stepping
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 59bed34a282cfdd8ae05687b4c94d261168c76ef..63cb1ef98f1e91c38799f1f9d2e78a7a65e81b69 100644 (file)
@@ -12,17 +12,14 @@ 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( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
+      mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
 
-      for( int j=0; j<pnode->submesh_count; j++ )
-      {
-         mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
-         if( sm->material_id == id )
-         {
+      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 );
 
             scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
@@ -90,25 +87,17 @@ VG_STATIC void world_add_blob( world_instance *world,
 
 /* Sprinkle foliage models over the map on terrain material */
 VG_STATIC void world_apply_procedural_foliage( world_instance *world,
-                                               struct world_material *mat )
+                                               struct world_surface *mat )
 {
    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->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
    volume[1] = 1.0f;
 
-   mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
-   mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
-
    int count = 0;
 
    float area = volume[0]*volume[2];
@@ -116,8 +105,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
 
    vg_info( "Map area: %f. Max particles: %u\n", area, particles );
 
-   for( int i=0;i<particles;i++ )
-   {
+   for( u32 i=0; i<particles; i++ ){
       v3f pos;
       v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
       pos[1] = 1000.0f;
@@ -126,11 +114,9 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
       ray_hit hit;
       hit.dist = INFINITY;
 
-      if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-      {
-         struct world_material *m1 = ray_hit_material( world, &hit );
-         if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
-         {
+      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 ++;
          }
@@ -140,110 +126,8 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
    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 */
-
-   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)
-      }
-   };
-
-   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->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 );
-   }
-}
-
-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] );
-}
+#if 0
 
 VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
 {
@@ -255,97 +139,19 @@ VG_STATIC void world_pct_audio( world_instance *world, mdl_node *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 );
-   thing->temp_embedded_clip.source_mode = k_audio_source_mono;
+   thing->temp_embedded_clip.flags = aud->flags;
 
-   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;
+   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_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 *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;
-   }
-
-   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;
-      }
-   }
-
-   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[ 
@@ -358,42 +164,6 @@ VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
    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++ )
-      {
-         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" );
@@ -447,43 +217,7 @@ VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
       }
    }
 }
-
-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;
-
-      float distances[4] = { INFINITY, INFINITY, INFINITY, INFINITY };
-
-      for( int j=0; j<world->light_count; j ++ )
-      {
-         float dist = v3_dist2( world->lights[j].co, vert->co );
-
-         int best_pos = 4;
-         for( int k=best_pos-1; k>=0; k -- )
-            if( dist < distances[k] )
-               best_pos = k;
-
-         if( best_pos < 4 )
-         {
-            for( int k=3; k>best_pos; k -- )
-            {
-               distances[k] = distances[k-1];
-               vert->lights[k] = vert->lights[k-1];
-            }
-
-            distances[best_pos] = dist;
-            vert->lights[best_pos] = j;
-         }
-      }
-   }
-}
+#endif
 
 VG_STATIC void world_generate( world_instance *world )
 {
@@ -502,17 +236,15 @@ VG_STATIC void world_generate( world_instance *world )
 
    vg_info( "Generating collidable geometry\n" );
    
+   for( u32 i=0; i<world->surface_count; i++ ){
+      struct world_surface *surf = &world->surfaces[ i ];
 
-   for( int i=0; i<world->material_count; i++ )
-   {
-      struct world_material *mat = &world->materials[ i ];
+      if( surf->info.flags & k_material_flag_collision )
+         world_add_all_if_material( midentity, world->scene_geo, 
+                                    &world->meta, i );
 
-      if( mat->info.flags & k_material_flag_collision )
-         world_add_all_if_material( midentity, world->scene_geo, world->meta, i );
-
-      scene_copy_slice( world->scene_geo, &mat->sm_geo );
+      scene_copy_slice( world->scene_geo, &surf->sm_geo );
    }
-   world_scene_compute_light_clusters( world, world->scene_geo );
 
    /* compress that bad boy */
    world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
@@ -544,14 +276,12 @@ VG_STATIC void world_generate( world_instance *world )
    world->scene_no_collide = scene_init( world_global.generic_heap, 
                                          200000, 500000 );
 
-   for( int i=0; i<world->material_count; i++ )
-   {
-      struct world_material *mat = &world->materials[ i ];
+   for( u32 i=0; i<world->surface_count; i++ ){
+      struct world_surface *mat = &world->surfaces[ i ];
 
-      if( !(mat->info.flags & k_material_flag_collision) )
-      {
+      if( !(mat->info.flags & k_material_flag_collision) ){
          world_add_all_if_material( midentity, world->scene_no_collide, 
-                                    world->meta, i );
+                                    &world->meta, i );
       }
 
       if( mat->info.flags & k_material_flag_grow_grass )
@@ -559,7 +289,6 @@ VG_STATIC void world_generate( world_instance *world )
 
       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();
@@ -572,44 +301,244 @@ VG_STATIC void world_generate( world_instance *world )
    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_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++ )
    {
       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_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, world->light_count*sizeof(float)*8,
-                    NULL, GL_DYNAMIC_DRAW );
+      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( int i=0; i<world->light_count; i++ )
-      {
-         struct world_light *light = &world->lights[i];
+      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;
 
