basic npc
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index fdbe9e58ee54aa6ddda195cb26a2aed06028de42..c6ffb9227f8f35eb87dc44f4d76883a1aff8f09a 100644 (file)
 /*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ *
+ * World generation/population. Different to regular loading, since it needs to
+ * create geometry, apply procedural stuff and save that image to files etc.
  */
 
-#ifndef WORLD_GEN_H
-#define WORLD_GEN_H
-
+#pragma once
 #include "world.h"
 
-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_mdl_submesh( pscene, mdl, sm, transform2 );
-         }
-      }
-   }
-}
-
-VG_STATIC void world_add_blob( world_instance *world,
-                               scene *pscene, ray_hit *hit )
-{
-   m4x3f transform;
-   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_vert verts[] = 
-   {
-      { .co = { -1.00f, 0.0f, 0.0f } },
-      { .co = {  1.00f, 0.0f, 0.0f } },
-      { .co = { -1.00f, 1.2f, 0.0f } },
-      { .co = {  1.00f, 1.2f, 0.0f } },
-      { .co = { -0.25f, 2.0f, 0.0f } },
-      { .co = {  0.25f, 2.0f, 0.0f } }
-   };
-
-   const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
-
-   if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
-      vg_fatal_exit_loop( "Scene vertex buffer overflow" );
-
-   if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
-      vg_fatal_exit_loop( "Scene index buffer overflow" );
-
-   scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
-   u32 *dst_indices      = &pscene->arrindices [ pscene->indice_count ];
-
-   scene_vert *ref       = &world->scene_geo->arrvertices[ hit->tri[0] ];
-
-   for( u32 i=0; i<vg_list_size(verts); i++ )
-   {
-      scene_vert *pvert = &dst_verts[ i ],
-                 *src   = &verts[ i ];
-
-      m4x3_mulv( transform, src->co, pvert->co );
-      scene_vert_pack_norm( pvert, transform[1] );
-
-      v2_copy( ref->uv, pvert->uv );
-   }
-
-   for( u32 i=0; i<vg_list_size(indices); i++ )
-      dst_indices[i] = indices[i] + pscene->vertex_count;
-
-   pscene->vertex_count += vg_list_size(verts);
-   pscene->indice_count += vg_list_size(indices);
-}
-
-/* Sprinkle foliage models over the map on terrain material */
-VG_STATIC void world_apply_procedural_foliage( world_instance *world,
-                                               struct world_material *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];
-   u32 particles = 0.08f * area;
-
-   vg_info( "Map area: %f. Max particles: %u\n", area, particles );
-
-   for( int i=0;i<particles;i++ )
-   {
-      v3f pos;
-      v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
-      pos[1] = 1000.0f;
-      v3_add( pos, world->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_material *m1 = ray_hit_material( 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 ++;
-         }
-      }
-   }
-
-   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, ct1;
-      void **to_allocate;
-      u32    item_size;
-      int    count;
-   }
-   entity_counts[] =
-   {
-      { 
-         k_classtype_spawn, 
-         k_classtype_none,
-         (void*)&world->spawns,       
-         sizeof(struct respawn_point) 
-      },
-      { 
-         k_classtype_audio, 
-         k_classtype_none,
-         (void*)&world->audio_things, 
-         sizeof(struct world_audio_thing) 
-      },
-      {
-         k_classtype_world_light,
-         k_classtype_none,
-         (void*)&world->lights,
-         sizeof(struct world_light)
-      },
-      {
-         k_classtype_nonlocal_gate,
-         k_classtype_none,
-         (void*)&world->nonlocal_gates,
-         sizeof(struct nonlocal_gate)
-      },
-   };
-
-   for( int i=0; i<vg_list_size(entity_counts); i++ )
-      entity_counts[i].count = 0;
-
-   for( int i=0; i<world->meta->info.node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( world->meta, i );
-      
-      for( int j=0; j<vg_list_size(entity_counts); j ++ )
-      {
-         if( (pnode->classtype == entity_counts[j].ct) ||
-             (pnode->classtype == entity_counts[j].ct1) )
-         {
-            pnode->sub_uid = entity_counts[j].count;
-            entity_counts[j].count ++;
-            break;
-         }
-      }
-   }
-
-   for( int i=0; i<vg_list_size(entity_counts); i++ )
-   {
