my fucking fingers
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 96928b60bd166b05fb58c52810b43f6f83b4a130..c274eace18e621cc15b3b7ed81915e644781a56c 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( u32 index, const char *path );
 
-
-VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, 
+VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene, 
                                           mdl_context *mdl, u32 id )
 {
-   for( 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_submesh( pscene, mdl, sm, transform2 );
+            scene_add_mdl_submesh( scene, mdl, sm, transform2 );
          }
       }
    }
 }
 
-/* Sprinkle foliage models over the map on terrain material */
-VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
+VG_STATIC void world_add_blob( world_instance *world,
+                               scene_context *scene, ray_hit *hit )
 {
-   if( vg.quality_profile == k_quality_profile_low )
-      return;
-
-   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 ))
-      {
-         struct world_material *m1 = ray_hit_material( &hit );
-         if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
-         {
-            v4f qsurface, qrandom;
-            v3f axis;
-
-            v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
-
-            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_add_submesh( world.scene_no_collide, mfoliage, 
-                               sm_blob, transform);
-         }
-      }
-   }
-}
+   const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
 
-VG_STATIC void world_ents_allocate(void)
-{
-   vg_info( "Allocating entities\n" );
+   if( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
+      vg_fatal_error( "Scene vertex buffer overflow" );
 
-   /* 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 */
+   if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
+      vg_fatal_error( "Scene index buffer overflow" );
 
-   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)
-      }
-   };
+   scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ];
+   u32 *dst_indices      = &scene->arrindices [ scene->indice_count ];
 
-   for( int i=0; i<vg_list_size(entity_counts); i++ )
-      entity_counts[i].count = 0;
+   scene_vert *ref       = &world->scene_geo.arrvertices[ hit->tri[0] ];
 
-   for( int i=0; i<world.meta->info.node_count; i++ )
+   for( u32 i=0; i<vg_list_size(verts); 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;
-         }
-      }
-   }
+      scene_vert *pvert = &dst_verts[ i ],
+                 *src   = &verts[ i ];
 
-   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 );
+      m4x3_mulv( transform, src->co, pvert->co );
+      scene_vert_pack_norm( pvert, transform[1] );
+
+      v2_copy( ref->uv, pvert->uv );
    }
-}
 
-VG_STATIC void world_pct_spawn( mdl_node *pnode )
-{
-   struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+   for( u32 i=0; i<vg_list_size(indices); i++ )
+      dst_indices[i] = indices[i] + scene->vertex_count;
 
-   v3_copy( pnode->co, rp->co );
-   v4_copy( pnode->q, rp->q );
-   rp->name = mdl_pstr( world.meta, pnode->pstr_name );
+   scene->vertex_count += vg_list_size(verts);
+   scene->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,
+                                               scene_context *scene,
+                                               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;
+
+   vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
+
+   v3f volume;
+   v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume );
+   volume[1] = 1.0f;
+
+   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( 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( 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, scene, &hit );
+            count ++;
+         }
+      }
    }
 
-   world.water.enabled = 1;
-   water_set_surface( pnode->co[1] );
+   vg_info( "%d foliage models added\n", count );
 }
 
-VG_STATIC void world_pct_audio( mdl_node *pnode )
+VG_STATIC void world_generate( world_instance *world )
 {
-   struct world_audio_thing *thing = &world.audio_things[
-                                      world.audio_things_count ];
+   /* 
+    * Compile meshes into the world scenes
+    */
+   scene_init( &world->scene_geo, 320000, 1200000 );
+   u32 buf_size = scene_mem_required( &world->scene_geo );
+   u8 *buffer = vg_linear_alloc( world->heap, buf_size );
+   scene_supply_buffer( &world->scene_geo, buffer );
+
+   m4x3f midentity;
+   m4x3_identity( midentity );
 
-   memset( thing, 0, sizeof(struct world_audio_thing) );
-   struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
+   /*
+    * Generate scene: collidable geometry
+    * ----------------------------------------------------------------
+    */
 
-   v3_copy( pnode->co, thing->pos );
+   vg_info( "Generating collidable geometry\n" );
    
