;
+   vg_release_thread_sync();
+}
 
-   world.audio_things = NULL;
-   world.audio_things_count = 0;
+VG_STATIC void world_clean( world_instance *world )
+{
+   memset( &world->meta, 0, sizeof(mdl_context) );
 
-   world.logic_entities = NULL;
-   world.logic_entity_count = 0;
+   /*
+    * TODO: Theres probably a better way to do this? */
+   /*       yep, find all members that can be memsetted to 0. this is probably
+    *       every member anyway, given the below is just setting to 0
+    *
+    *       also: rename clean to init? */
 
-   world.logic_actions = NULL;
-   world.logic_action_count = 0;
+   world->textures = NULL;
+   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.triggers = NULL;
-   world.trigger_count = 0;
+   world->geo_bh = NULL;
+   world->volume_bh = NULL;
+   world->audio_bh = NULL;
+   world->rendering_gate = NULL;
 
-   world.nodes = NULL;
-   world.node_count = 0;
+   world->water.enabled = 0;
 
-   world.routes = NULL;
-   world.route_count = 0;
+   /* default lighting conditions 
+    * -------------------------------------------------------------*/
+   struct ub_world_lighting *state = &world->ub_lighting;
 
-   world.gates = NULL;
-   world.gate_count = 0;
+   state->g_light_preview = 0;
+   state->g_shadow_samples = 8;
+   state->g_water_fog = 0.04f;
 
-   world.collectors = NULL;
-   world.collector_count = 0;
+   v4_zero( state->g_water_plane );
+   v4_zero( state->g_depth_bounds );
 
-   world.instance_cache_count = 0;
-   world.water.enabled = 0;
+   state->g_shadow_length = 9.50f;
+   state->g_shadow_spread = 0.65f;
+
+   v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
+   v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
+   v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
+   v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
+   v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
+   v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
 }
 
-VG_STATIC void world_load(void)
+VG_STATIC void world_entities_init( world_instance *world )
 {
-   world_unload();
+   /* lights */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
+      ent_light *light = mdl_arritm( &world->ent_light, j );
+
+      m4x3f to_world;
+      q_m3x3( light->transform.q, to_world );
+      v3_copy( light->transform.co, to_world[3] );
+      m4x3_invert_affine( to_world, light->inverse_world );
+
+      light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
+      light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
+   }
 
-   world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
-   vg_info( "Loading world: %s\n", world.world_name );
+   /* 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 );
+   }
+
+   /* 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] );
+   }
+}
+
+VG_STATIC void world_load( world_instance *world, const char *path )
+{
+   world_unload( world );
+   world_clean( world );
+
+   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_load_array( &world->meta, &world->ent_water,
+                   "ent_water", world_global.generic_heap );
+
+   mdl_close( &world->meta );
+
+   /* process resources from pack */
+   world_process_resources( world );
+
+#if 0
    /* dynamic allocations */
-   world_ents_allocate();
-   world_routes_allocate();
+   world_ents_allocate( world );
+   world_routes_allocate( world );
 
    /* meta processing */
-   world_routes_process();
-   world_entities_process();
+#endif
+   world_routes_ent_init( world );
+   world_entities_init( world );
    
    /* main bulk */
-   world_generate();
-   world_routes_generate();
-   world_post_process();
+   world_generate( world );
+   world_routes_generate( world );
+   world_post_process( world );
 }
 
 #endif /* WORLD_GEN_H */