update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index cf713fd69c5438ff2da5a673a98a29f1b915a323..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( u32 index, const char *path );
-
-VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene, 
-                                          mdl_context *mdl, u32 id )
-{
-   for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
-      mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
-
-      for( u32 j=0; j<mesh->submesh_count; j++ ){
-         mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
-         if( sm->material_id == id ){
-            m4x3f transform2;
-            mdl_transform_m4x3( &mesh->transform, transform2 );
-            m4x3_mul( transform, transform2, transform2 );
-
-            scene_add_mdl_submesh( scene, mdl, sm, transform2 );
-         }
-      }
-   }
-}
-
-VG_STATIC void world_add_blob( world_instance *world,
-                               scene_context *scene, 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( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
-      vg_fatal_error( "Scene vertex buffer overflow" );
-
-   if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
-      vg_fatal_error( "Scene index buffer overflow" );
-
-   scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ];
-   u32 *dst_indices      = &scene->arrindices [ scene->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] + scene->vertex_count;
-
-   scene->vertex_count += vg_list_size(verts);
-   scene->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,
-                                               scene_context *scene,
-                                               struct world_surface *mat )
-{
-   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 ++;
-         }
-      }
-   }
-
-   vg_info( "%d foliage models added\n", count );
-}
-
-VG_STATIC void world_generate( world_instance *world )
-{
-   /* 
-    * 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 );
-
-   /*
-    * Generate scene: collidable geometry
-    * ----------------------------------------------------------------
-    */
-
-   vg_info( "Generating collidable geometry\n" );
-   
-   for( u32 i=0; i<world->surface_count; i++ ){
-      struct world_surface *surf = &world->surfaces[ i ];
-
-      if( surf->info.flags & k_material_flag_collision )
-         world_add_all_if_material( midentity, &world->scene_geo, 
-                                    &world->meta, i );
-
-      scene_copy_slice( &world->scene_geo, &surf->sm_geo );
-   }
-
-   /* compress that bad boy */
-   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);
-
-   memmove( dst_indices, src_indices, new_indice_len );
-
-   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 );
-
-   buffer = vg_linear_resize( world->heap, buffer, buf_size );
-
-   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 );
-
-   /* need send off the memory to the gpu before we can create the bvh. */
-   vg_async_stall();
-   vg_info( "creating bvh\n" );
-
-   /* setup spacial mapping and rigidbody */
-   world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
-
-   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 );
-
-   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_async_item *call = scene_alloc_async( &world->scene_no_collide,
-                                            &world->mesh_no_collide,
-                                            200000, 500000 );
-
-   for( u32 i=0; i<world->surface_count; i++ ){
-      struct world_surface *surf = &world->surfaces[ i ];
-
-      if( !(surf->info.flags & k_material_flag_collision) ){
-         world_add_all_if_material( midentity, 
-                                    &world->scene_no_collide, &world->meta, i );
-      }
-
-      if( surf->info.flags & k_material_flag_grow_grass )
-         world_apply_procedural_foliage( world, 
-                                         &world->scene_no_collide, surf );
-
-      scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
-   }
-
-   for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
-      ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
-
-      for( u32 j=0; j<vehc->submesh_count; j++ ){
-         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
-                                       vehc->submesh_start+j );
-
-         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_async_dispatch( call, async_scene_upload );
-}
-
-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);
-}
-
-struct light_indices_upload_info{
-   world_instance *world;
-   v3i count;
-
-   void *data;
-};
-
-VG_STATIC void async_upload_light_indices( void *payload, u32 size )
-{
-   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 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];
-   }
-
-   v3f cube_size;
-
-   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;
-   }
-
-   v3_mul( cubes_min, cube_size, cubes_min );
-   v3_mul( cubes_max, 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 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_async_dispatch( call, async_upload_light_indices );
-}
-
-VG_STATIC void async_world_postprocess_render( void *payload, u32 _size )
-{
-   /* create scene lighting buffer */
-   world_instance *world = payload;
-
-   u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
-   vg_info( "Upload %ubytes (lighting)\n", size );
-
-   glGenBuffers( 1, &world->tbo_light_entities );
-   glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
-   glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
-   
-   /* buffer layout
-    *  
-    *  colour               position                direction (spots)
-    * | .   .   .   .     | .   .   .   .         | .   .   .   .  |
-    * | Re  Ge  Be  Night | Xco Yco Zco Range     | Dx  Dy  Dz  Da |
-    *
-    */
-
-   v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
-   for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
-      ent_light *light = mdl_arritm( &world->ent_light, i );
-
-      /* colour  + night */
-      v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
-      light_dst[i*3+0][3] = 2.0f;
-
-      if( !light->daytime ){
-         u32 hash = (i * 29986577u) & 0xffu;