-   if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
-      thing->volume = aud->volume * pnode->s[0];
-   else
-      thing->volume = aud->volume;
+   for( u32 i=0; i<world->surface_count; i++ ){
+      struct world_surface *surf = &world->surfaces[ i ];
 
-   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;
+      if( surf->info.flags & k_material_flag_collision )
+         world_add_all_if_material( midentity, &world->scene_geo, 
+                                    &world->meta, i );
 
-   audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
-   thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
-   thing->player.enqued = 0;
+      scene_copy_slice( &world->scene_geo, &surf->sm_geo );
+   }
 
-   pnode->sub_uid = world.audio_things_count;
-   world.audio_things_count ++;
-}
+   /* compress that bad boy */
+   u32 new_vert_max = world->scene_geo.vertex_count,
+       new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
+       new_indice_len = world->scene_geo.indice_count*sizeof(u32);
 
+   u32 *src_indices = world->scene_geo.arrindices,
+       *dst_indices = (u32 *)(buffer + new_vert_size);
 
-VG_STATIC void world_pct_trigger( 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 );
+   memmove( dst_indices, src_indices, new_indice_len );
 
-      trigger->target.sub_id = target_node->sub_uid;
-      trigger->target.classtype = target_node->classtype;
-   }
-   else
-   {
-      vg_warn( "Trigger with no target...\n" );
-      return;
-   }
+   world->scene_geo.max_indices = world->scene_geo.indice_count;
+   world->scene_geo.max_vertices = world->scene_geo.vertex_count;
+   buf_size = scene_mem_required( &world->scene_geo );
 
-   mdl_node_transform( pnode, trigger->transform );
-   m4x3_invert_full( trigger->transform, trigger->inv_transform );
+   buffer = vg_linear_resize( world->heap, buffer, buf_size );
 
-   world.trigger_count ++;
-}
+   world->scene_geo.arrvertices = (scene_vert *)(buffer);
+   world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
 
+   scene_upload_async( &world->scene_geo, &world->mesh_geo );
 
-VG_STATIC void world_pct_relay( mdl_node *pnode )
-{
-   struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
-   struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
+   /* need send off the memory to the gpu before we can create the bvh. */
+   vg_async_stall();
+   vg_info( "creating bvh\n" );
 
-   relay->target_count = 0;
+   /* setup spacial mapping and rigidbody */
+   world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
 
-   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_zero( world->rb_geo.rb.co );
+   v3_zero( world->rb_geo.rb.v );
+   q_identity( world->rb_geo.rb.q );
+   v3_zero( world->rb_geo.rb.w );
 
-   v3_copy( pnode->co, relay->pos );
-   world.relay_count ++;
-}
+   world->rb_geo.type = k_rb_shape_scene;
+   world->rb_geo.inf.scene.bh_scene = world->geo_bh;
+   rb_init_object( &world->rb_geo );
 
+   /*
+    * Generate scene: non-collidable geometry
+    * ----------------------------------------------------------------
+    */
+   vg_info( "Generating non-collidable geometry\n" );
 
-VG_STATIC void world_pct_achievement( mdl_node *pnode )
-{
-   struct logic_achievement *ach = 
-      &world.logic_achievements[ world.achievement_count ];
-   struct classtype_logic_achievement *inf = 
-      mdl_get_entdata( world.meta, pnode );
+   vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
+                                            &world->mesh_no_collide,
+                                            200000, 500000 );
 
-   v3_copy( pnode->co, ach->pos );
-   ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
-   ach->achieved = 0;
+   for( u32 i=0; i<world->surface_count; i++ ){
+      struct world_surface *surf = &world->surfaces[ i ];
 
-   world.achievement_count ++;
-}
+      if( !(surf->info.flags & k_material_flag_collision) ){
+         world_add_all_if_material( midentity, 
+                                    &world->scene_no_collide, &world->meta, i );
+      }
 
+      if( surf->info.flags & k_material_flag_grow_grass )
+         world_apply_procedural_foliage( world, 
+                                         &world->scene_no_collide, surf );
 
