well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 31722e563bf40f8a662929b000cdb5747fefe559..ccd3eda875feb36294f81108447610e2ecf730b2 100644 (file)
@@ -5,24 +5,23 @@
 #ifndef WORLD_GEN_H
 #define WORLD_GEN_H
 
-/* 
- * FUTURE:
- *    If we have multiple levels, write an unloader
- */
-
 #include "world.h"
 
-static void world_add_all_if_material( m4x3f transform, scene *pscene, 
-                                       mdl_header *mdl, u32 id )
+/* load world TODO: Put back vg back in loading state while this happens */
+VG_STATIC void world_load( const char *mdl_file );
+
+
+
+VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, 
+                                          mdl_context *mdl, u32 id )
 {
-   for( int i=0; i<mdl->node_count; i++ )
+   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;
@@ -33,13 +32,14 @@ static void world_add_all_if_material( m4x3f transform, scene *pscene,
          }
       }
 
+#if 0
       if( pnode->classtype == k_classtype_instance )
       {
          if( pnode->sub_uid )
          {
             u32 instance_id = pnode->sub_uid -1;
             struct instance_cache *cache = &world.instance_cache[instance_id];
-            mdl_header *mdl2 = cache->mdl;
+            mdl_context *mdl2 = cache->mdl;
 
             m4x3f transform2;
             mdl_node_transform( pnode, transform2 );
@@ -48,15 +48,20 @@ static void world_add_all_if_material( m4x3f transform, scene *pscene,
             world_add_all_if_material( transform2, pscene, mdl2, id );
          }
       }
+#endif
    }
 }
 
-static void world_apply_procedural_foliage(void)
+/* Sprinkle foliage models over the map on terrain material */
+VG_STATIC void world_apply_procedural_foliage(void)
 {
-   mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl");
+   vg_linear_clear( vg_mem.scratch );
+
+   mdl_context *mfoliage = 
+      mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
 
    v3f volume;
-   v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
+   v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
    volume[1] = 1.0f;
 
    m4x3f transform;
@@ -68,7 +73,7 @@ static void world_apply_procedural_foliage(void)
       v3f pos;
       v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
       pos[1] = 1000.0f;
-      v3_add( pos, world.geo.bbx[0], pos );
+      v3_add( pos, world.scene_geo->bbx[0], pos );
       
       ray_hit hit;
       hit.dist = INFINITY;
@@ -90,124 +95,211 @@ static void world_apply_procedural_foliage(void)
             q_m3x3( qsurface, transform );
 
             v3_copy( hit.pos, transform[3] );
-            scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
+            scene_add_submesh( world.scene_no_collide, mfoliage, 
+                               sm_blob, transform);
          }
       }
    }
-
-   vg_free( mfoliage );
 }
 
-static void world_load(void)
+VG_STATIC void world_ents_allocate(void)
 {
-   mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
-   vg_info( "Loading world: models/mp_dev.mdl\n" );
+   vg_info( "Allocating entities\n" );
 
-   world.spawn_count = 0;
-   world.traffic_count = 0;
-   world.instance_cache = NULL;
-   
-   /*
-    * Process entities
-    */
-   for( int i=0; i<mworld->node_count; i++ )
+   /* 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
    {
-      mdl_node *pnode = mdl_node_from_id( mworld, i );
-      
-      if( pnode->classtype == k_classtype_none )
-      {}
-      else if( pnode->classtype == k_classtype_spawn )
+      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) 
+      },
       {
-         struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
-
-         v3_copy( pnode->co, rp->co );
-         v4_copy( pnode->q, rp->q );
-         strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) );
+         k_classtype_trigger,
+         (void*)&world.triggers,
+         sizeof(struct trigger_zone)
       }
-      else if( pnode->classtype == k_classtype_water )
+   };
+
+   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( wrender.enabled )
+         if( pnode->classtype == entity_counts[j].ct )
          {
-            vg_warn( "Multiple water surfaces in level! ('%s')\n", 
-                  mdl_pstr( mworld, pnode->pstr_name ));
-            continue;
+            entity_counts[j].count ++;
+            break;
          }
+      }
+   }
 