-      struct countable *counter = &entity_counts[i];
-      
-      u32 bufsize = counter->item_size*counter->count;
-      *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, 
-                                               bufsize );
-      memset( *counter->to_allocate, 0, bufsize );
-   }
-
-   world->volume_bh = bh_create( world_global.generic_heap,
-                                  &bh_system_volumes,
-                                  world,
-                                  world->volume_count,
-                                  1 );
-}
-
-VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode )
-{
-   struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ];
-
-   v3_copy( pnode->co, rp->co );
-   v4_copy( pnode->q, rp->q );
-   rp->name = mdl_pstr( world->meta, pnode->pstr_name );
-}
-
-VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode )
-{
-   if( world->water.enabled )
-   {
-      vg_warn( "Multiple water surfaces in level! ('%s')\n", 
-               mdl_pstr( world->meta, pnode->pstr_name ));
-      return;
-   }
-
-   world->water.enabled = 1;
-   water_set_surface( world, pnode->co[1] );
-}
-
-VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
-{
-   struct world_audio_thing *thing = &world->audio_things[
-                                      world->audio_things_count ];
-
-   memset( thing, 0, sizeof(struct world_audio_thing) );
-   struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
-
-   v3_copy( pnode->co, thing->pos );
-   
-   thing->volume = aud->volume;
-   thing->range = pnode->s[0];
-
-   thing->flags = aud->flags;
-   thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
-   thing->temp_embedded_clip.flags = aud->flags;
-
-   audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
-
-   pnode->sub_uid = world->audio_things_count;
-   world->audio_things_count ++;
-}
-
-VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
-{
-   struct world_light *light = &world->lights[ world->light_count ++ ];
-   light->node = pnode;
-   light->inf  = mdl_get_entdata( world->meta, pnode );
-
-   q_m3x3( pnode->q,   light->inverse_world );
-   v3_copy( pnode->co, light->inverse_world[3] );
-   m4x3_invert_affine( light->inverse_world, light->inverse_world );
-
-   light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f );
-   light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f );
-}
-
-VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
-{
-   struct nonlocal_gate *gate = &world->nonlocal_gates[ 
-                                       world->nonlocalgate_count ++ ];
-   struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
-
-   gate->working = 0;
-   gate->node = pnode;
-   gate->target_map_index = 0;
-   v2_copy( inf->dims, gate->gate.dims );
-}
-
-VG_STATIC void world_entities_process( world_instance *world )
-{
-   struct entity_instruction
-   {
-      enum classtype ct;
-      void (*process)( world_instance *world, mdl_node *pnode );
-   }
-   entity_instructions[] = 
-   {
-      { k_classtype_spawn,    world_pct_spawn },
-      { k_classtype_water,    world_pct_water },
-      { k_classtype_audio,    world_pct_audio },
-      { k_classtype_world_light, world_pct_world_light },
-      { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
-   };
-
-   for( int i=0; i<world->meta->info.node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( world->meta, i );
-
-      for( int j=0; j<vg_list_size(entity_instructions); j++ )
-      {
-         struct entity_instruction *instr = &entity_instructions[j];
-
-         if( pnode->classtype == instr->ct )
-         {
-            instr->process( world, pnode );
-            break;
-         }
-      }
-   }
-}
-VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
-{
-   vg_info( "Linking non-local gates\n" );
-   world_instance *a = &world_global.worlds[ index_a ],
-                  *b = &world_global.worlds[ index_b ];
-
-   for( int i=0; i<a->nonlocalgate_count; i++ )
-   {
-      struct nonlocal_gate *ga = &a->nonlocal_gates[i];
-      struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
-      const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
-
-      for( int j=0; j<b->nonlocalgate_count; j++ )
-      {
-         struct nonlocal_gate *gb = &b->nonlocal_gates[j];