-VG_STATIC void world_entities_process(void)
-{
-   struct entity_instruction
-   {
-      enum classtype ct;
-      void (*process)( mdl_node *pnode );
+      scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
    }
-   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 }
-   };
 
-   for( int i=0; i<world.meta->info.node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( world.meta, i );
+   for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
+      ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
 
-      for( int j=0; j<vg_list_size(entity_instructions); j++ )
-      {
-         struct entity_instruction *instr = &entity_instructions[j];
+      for( u32 j=0; j<vehc->submesh_count; j++ ){
+         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
+                                       vehc->submesh_start+j );
 
-         if( pnode->classtype == instr->ct )
-         {
-            instr->process( pnode );
-            break;
+         if( sm->flags & k_submesh_flag_consumed ){
+            continue;
          }
+
+         m4x3f identity;
+         m4x3_identity( identity );
+         scene_add_mdl_submesh( &world->scene_no_collide, 
+                                &world->meta, sm, identity );
+
+         scene_copy_slice( &world->scene_no_collide, sm );
+         sm->flags |= k_submesh_flag_consumed;
       }
    }
-}
 
-VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index )
-{
-   struct grind_edge *edge_array = user,
-                     *edge = &edge_array[ item_index ];
-   
-  box_addpt( bound, edge->p0 );
-  box_addpt( bound, edge->p1 );
+   vg_async_dispatch( call, async_scene_upload );
 }
 
-VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis )
+float fsd_cone_infinite( v3f p, v2f c )
 {
-   struct grind_edge *edge_array = user,
-                     *edge = &edge_array[ item_index ];
+   v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
+   float s = vg_maxf( 0.0f, v2_dot( q, c ) );
 
-   return (edge->p0[axis] + edge->p1[axis]) * 0.5f;
-}
+   v2f v0;
+   v2_muls( c, s, v0 );
+   v2_sub( q, v0, v0 );
 
-VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib )
-{
-   struct grind_edge *edge_array = user,
-                     *e0 = &edge_array[ ia ],
-                     *e1 = &edge_array[ ib ],
-                      et;
-   et = *e0;
-   *e0 = *e1;
-   *e1 = et;
+   float d = v2_length( v0 );
+   return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
 }
 
-VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest )
+struct light_indices_upload_info{
+   world_instance *world;
+   v3i count;
+
+   void *data;
+};
+
+VG_STATIC void async_upload_light_indices( void *payload, u32 size )
 {
-   struct grind_edge *edge_array = user,
-                     *edge = &edge_array[ index ];
-   
-   closest_point_segment( edge->p0, edge->p1, point, closest );
+   struct light_indices_upload_info *info = payload;
+
+   glGenTextures( 1, &info->world->tex_light_cubes );
+   glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
+   glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
+                 info->count[0], info->count[1], info->count[2],
+                 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
+   glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+   glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
 }
 
-VG_STATIC bh_system bh_system_edges =
+VG_STATIC void world_compute_light_indices( world_instance *world )
 {
-   .expand_bound = edge_bh_expand_bound,
-   .item_centroid = edge_bh_centroid,
-   .item_closest = edge_bh_closest,
-   .item_swap = edge_bh_swap,
-   .item_debug = NULL,
-   .cast_ray = NULL
-};
+   /* 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 );
 
-VG_STATIC void world_generate_edges(void)
-{
-   vg_info( "Generating edge array\n" );
-   world.grind_edges = vg_linear_alloc( world.dynamic_vgl, 
-                                        5000*sizeof(struct grind_edge ) );
-   world.grind_edge_count = 0;
+   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 );
 
-   u32 fs_count = 0;
-   for( u32 i=0; i<world.scene_geo->vertex_count; i++ )
-      if( world.scene_geo->arrvertices[i].weights[0] )
-         fs_count ++;
+   v3_floor( cubes_min, cubes_min );
+   v3_floor( cubes_max, cubes_max );
 
-   vg_info( "Grind verts: %u\n", fs_count );
+   v3i icubes_min, icubes_max;
 