-         mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 );
-         
-         if( sm )
-         {
-            vg_acquire_thread_sync();
-            {
-               glmesh surf;
-               mdl_unpack_submesh( mworld, &surf, sm );
-               water_set_surface( &surf, pnode->co[1] );
-            }
-            vg_release_thread_sync();
-         }
+   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 );
+   }
+}
+
+VG_STATIC void world_pct_spawn( mdl_node *pnode )
+{
+   struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+
+   v3_copy( pnode->co, rp->co );
+   v4_copy( pnode->q, rp->q );
+   rp->name = mdl_pstr( world.meta, pnode->pstr_name );
+}
+
+VG_STATIC void world_pct_water( mdl_node *pnode )
+{
+   if( world.water.enabled )
+   {
+      vg_warn( "Multiple water surfaces in level! ('%s')\n", 
+               mdl_pstr( world.meta, pnode->pstr_name ));
+      return;
+   }
+
+   mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 );
+   
+   if( sm )
+   {
+      vg_acquire_thread_sync();
+      {
+         mdl_unpack_submesh( world.meta, &world.mesh_water, sm );
+         world.water.enabled = 1;
+         water_set_surface( pnode->co[1] );
+      }
+      vg_release_thread_sync();
+   }
+   else
+   {
+      vg_warn( "Water entity has no submeshes!\n" );
+   }
+}
+
+VG_STATIC void world_pct_instance( mdl_node *pnode )
+{
+   struct classtype_instance *inst = mdl_get_entdata( world.meta, pnode );
+   pnode->sub_uid = 0;
+   
+   int cache_entry = 0;
+   for( int i=0; i<world.instance_cache_count; i++ )
+   {
+      struct instance_cache *cache = &world.instance_cache[i];
+      if( inst->pstr_file == cache->pstr_file )
+      {
+         cache_entry = 1;
+         pnode->sub_uid = i+1;
+         break;
       }
-      else if( pnode->classtype == k_classtype_car_path )
+   }
+
+   if( !cache_entry )
+   {
+      if( world.instance_cache_count == vg_list_size(world.instance_cache) )
+         vg_fatal_exit_loop( "Instance cache is full!" );
+
+      struct instance_cache *cache = 
+         &world.instance_cache[world.instance_cache_count ++ ];
+
+      cache->pstr_file = inst->pstr_file;
+
+#if 0
+      cache->mdl = mdl_load( filename );
+
+      if( cache->mdl )
       {
-         struct classtype_car_path *p = mdl_get_entdata( mworld, pnode );
-         traffic_node *tn = &world.traffic[ world.traffic_count ];
-         tn->mn_next = NULL;
-         tn->mn_next1 = NULL;
-         
-         if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target );
-         if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 );
-
-         m4x3f transform;
-         mdl_node_transform( pnode, transform );
-         m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h );
-         v3_copy( transform[3], tn->co );
-
-         pnode->sub_uid = world.traffic_count ++;
+         world.instance_cache_count ++;
+         pnode->sub_uid = world.instance_cache_count;
+         mdl_link_materials( mworld, cache->mdl );
+         vg_success( "Cached %s\n", filename );
       }
-      else if( pnode->classtype == k_classtype_instance )
+      else
       {
-         struct classtype_instance *inst = mdl_get_entdata( mworld, pnode );
-         pnode->sub_uid = 0;
-         
-         int cached = 0;
-         for( int i=0; i<world.instance_cache_count; i++ )
-         {
-            struct instance_cache *cache = &world.instance_cache[i];
-            if( inst->pstr_file == cache->pstr_file )
-            {
-               cached = 1;
-               pnode->sub_uid = i+1;
-               break;
-            }
-         }
+         vg_warn( "Failed to cache %s\n", filename );
+      }
+#endif
+   }
+}
+
+VG_STATIC void world_pct_audio( 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 );
+   
+   if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
+      thing->volume = aud->volume * pnode->s[0];
+   else
+      thing->volume = aud->volume;
+
+   thing->flags = aud->flags;
+   thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
+   audio_clip_load( &thing->temp_embedded_clip );
+   thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
+   thing->player.enqued = 0;
 