-         struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
-         const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
-
-         if( !strcmp( ga_name, gb_name ) )
-         {
-            vg_success( "Created longjump for ID '%s'\n", ga_name );
-
-            v4f qYflip;
-            q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
-
-            /* TODO: Gates are created very wonkily. refactor. */
-            ga->target_map_index = index_b;
-            gb->target_map_index = index_a;
-            ga->working = 1;
-            gb->working = 1;
-
-            v4_copy( ga->node->q,  ga->gate.q[0] );
-            v4_copy( gb->node->q,  ga->gate.q[1] );
-            v3_copy( ga->node->co, ga->gate.co[0] );
-            v3_copy( gb->node->co, ga->gate.co[1] );
-
-            v4_copy( gb->node->q,  gb->gate.q[0] );
-            v4_copy( ga->node->q,  gb->gate.q[1] );
-            v3_copy( gb->node->co, gb->gate.co[0] );
-            v3_copy( ga->node->co, gb->gate.co[1] );
-
-            /* reverse B's direction */
-            q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
-            q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
-            q_normalize( gb->gate.q[0] );
-            q_normalize( gb->gate.q[1] );
-
-            gate_transform_update( &ga->gate );
-            gate_transform_update( &gb->gate );
-         }
-      }
-   }
-}
-
-VG_STATIC float colour_luminance( v3f v )
-{
-   return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
-}
-
-VG_STATIC float calc_light_influence( world_instance *world, v3f position, 
-                                      int light )
-{
-   struct world_light *world_light = &world->lights[ light ];
-   struct classtype_world_light *inf = world_light->inf;
-
-   v3f light_delta;
-   v3_sub( world_light->node->co, position, light_delta );
-   v3_muls( light_delta, 10.0f, light_delta );
-
-   float quadratic = v3_dot( light_delta, light_delta ),
-         attenuation = 1.0f/( 1.0f + quadratic );
-
-   float quadratic_light = attenuation * colour_luminance( inf->colour );
-
-   if( (inf->type == k_light_type_point) ||
-       (inf->type == k_light_type_point_nighttime_only) )
-   {
-      return quadratic_light;
-   }
-   else if( (inf->type == k_light_type_spot) ||
-            (inf->type == k_light_type_spot_nighttime_only) )
-   {
-      v3f dir;
-      q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir );
-
-      float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ),
-            falloff    = spot_theta >= 0.0f? 1.0f: 0.0f;
-
-      return quadratic_light * falloff;
-   }
-   else
-      return 0.0f;
-}
-
-VG_STATIC void world_generate( world_instance *world )
-{
-   /* 
-    * Compile meshes into the world scenes
-    */
-   world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
-
-   m4x3f midentity;
-   m4x3_identity( midentity );
-
-   /*
-    * Generate scene: collidable geometry
-    * ----------------------------------------------------------------
-    */
-
-   vg_info( "Generating collidable geometry\n" );
-   
-
-   for( int i=0; i<world->material_count; i++ )
-   {
-      struct world_material *mat = &world->materials[ i ];
-
-      if( mat->info.flags & k_material_flag_collision )
-         world_add_all_if_material( midentity, world->scene_geo, world->meta, i );
-
-      scene_copy_slice( world->scene_geo, &mat->sm_geo );
-   }
-
-   /* compress that bad boy */
-   world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
-
-   vg_acquire_thread_sync();
-   {
-      scene_upload( world->scene_geo, &world->mesh_geo );
-   }
-   vg_release_thread_sync();
-
-   /* setup spacial mapping and rigidbody */
-   world->geo_bh = scene_bh_create( world_global.generic_heap, 
-                                    world->scene_geo );
-
-   v3_zero( world->rb_geo.co );
-   q_identity( world->rb_geo.q );
-
-   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
-    * ----------------------------------------------------------------
-    */
-   vg_info( "Generating non-collidable geometry\n" );
-
-   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 ];
-
-      if( !(mat->info.flags & k_material_flag_collision) )
-      {