-   for( u32 i=0; i<world.scene_geo->indice_count/3; i++ )
-   {
-      u32 *ptri = &world.scene_geo->arrindices[ i*3 ];
+   for( int i=0; i<3; i++ ){
+      icubes_min[i] = cubes_min[i];
+      icubes_max[i] = cubes_max[i];
+   }
 
-      for( int j=0; j<3; j++ )
-      {
-         u32 i0 = ptri[j],
-             i1 = ptri[(j+1)%3];
+   v3f cube_size;
 
-         mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ],
-                  *v1 = &world.scene_geo->arrvertices[ i1 ];
+   v3i icubes_count;
+   v3i_sub( icubes_max, icubes_min, icubes_count );
+   
+   for( int i=0; i<3; i++ ){
+      int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
+      float clamped_max = icubes_min[i] + clamped_count,
+                    max = icubes_min[i] + icubes_count[i]+1;
+
+      icubes_count[i] = clamped_count;
+      cube_size[i] = (max / clamped_max) * k_light_cube_size;
+      cubes_max[i] = clamped_max;
+   }
 
-         if( v0->weights[0] )
-         {
-            if( world.grind_edge_count == 5000 )
-               vg_fatal_exit_loop( "Edge capacity exceeded" );
+   v3_mul( cubes_min, cube_size, cubes_min );
+   v3_mul( cubes_max, cube_size, cubes_max );
 
-            struct grind_edge *ge = 
-               &world.grind_edges[ world.grind_edge_count ++ ];
+   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];
 
-            v3_copy( v0->co, ge->p0 );
-            v3_copy( v1->co, ge->p1 );
+      vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
+   }
+
+   int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
+
+   u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
+       hdr_size  = vg_align8(sizeof(struct light_indices_upload_info));
+
+   vg_async_item *call = vg_async_alloc( data_size + hdr_size );
+   struct light_indices_upload_info *info = call->payload;
+   info->data = ((u8*)call->payload) + hdr_size;
+   info->world = world;
+   u32 *cubes_index = info->data;
+
+   for( int i=0; i<3; i++ )
+      info->count[i] = icubes_count[i];
+                                       
+   vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n", 
+             total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
+                          cubes_max[0], -cubes_max[2], cubes_max[1] );
+   v3_copy( cubes_min, world->ub_lighting.g_cube_min );
+
+   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_info( "Grind edge count: %u\n", world.grind_edge_count );
-
-   world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges,
-                           world.grind_edge_count*sizeof(struct grind_edge) );
-
-   world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges, 
-                               world.grind_edges, world.grind_edge_count, 
-                               2 );
+   vg_async_dispatch( call, async_upload_light_indices );
 }
 
-VG_STATIC void world_generate(void)
+VG_STATIC void async_world_postprocess_render( void *payload, u32 _size )
 {
-   /* 
-    * Compile meshes into the world scenes
-    */
-   world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
+   /* create scene lighting buffer */
+   world_instance *world = payload;
 
-   m4x3f midentity;
-   m4x3_identity( midentity );
+   u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
+   vg_info( "Upload %ubytes (lighting)\n", size );
 
-   /*
-    * Generate scene: collidable geometry
-    * ----------------------------------------------------------------
+   glGenBuffers( 1, &world->tbo_light_entities );
+   glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
+   glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
+   
+   /* buffer layout
+    *  
+    *  colour               position                direction (spots)
+    * | .   .   .   .     | .   .   .   .         | .   .   .   .  |
+    * | Re  Ge  Be  Night | Xco Yco Zco Range     | Dx  Dy  Dz  Da |
+    *
     */
 
-   vg_info( "Generating collidable geometry\n" );
-   
+   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 );
 
-   for( int i=0; i<world.material_count; i++ )
-   {
-      struct world_material *mat = &world.materials[ i ];
+      /* colour  + night */
+      v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
+      light_dst[i*3+0][3] = 2.0f;
 
-      if( mat->info.flags & k_material_flag_collision )
-         world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
+      if( !light->daytime ){
+         u32 hash = (i * 29986577u) & 0xffu;
+         float switch_on = hash;
+               switch_on *= (1.0f/255.0f);
 
-      scene_copy_slice( world.scene_geo, &mat->sm_geo );
+         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 );
 