-         if( !cached )
+   pnode->sub_uid = world.audio_things_count;
+   world.audio_things_count ++;
+}
+
+VG_STATIC void world_entities_process(void)
+{
+   struct entity_instruction
+   {
+      enum classtype ct;
+      void (*process)( mdl_node *pnode );
+   }
+   entity_instructions[] = 
+   {
+      { k_classtype_spawn,    world_pct_spawn },
+      { k_classtype_water,    world_pct_water },
+      { k_classtype_instance, world_pct_instance },
+      { k_classtype_audio,    world_pct_audio },
+   };
+
+   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 )
          {
-            world.instance_cache = buffer_reserve( 
-                            world.instance_cache, world.instance_cache_count,
-                            &world.instance_cache_cap, 1, 
-                            sizeof(struct instance_cache) );
-
-            struct instance_cache *cache = 
-               &world.instance_cache[world.instance_cache_count];
-
-            const char *filename = mdl_pstr(mworld, inst->pstr_file);
-
-            cache->pstr_file = inst->pstr_file;
-            cache->mdl = mdl_load( filename );
-
-            if( cache->mdl )
-            {
-               world.instance_cache_count ++;
-               pnode->sub_uid = world.instance_cache_count;
-               mdl_link_materials( mworld, cache->mdl );
-               vg_success( "Cached %s\n", filename );
-            }
-            else
-            {
-               vg_warn( "Failed to cache %s\n", filename );
-            }
+            instr->process( pnode );
+            break;
          }
       }
+      
+#if 0
       else if( pnode->classtype == k_classtype_achievement_box )
       {
          world.achievement_zones = 
@@ -233,41 +325,10 @@ static void world_load(void)
          else
             zone->ptarget_delegated = NULL;
       }
-      else if( pnode->classtype == k_classtype_audio )
-      {
-         world.audio_things = 
-            buffer_reserve( world.audio_things,
-                            world.audio_things_count,
-                            &world.audio_things_cap, 1, 
-                            sizeof(struct world_audio_thing) );
-
-         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(mworld,pnode);
-
-         v3_copy( pnode->co, thing->pos );
-         
-         if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
-            thing->volume = aud->volume * pnode->s[0];
-         else
-            thing->volume = aud->volume;
-
-         thing->flags = aud->flags;
-         const char *fp = mdl_pstr( mworld, aud->pstr_file );
-         char *path2 = vg_alloc( strlen(fp)+1 );
-         strcpy( path2, fp );
-         thing->temp_embedded_clip.path = path2;
-         thing->temp_embedded_clip.source_mode = k_audio_source_compressed;
-         audio_clip_load( &thing->temp_embedded_clip );
-         thing->player.name = "[temp]";
-         thing->player.enqued = 0;
-
-         pnode->sub_uid = world.audio_things_count;
-         world.audio_things_count ++;
-      }
+#endif
    }
 
+#if 0
    /* fixup links */
    for( int i=0; i<world.achievement_zones_count; i ++ )
    {
@@ -280,54 +341,44 @@ static void world_load(void)
       else
          ach->ptarget = NULL;
    }
+#endif
+}
 