-         world_add_all_if_material( midentity, world->scene_no_collide, 
-                                    world->meta, i );
-      }
-
-      if( mat->info.flags & k_material_flag_grow_grass )
-         world_apply_procedural_foliage( world, mat );
-
-      scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
-   }
-
-   /* upload and free that */
-   vg_acquire_thread_sync();
-   {
-      scene_upload( world->scene_no_collide, &world->mesh_no_collide );
-   }
-   vg_release_thread_sync();
-
-   vg_linear_del( world_global.generic_heap, world->scene_no_collide );
-   world->scene_no_collide = NULL;
-}
-
-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( int j=0; j<world->light_count; j ++ )
-            {
-               struct world_light *light = &world->lights[j];
-               v3f closest;
-               closest_point_aabb( light->node->co, bbx, closest );
-
-               float dist = v3_dist( closest, light->node->co ),
-                     influence = 1.0f/(dist+1.0f);
-
-               if( dist > light->inf->range )
-                  continue;
-
-               if( (light->inf->type == k_light_type_spot) ||
-                   (light->inf->type == k_light_type_spot_nighttime_only) )
-               {
-                  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 */
-   audio_lock();
-   for( int i=0; i<world->audio_things_count; i++ )
-   {
-      struct world_audio_thing *thingy = &world->audio_things[ i ];
-
-      if( thingy->flags & AUDIO_FLAG_AUTO_START )
-      {
-         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();
-
-   world_compute_light_indices( world );
-
-   vg_acquire_thread_sync();
-   {
-      /* create scene lighting buffer */
-
-      u32 size = VG_MAX(world->light_count,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( int i=0; i<world->light_count; i++ )
-      {
-         struct world_light *light = &world->lights[i];
-         struct classtype_world_light *inf = light->inf;
-
-         /* colour  + night */
-         v3_muls( inf->colour, inf->colour[3] * 2.0f, light_dst[i*3+0] );
-         light_dst[i*3+0][3] = -1.0f;
-
-         if( (inf->type == k_light_type_spot_nighttime_only) ||
-             (inf->type == k_light_type_point_nighttime_only ) )
-         {
-            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->node->co, light_dst[i*3+1] );
-         light_dst[i*3+1][3] = 1.0f/(inf->range*inf->range);
-
-         /* direction + angle */
-         q_mulv( light->node->q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
-         light_dst[i*3+2][3] = cosf( inf->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
-       */
-      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 );
-      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 );
-   }
-
-   vg_release_thread_sync();
-
-#if 0
-   /*
-    * Setup scene collider 
-    */
-   reset_player( 1, (const char *[]){"start"} );
-#endif
-}
-
-VG_STATIC void world_process_resources( world_instance *world )
-{
-   vg_info( "Loading textures\n" );
-   world->texture_count = world->meta->info.texture_count;
-   world->textures = vg_linear_alloc( world_global.generic_heap,
-                                      sizeof(GLuint)*world->texture_count );
-
-   vg_acquire_thread_sync();
-   {
-      /* error texture */
-      world->textures[0] = vg_tex2d_new();
-      vg_tex2d_set_error();
-      vg_tex2d_nearest();
-      vg_tex2d_repeat();
-
-      for( int i=1; i<world->texture_count; i++ )
-      {
-         mdl_texture *tex = &world->meta->texture_buffer[i];
-
-         if( !tex->pack_offset )
-         {
-            vg_release_thread_sync();
-            vg_fatal_exit_loop( "World models must have packed textures!" );
-         }
-
-         vg_linear_clear( vg_mem.scratch );
-         world->textures[i] = vg_tex2d_new();
-         vg_tex2d_set_error();
-         vg_tex2d_qoi( world->meta->pack + tex->pack_offset, tex->pack_length,
-                       mdl_pstr( world->meta, tex->pstr_name ));
-         vg_tex2d_nearest();
-         vg_tex2d_repeat();
-      }
-   }
-   vg_release_thread_sync();
-
-   vg_info( "Loading materials\n" );
-
-   u32 size = sizeof(struct world_material) * world->meta->info.material_count;
-   world->materials = vg_linear_alloc( world_global.generic_heap, size );