-   
-   /* compress that bad boy */
-   world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
+   /* Upload lighting uniform buffer */
+   if( world->water.enabled )
+      v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
 
-   vg_acquire_thread_sync();
-   {
-      scene_upload( world.scene_geo, &world.mesh_geo );
-   }
-   vg_release_thread_sync();
+   v4f info_vec;
+   v3f *bounds = world->scene_geo.bbx;
 
-   /* setup spacial mapping and rigidbody */
-   world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
+   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 );
 
-   v3_zero( world.rb_geo.co );
-   q_identity( world.rb_geo.q );
+   /* 
+    * Rendering the depth map
+    */
+   camera ortho;
+
+   v3f extent;
+   v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
+
+   float fl = world->scene_geo.bbx[0][0],
+         fr = world->scene_geo.bbx[1][0],
+         fb = world->scene_geo.bbx[0][2],
+         ft = world->scene_geo.bbx[1][2],
+         rl = 1.0f / (fr-fl),
+         tb = 1.0f / (ft-fb);
+
+   m4x4_zero( ortho.mtx.p );
+   ortho.mtx.p[0][0] = 2.0f * rl;
+   ortho.mtx.p[2][1] = 2.0f * tb;
+   ortho.mtx.p[3][0] = (fr + fl) * -rl;
+   ortho.mtx.p[3][1] = (ft + fb) * -tb;
+   ortho.mtx.p[3][3] = 1.0f;
+   m4x3_identity( ortho.transform );
+   camera_update_view( &ortho );
+   camera_finalize( &ortho );
+
+   glDisable(GL_DEPTH_TEST);
+   glDisable(GL_BLEND);
+   glDisable(GL_CULL_FACE);
+   render_fb_bind( &world->heightmap, 0 );
+   shader_blitcolour_use();
+   shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+   render_fsquad();
+
+   glEnable(GL_BLEND);
+   glBlendFunc(GL_ONE, GL_ONE);
+   glBlendEquation(GL_MAX);
+
+   render_world_position( world, &ortho );
+   glDisable(GL_BLEND);
+   glEnable(GL_DEPTH_TEST);
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+   /* upload full buffer */
+   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                    sizeof(struct ub_world_lighting), &world->ub_lighting );
+}
 
-   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 );
+VG_STATIC int reset_player( int argc, char const *argv[] );
+VG_STATIC void world_post_process( world_instance *world )
+{
+   world_compute_light_indices( world );
+   vg_async_call( async_world_postprocess_render, world, 0 );
+}
 
-   /*
-    * Generate scene: non-collidable geometry
-    * ----------------------------------------------------------------
-    */
-   vg_info( "Generating non-collidable geometry\n" );
+VG_STATIC void world_process_resources( world_instance *world )
+{
+   vg_info( "Loading textures\n" );
 
-   world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
+   world->texture_count = 0;
 
-#if 0
-   vg_info( "Applying foliage\n" );
-   srand(0);
-   world_apply_procedural_foliage();
-   scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
-#endif
+   world->texture_count = world->meta.textures.count+1;
+   world->textures = vg_linear_alloc( world->heap,
+                              vg_align8(sizeof(GLuint)*world->texture_count) );
 
-   for( int i=0; i<world.material_count; i++ )
-   {
-      struct world_material *mat = &world.materials[ i ];
+   vg_tex2d_replace_with_error( &world->textures[0] );
+
+   for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
+      mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
 
-      if( !(mat->info.flags & k_material_flag_collision) )
-      {
-         world_add_all_if_material( midentity, world.scene_no_collide, 
-                                    world.meta, i );
+      if( !tex->file.pack_size ){
+         vg_fatal_error( "World models must have packed textures!" );
       }
 
-      if( mat->info.flags & k_material_flag_grow_grass )
-         world_apply_procedural_foliage( mat );
+      vg_linear_clear( vg_mem.scratch );
+      void *src_data = vg_linear_alloc( vg_mem.scratch, 
+                                        tex->file.pack_size );
+      mdl_fread_pack_file( &world->meta, &tex->file, src_data );
 