-         float switch_on = hash;
-               switch_on *= (1.0f/255.0f);
-
-         light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
-      }
-      
-      /* position + 1/range^2 */
-      v3_copy( light->transform.co, light_dst[i*3+1] );
-      light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
-
-      /* direction + angle */
-      q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
-      light_dst[i*3+2][3] = cosf( light->angle );
-   }
-
-   glUnmapBuffer( GL_TEXTURE_BUFFER );
-
-   glGenTextures( 1, &world->tex_light_entities );
-   glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
-   glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
-
-   /* Upload lighting uniform buffer */
-   if( world->water.enabled )
-      v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
-
-   v4f info_vec;
-   v3f *bounds = world->scene_geo.bbx;
-
-   info_vec[0] = bounds[0][0];
-   info_vec[1] = bounds[0][2];
-   info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
-   info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
-   v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
-
-   /* 
-    * Rendering the depth map
-    */
-   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 );
-}
-
-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 );
-}
-
-VG_STATIC void world_process_resources( world_instance *world )
-{
-   vg_info( "Loading textures\n" );
-
-   world->texture_count = 0;
-
-   world->texture_count = world->meta.textures.count+1;
-   world->textures = vg_linear_alloc( world->heap,
-                              vg_align8(sizeof(GLuint)*world->texture_count) );
-
-   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( !tex->file.pack_size ){
-         vg_fatal_error( "World models must have packed textures!" );
-      }
-
-      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 );
-
-      vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
-                               VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
-                               &world->textures[i+1] );
-   }
-
-   vg_info( "Loading materials\n" );
-
-   world->surface_count = world->meta.materials.count+1;
-   world->surfaces = vg_linear_alloc( world->heap,
-               vg_align8(sizeof(struct world_surface)*world->surface_count) );
-
-   /* 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 );
-   }
-}
-
-#if 0
-VG_STATIC void world_free( 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 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 );
-
-   /* delete textures and meshes */
-   glDeleteTextures( world->texture_count, world->textures );
-
-   vg_release_thread_sync();
-
-   world->status = k_world_status_unloaded;
-}
-#endif
-
-VG_STATIC void world_init_blank( world_instance *world )
-{
-   memset( &world->meta, 0, sizeof(mdl_context) );
-
-   world->textures = NULL;
-   world->texture_count = 0;
-   world->surfaces = NULL;
-   world->surface_count = 0;
-
-   world->geo_bh = NULL;
-   world->volume_bh = NULL;
-   world->audio_bh = NULL;
-   world->rendering_gate = NULL;
-
-   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_entities_init( u32 world_id )
-{
-   world_instance *world = &world_global.worlds[world_id];
-
-   /* lights */
-   for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
-      ent_light *light = mdl_arritm( &world->ent_light, j );
-
-      m4x3f to_world;
-      q_m3x3( light->transform.q, to_world );
-      v3_copy( light->transform.co, to_world[3] );
-      m4x3_invert_affine( to_world, light->inverse_world );
-
-      light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
-      light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
-   }
-
-   /* gates */
-   for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
-      ent_gate *gate = mdl_arritm( &world->ent_gate, j );
-
-      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:;
-      }
-   }
-
-   /* water */
-   for( u32 j=0; j<mdl_arrcount(&world->ent_water); j++ ){
-      ent_water *water = mdl_arritm( &world->ent_water, j );
-      if( world->water.enabled ){
-         vg_warn( "Multiple water surfaces in level!\n" );
-         break;
-      }
-
-      world->water.enabled = 1;
-      water_set_surface( world, water->transform.co[1] );
-   }
-   
-   /* 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 );
-   }
-
-   /* audio packs */
-   for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
-      ent_audio *audio = mdl_arritm( &world->ent_audio, j );
-
-      for( u32 k=0; k<audio->clip_count; k++ ){
-         ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,  
-                                             audio->clip_start+k );
-
-         if( clip->file.pack_size ){
-            u32 size = clip->file.pack_size,
-                offset = clip->file.pack_offset;
-
-            /* embedded files are fine to clear the scratch buffer, only
-             * external audio uses it */
-
-            vg_linear_clear( vg_mem.scratch );
-            void *data = vg_linear_alloc( vg_mem.scratch, 
-                                          clip->file.pack_size );
-
-            mdl_fread_pack_file( &world->meta, &clip->file, data );
-
-            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;
-         }
-
-         audio_clip_load( &clip->clip, world->heap );
-      }
-   }
-}
-
-VG_STATIC void world_load( u32 index, const char *path )
-{
-   world_instance *world = &world_global.worlds[index];
-   world_init_blank( world );
-   world->status = k_world_status_loading;
-
-   vg_info( "Loading world: %s\n", path );
-
-   void *allocator = NULL;
-   if( index == 0 ) allocator = world_global.heap;
-   else allocator = world_global.worlds[index-1].heap;
-
-   u32 heap_availible = vg_linear_remaining( allocator );
-   u32 min_overhead = sizeof(vg_linear_allocator);
-
-   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_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 );
-
-   /* 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 );
-   world_routes_generate( world );
-   world_post_process( world );
-
-   mdl_close( meta );
-
-   world->status = k_world_status_loaded;
-}
-
-#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 );