-         v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*2+0] );
-         v3_copy( light->co, light_dst[i*2+1] );
+         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 );
@@ -618,7 +547,6 @@ VG_STATIC void world_post_process( world_instance *world )
       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 );
@@ -632,12 +560,6 @@ VG_STATIC void world_post_process( world_instance *world )
       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
        */
@@ -671,7 +593,6 @@ VG_STATIC void world_post_process( world_instance *world )
       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);
@@ -681,6 +602,10 @@ VG_STATIC void world_post_process( world_instance *world )
       glEnable(GL_DEPTH_TEST);
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
+      /* upload full buffer */
+      glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+      glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                       sizeof(struct ub_world_lighting), &world->ub_lighting );
    }
 
    vg_release_thread_sync();
@@ -696,7 +621,10 @@ VG_STATIC void world_post_process( world_instance *world )
 VG_STATIC void world_process_resources( world_instance *world )
 {
    vg_info( "Loading textures\n" );
-   world->texture_count = world->meta->info.texture_count;
+
+   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 );
 
@@ -708,21 +636,20 @@ VG_STATIC void world_process_resources( world_instance *world )
       vg_tex2d_nearest();
       vg_tex2d_repeat();
 
-      for( int i=1; i<world->texture_count; i++ )
-      {
-         mdl_texture *tex = &world->meta->texture_buffer[i];
+      for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
+         mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
 
-         if( !tex->pack_offset )
-         {
+         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] = vg_tex2d_new();
+         world->textures[i+1] = 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_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();
       }
@@ -731,25 +658,18 @@ VG_STATIC void world_process_resources( world_instance *world )
 
    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];
+   world->surface_count = world->meta.materials.count+1;
+   world->surfaces = vg_linear_alloc( world_global.generic_heap,
+                           sizeof(struct world_surface)*world->surface_count );
 
    /* 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;
+   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 );
+   }
 }
 
 VG_STATIC void world_unload( world_instance *world )
@@ -760,26 +680,22 @@ 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 */
+   /*        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.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;
-   }
+   world_global.sfd.active_route_board = 0;
 
    /* delete textures and meshes */
    glDeleteTextures( world->texture_count, world->textures );
@@ -791,102 +707,90 @@ VG_STATIC void world_unload( world_instance *world )
    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;
-
-   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 ++;
-}
-
 VG_STATIC void world_clean( world_instance *world )
 {
-   /* clean dangling pointers */
-   world->meta = NULL;
+   memset( &world->meta, 0, sizeof(mdl_context) );
+
+   /*
+    * 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->textures = NULL;
    world->texture_count = 0;
-   world->materials = NULL;
-   world->material_count = 0;
+   world->surfaces = NULL;
+   world->surface_count = 0;
    
    world->scene_geo = NULL;
    world->scene_no_collide = NULL;
    world->scene_lines = NULL;
 
    world->geo_bh = NULL;
-   world->trigger_bh = NULL;
+   world->volume_bh = NULL;
    world->audio_bh = NULL;
+   world->rendering_gate = 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->water.enabled = 0;
 
-   world->collectors = NULL;
-   world->collector_count = 0;
+   /* default lighting conditions 
+    * -------------------------------------------------------------*/
+   struct ub_world_lighting *state = &world->ub_lighting;
 
-   world->nonlocal_gates = NULL;
-   world->nonlocalgate_count = 0;
+   state->g_light_preview = 0;
+   state->g_shadow_samples = 8;
+   state->g_water_fog = 0.04f;
 
-   world->water.enabled = 0;
+   v4_zero( state->g_water_plane );
+   v4_zero( state->g_depth_bounds );
 
+   state->g_shadow_length = 9.50f;
+   state->g_shadow_spread = 0.65f;
 
-   /* 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;
+   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 );
+}
 
-   v4_zero( world->ub_lighting.g_water_plane );
-   v4_zero( world->ub_lighting.g_depth_bounds );
-   v4_zero( world->ub_lighting.g_ambient_colour );
+VG_STATIC void world_entities_init( world_instance *world )
+{
+   /* lights */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
+      ent_light *light = mdl_arritm( &world->ent_light, j );
 
-   v3_copy( (v3f){ 0.09f, 0.03f, 0.07f }, world->ub_lighting.g_ambient_colour );
+      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 );
 
-   world_add_global_light( world, (v2f){  0.63f, -0.08f },
-                                  (v3f){  1.36f,  1.35f, 1.01f } );
+      light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
+      light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
+   }
 
-   world_add_global_light( world, (v2f){ -2.60f, -0.13f },
-                                  (v3f){  0.33f,  0.56f, 0.64f } );
+   /* 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 );
+   }
 
-   world_add_global_light( world, (v2f){  2.60f, -0.84f },
-                                  (v3f){  0.05f,  0.05f, 0.23f } );
+   /* 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->ub_lighting.g_light_directions[0][3] = 9.50f;
-   world->ub_lighting.g_light_colours[0][3] = 0.65f;
+      world->water.enabled = 1;
+      water_set_surface( world, water->transform.co[1] );
+   }
 }
 
 VG_STATIC void world_load( world_instance *world, const char *path )
@@ -894,19 +798,46 @@ 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 );
 
+   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 );
    world_routes_allocate( world );
 
    /* meta processing */
-   world_routes_process( world );
-   world_entities_process( world );
+#endif
+   world_routes_ent_init( world );
+   world_entities_init( world );
    
    /* main bulk */
    world_generate( world );