-      scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
+      vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
+                               VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
+                               &world->textures[i+1] );
    }
 
-   /* upload and free that */
-   vg_acquire_thread_sync();
-   {
-      scene_upload( world.scene_no_collide, &world.mesh_no_collide );
-   }
-   vg_release_thread_sync();
+   vg_info( "Loading materials\n" );
 
-   vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
-   world.scene_no_collide = NULL;
+   world->surface_count = world->meta.materials.count+1;
+   world->surfaces = vg_linear_alloc( world->heap,
+               vg_align8(sizeof(struct world_surface)*world->surface_count) );
 
-   world_generate_edges();
+   /* 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 );
+   }
 }
 
-VG_STATIC int reset_player( int argc, char const *argv[] );
-VG_STATIC void world_post_process(void)
+#if 0
+VG_STATIC void world_free( 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 );
+   vg_acquire_thread_sync();
 
-      if( thingy->flags & AUDIO_FLAG_AUTO_START )
-         audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
-   }
-   audio_unlock();
+   /* free meshes */
+   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 );
 
-   vg_acquire_thread_sync();
-   {
-      /* 
-       * Rendering the depth map
-       */
-      m4x4f ortho;
-      m4x3f camera;
-
-      v3f extent;
-      v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
-
-      float fl = world.scene_geo->bbx[0][0],
-            fr = world.scene_geo->bbx[1][0],
-            fb = world.scene_geo->bbx[0][2],
-            ft = world.scene_geo->bbx[1][2],
-            rl = 1.0f / (fr-fl),
-            tb = 1.0f / (ft-fb);
-
-      m4x4_zero( ortho );
-      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 );
-
-      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_fsquad();
-
-      /* todo: hmm?? */
-      glEnable(GL_BLEND);
-      glBlendFunc(GL_ONE, GL_ONE);
-      glBlendEquation(GL_MAX);
-      render_world_depth( ortho, camera );
-      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();
-   }
+   /* delete textures and meshes */
+   glDeleteTextures( world->texture_count, world->textures );
 
    vg_release_thread_sync();
 
-   /*
-    * Setup scene collider 
-    */
-
-   reset_player( 1, (const char *[]){"start"} );
+   world->status = k_world_status_unloaded;
 }
+#endif
 
-VG_STATIC void world_process_resources(void)
+VG_STATIC void world_init_blank( world_instance *world )
 {
-   vg_info( "Loading textures\n" );
-   world.texture_count = world.meta->info.texture_count;
-   world.textures = 
-      vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
+   memset( &world->meta, 0, sizeof(mdl_context) );
 
-   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!" );
-         }
+   world->textures = NULL;
+   world->texture_count = 0;
+   world->surfaces = NULL;
+   world->surface_count = 0;
 
-         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();
+   world->geo_bh = NULL;
+   world->volume_bh = NULL;
+   world->audio_bh = NULL;
+   world->rendering_gate = NULL;
 
-   vg_info( "Loading materials\n" );
+   world->water.enabled = 0;
 
-   u32 size = sizeof(struct world_material) * world.meta->info.material_count;
-   world.materials = vg_linear_alloc( world.dynamic_vgl, size );
-                       
-   world.material_count = world.meta->info.material_count;
-   memset( world.materials, 0, size );
+   /* default lighting conditions 
+    * -------------------------------------------------------------*/
+   struct ub_world_lighting *state = &world->ub_lighting;
 
-   for( int i=1; i<world.material_count; i++ )
-      world.materials[i].info = world.meta->material_buffer[i];
+   state->g_light_preview = 0;
+   state->g_shadow_samples = 8;
+   state->g_water_fog = 0.04f;
 
-   /* 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;
+   v4_zero( state->g_water_plane );
+   v4_zero( state->g_depth_bounds );
+
+   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_unload(void)
+VG_STATIC void world_entities_init( u32 world_id )
 {
-   /* free meshes */
-   mesh_free( &world.mesh_route_lines );
-   mesh_free( &world.mesh_geo );
-   mesh_free( &world.mesh_no_collide );
-
-   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++ )
-   {
-      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;
-   }
+   world_instance *world = &world_global.worlds[world_id];
 