-                       
-   world->material_count = world->meta->info.material_count;
-   memset( world->materials, 0, size );
-
-   for( int i=1; i<world->material_count; i++ )
-      world->materials[i].info = world->meta->material_buffer[i];
-
-   /* error material */
-   struct world_material *errmat = &world->materials[0];
-   v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
-   v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
-   errmat->info.flags = 0x00;
-   errmat->info.pstr_name = 0; /* useless? */
-   errmat->info.shader = -1;
-   errmat->info.tex_decal = 0;
-   errmat->info.tex_diffuse = 0;
-   errmat->info.tex_normal = 0;
-}
-
-VG_STATIC void world_unload( world_instance *world )
-{
-   vg_acquire_thread_sync();
-
-   /* free meshes */
-   mesh_free( &world->mesh_route_lines );
-   mesh_free( &world->mesh_geo );
-   mesh_free( &world->mesh_no_collide );
-
-   glDeleteBuffers( 1, &world->tbo_light_entities );
-   glDeleteTextures( 1, &world->tex_light_entities );
-   glDeleteTextures( 1, &world->tex_light_cubes );
-
-   /* FIXME: CANT DO THIS HERE */
-   world_global.time = 0.0;
-   world_global.rewind_from = 0.0;
-   world_global.rewind_to = 0.0;
-   world_global.last_use = 0.0;
-   world_global.active_gate = 0;
-   world_global.current_run_version = 2;
-   world_global.active_route_board = 0;
-
-   for( int i=0; i<vg_list_size(world_global.ui_bars); i++ )
-   {
-      struct route_ui_bar *uib = &world_global.ui_bars[i];
-      uib->segment_start = 0;
-      uib->segment_count = 0;
-      uib->fade_start = 0;
-      uib->fade_count = 0;
-      uib->fade_timer_start = 0.0;
-      uib->xpos = 0.0f;
-   }
-
-   /* delete textures and meshes */
-   glDeleteTextures( world->texture_count, world->textures );
-
-   /* delete the entire block of memory */
-   /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
-#if 0
-   vg_linear_clear( world->dynamic_vgl );
-   vg_linear_clear( world->audio_vgl );
-#endif
-
-
-   vg_release_thread_sync();
-}
-
-VG_STATIC void world_clean( world_instance *world )
-{
-   /* clean dangling pointers */
-   world->meta = NULL;
-
-   /*
-    * TODO: Theres probably a better way to do this? 
-    */
-
-   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->geo_bh = NULL;
-   world->volume_bh = NULL;
-   world->audio_bh = NULL;
-
-   world->spawns = NULL;
-   world->spawn_count = 0;
-
-   world->audio_things = NULL;
-   world->audio_things_count = 0;
-
-   world->volumes = NULL;
-   world->volume_count = 0;
-
-   world->lights = NULL;
-   world->light_count = 0;
-
-   world->nodes = NULL;
-   world->node_count = 0;
-
-   world->routes = NULL;
-   world->route_count = 0;
-
-   world->gates = NULL;
-   world->gate_count = 0;
-
-   world->collectors = NULL;
-   world->collector_count = 0;
-
-   world->soundscapes = NULL;
-   world->soundscape_count = 0;
-
-   world->nonlocal_gates = NULL;
-   world->nonlocalgate_count = 0;
-
-   world->water.enabled = 0;
-
-
-   /* default lighting conditions 
-    * -------------------------------------------------------------*/
-   struct ub_world_lighting *state = &world->ub_lighting;
-
-   state->g_light_preview = 0;
-   state->g_shadow_samples = 8;
-   state->g_water_fog = 0.04f;
-
-   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_load( world_instance *world, const char *path )
-{
-   world_unload( world );
-   world_clean( world );
-
-   world->meta = mdl_load_full( world_global.generic_heap, path );
-   vg_info( "Loading world: %s\n", path );
-
-   /* process resources from pack */
-   world_process_resources( world );
-
-   /* dynamic allocations */
-   world_ents_allocate( world );
-   world_routes_allocate( world );
-
-   /* meta processing */
-   world_routes_process( world );
-   world_entities_process( world );
-   
-   /* main bulk */
-   world_generate( world );
-   world_routes_generate( world );
-   world_post_process( world );
-}
-
-#endif /* WORLD_GEN_H */
+void world_init_blank( world_instance *world );
+void world_gen_load_surfaces( world_instance *world );
+void world_gen_generate_meshes( world_instance *world );
+void world_gen_compute_light_indices( world_instance *world );
+void async_world_postprocess( void *payload, u32 _size );