-   /* delete textures and meshes */
-   glDeleteTextures( world.texture_count, world.textures );
+   /* lights */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
+      ent_light *light = mdl_arritm( &world->ent_light, j );
 
-   /* delete the entire block of memory */
-   vg_linear_clear( world.dynamic_vgl );
-   vg_linear_clear( world.audio_vgl );
+      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 );
 
-   /* clean dangling pointers */
-   world.meta = NULL;
+      light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
+      light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
+   }
 
-   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;
-   world.grind_edges = NULL;
-   world.grind_edge_count = 0;
+   /* gates */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
+      ent_gate *gate = mdl_arritm( &world->ent_gate, j );
 
-   world.grind_bh = NULL;
-   world.geo_bh = NULL;
-   world.trigger_bh = NULL;
-   world.audio_bh = NULL;
+      if( gate->type == k_gate_type_teleport ){
+         gate_transform_update( gate );
+      }
+      else if( gate->type == k_gate_type_nonlocal_unlinked ){
+         const char *key = mdl_pstr( &world->meta, gate->target );
+         vg_info( "key: %s\n", key );
+
+         for( u32 i=0; i<vg_list_size(world_global.worlds); i++ ){
+            world_instance *other = &world_global.worlds[i];
+            if( other == world ) continue;
+            if( other->status != k_world_status_loaded ) continue;
+            vg_info( "Checking world %u for key matches\n", i );
+
+            for( u32 j=0; j<mdl_arrcount( &other->ent_gate ); j++ ){
+               ent_gate *gate2 = mdl_arritm( &other->ent_gate, j );
+               if( gate2->type != k_gate_type_nonlocal_unlinked ) continue;
+
+               const char *key2 = mdl_pstr( &other->meta, gate2->target );
+               vg_info( " key2: %s\n", key2 );
+
+               if( strcmp( key, key2 ) ) continue;
+
+               vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
+                            key, world_id, i );
+                  
+               gate->type = k_gate_type_nonlocel;
+               gate2->type = k_gate_type_nonlocel;
+               gate->target = i;
+               gate2->target = world_id;
+
+               v3_copy( gate->co[0], gate2->co[1] );
+               v3_copy( gate2->co[0], gate->co[1] );
+               v4_copy( gate->q[0], gate2->q[1] );
+               v4_copy( gate2->q[0], gate->q[1] );
+
+               v4f qflip;
+               q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+               q_mul( gate->q[0], qflip, gate->q[0] );
+               q_mul( gate->q[1], qflip, gate->q[1] );
+
+               gate_transform_update( gate );
+               gate_transform_update( gate2 );
+
+               goto matched;
+            }
+         }
+matched:;
+      }
+   }
 
-   world.spawns = NULL;
-   world.spawn_count = 0;
+   /* 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.audio_things = NULL;
-   world.audio_things_count = 0;
+      world->water.enabled = 1;
+      water_set_surface( world, water->transform.co[1] );
+   }
+   
+   /* volumes */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_volume); j++ ){
+      ent_volume *volume = mdl_arritm( &world->ent_volume, j );
+      mdl_transform_m4x3( &volume->transform, volume->to_world );
+      m4x3_invert_full( volume->to_world, volume->to_local );
+   }
 
-   world.triggers = NULL;
-   world.trigger_count = 0;
+   /* audio packs */
+   for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
+      ent_audio *audio = mdl_arritm( &world->ent_audio, j );
 
-   world.logic_relays = NULL;
-   world.relay_count = 0;
+      for( u32 k=0; k<audio->clip_count; k++ ){
+         ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,  
+                                             audio->clip_start+k );
 
-   world.logic_achievements = NULL;
-   world.achievement_count = 0;
+         if( clip->file.pack_size ){
+            u32 size = clip->file.pack_size,
+                offset = clip->file.pack_offset;
 
-   world.nodes = NULL;
-   world.node_count = 0;
+            /* embedded files are fine to clear the scratch buffer, only
+             * external audio uses it */
 
-   world.routes = NULL;
-   world.route_count = 0;
+            vg_linear_clear( vg_mem.scratch );
+            void *data = vg_linear_alloc( vg_mem.scratch, 
+                                          clip->file.pack_size );
 
-   world.gates = NULL;
-   world.gate_count = 0;
+            mdl_fread_pack_file( &world->meta, &clip->file, data );
 
-   world.collectors = NULL;
-   world.collector_count = 0;
+            clip->clip.path = NULL;
+            clip->clip.flags = audio->flags;
+            clip->clip.data = data;
+            clip->clip.size = size;
+         }
+         else{
+            clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path );
+            clip->clip.flags = audio->flags;
+            clip->clip.data = NULL;
+            clip->clip.size = 0;
+         }
 
-   world.water.enabled = 0;
+         audio_clip_load( &clip->clip, world->heap );
+      }
+   }
 }
 
-VG_STATIC void world_load(void)
+VG_STATIC void world_load( u32 index, const char *path )
 {
-   world_unload();
+   world_instance *world = &world_global.worlds[index];
+   world_init_blank( world );
+   world->status = k_world_status_loading;
 
-   world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
-   vg_info( "Loading world: %s\n", world.world_name );
+   vg_info( "Loading world: %s\n", path );
 
-   /* process resources from pack */
-   world_process_resources();
+   void *allocator = NULL;
+   if( index == 0 ) allocator = world_global.heap;
+   else allocator = world_global.worlds[index-1].heap;
 
-   /* dynamic allocations */
-   world_ents_allocate();
-   world_routes_allocate();
+   u32 heap_availible = vg_linear_remaining( allocator );
+   u32 min_overhead = sizeof(vg_linear_allocator);
 
-   /* meta processing */
-   world_routes_process();
-   world_entities_process();
+   if( heap_availible < (min_overhead+1024) ){
+      vg_fatal_error( "out of memory" );
+   }
+
+   u32 size = heap_availible - min_overhead;
+   void *heap = vg_create_linear_allocator( allocator, size, 
+                                            VG_MEMORY_SYSTEM );
+
+   world->heap = heap;
+   mdl_context *meta = &world->meta;
+
+   mdl_open( meta, path, world->heap );
+   mdl_load_metadata_block( meta, world->heap );
+   mdl_load_animation_block( meta, world->heap );
+   mdl_load_mesh_block( meta, world->heap );
+
+   mdl_load_array( meta, &world->ent_gate,      "ent_gate",       heap );
+   mdl_load_array( meta, &world->ent_camera,    "ent_camera",     heap );
+   mdl_load_array( meta, &world->ent_spawn,     "ent_spawn",      heap );
+   mdl_load_array( meta, &world->ent_light,     "ent_light",      heap );
+   mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
+   mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap );
+   mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap );
+   mdl_load_array( meta, &world->ent_route,     "ent_route",      heap );
+   mdl_load_array( meta, &world->ent_water,     "ent_water",      heap );
+   mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap );
+   mdl_load_array( meta, &world->ent_audio,     "ent_audio",      heap );
+   mdl_load_array( meta, &world->ent_volume,    "ent_volume",     heap );
+   mdl_load_array( meta, &world->ent_traffic,   "ent_traffic",    heap );
+   mdl_load_array( meta, &world->ent_marker,    "ent_marker",     heap );
+   mdl_load_array( meta, &world->ent_skateshop, "ent_skateshop",  heap );
+   mdl_load_array( meta, &world->ent_swspreview,"ent_swspreview", heap );
+
+   /* process resources from pack */
+   world_process_resources( world );
+
+   world_routes_ent_init( world );
+   world_entities_init( index );
+   world->volume_bh = bh_create( heap, &bh_system_volumes, world,
+                                 mdl_arrcount( &world->ent_volume ), 1 );
    
    /* main bulk */
-   world_generate();
-   world_routes_generate();
-   world_post_process();
+   world_generate( world );
+   world_routes_generate( world );
+   world_post_process( world );
+
+   mdl_close( meta );
+
+   world->status = k_world_status_loaded;
 }
 
 #endif /* WORLD_GEN_H */