-   /* initialize audio if need be */
-   audio_lock();
-   for( int i=0; i<world.audio_things_count; i++ )
+VG_STATIC void world_load_instance_cache(void)
+{
+   vg_linear_clear( vg_mem.scratch );
+
+   for( int i=0; i<world.instance_cache_count; i++ )
    {
-      struct world_audio_thing *thingy = &world.audio_things[ i ];
+      struct instance_cache *inst = &world.instance_cache[i];
       
-      audio_player_init( &thingy->player );
-      audio_player_set_flags( &thingy->player, thingy->flags );
-      audio_player_set_vol( &thingy->player, thingy->volume );
-      audio_player_set_pan( &thingy->player, 0.0f );
-
-      if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
-         audio_player_set_position( &thingy->player, thingy->pos );
-
-      if( thingy->flags & AUDIO_FLAG_AUTO_START )
-         audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
+      const char *filename = mdl_pstr( world.meta, inst->pstr_file );
+      inst->mdl = mdl_load_full( vg_mem.scratch, filename );
    }
-   audio_unlock();
-
-   world.instance_cache = buffer_fix( world.instance_cache, 
-                                      world.instance_cache_count,
-                                     &world.instance_cache_cap,
-                                     sizeof( struct instance_cache ) );
-
-#if 0
-   traffic_finalize( world.traffic, world.traffic_count );
-   for( int i=0; i<vg_list_size(world.van_man); i++ )
-      world.van_man[i].current =&world.traffic[vg_randint(world.traffic_count)];
-#endif
+}
 
+VG_STATIC void world_generate(void)
+{
    /* 
     * Compile meshes into the world scenes
     */
-   scene_init( &world.geo );
-
-   u32 mat_surf = 0,
-       mat_surf_oob = 0,
+   world.scene_geo = scene_init( world.dynamic_vgl, 500000, 1200000 );
+   
+   /*
+    * TODO: System to dynamically allocate these 
+    */
+   u32 mat_surf         = 0,
+       mat_surf_oob     = 0,
        mat_vertex_blend = 0,
-       mat_alphatest = 0,
-       mat_graffiti = 0,
-       mat_subworld = 0,
-       mat_terrain = 0;
+       mat_alphatest    = 0,
+       mat_graffiti     = 0,
+       mat_subworld     = 0,
+       mat_terrain      = 0;
 
-   for( int i=1; i<mworld->material_count; i++ )
+   for( int i=1; i<world.meta->info.material_count; i++ )
    {
-      mdl_material *mat = mdl_material_from_id( mworld, i );
-      const char *mat_name = mdl_pstr( mworld, mat->pstr_name );
+      mdl_material *mat = &world.meta->material_buffer[ i ];
+      const char *mat_name = mdl_pstr( world.meta, mat->pstr_name );
 
       if( !strcmp( "surf", mat_name ))
          mat_surf = i;
@@ -346,50 +397,122 @@ static void world_load(void)
    m4x3f midentity;
    m4x3_identity( midentity );
 
+   world_load_instance_cache();
+
+   /*
+    * Generate scene: collidable geometry
+    * ----------------------------------------------------------------
+    */
+
+   vg_info( "Generating collidable geometry\n" );
+   vg_info( "terrain...\n" );
+   /* terrain */
    if( mat_terrain )
-      world_add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
-   scene_copy_slice( &world.geo, &world.sm_terrain );
+      world_add_all_if_material( midentity, world.scene_geo, 
+                                 world.meta, mat_terrain );
+   scene_copy_slice( world.scene_geo, &world.sm_terrain );
 
+   /* oob */
+   vg_info( "oob...\n" );
    if( mat_surf_oob )
-      world_add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob );
+      world_add_all_if_material( midentity, world.scene_geo, 
+                                 world.meta, mat_surf_oob );
    else
       vg_warn( "No OOB surface\n" );
-   scene_copy_slice( &world.geo, &world.sm_geo_std_oob );
+   scene_copy_slice( world.scene_geo, &world.sm_geo_std_oob );
+
 
+   /* surface */
+   vg_info( "surface...\n" );
    if( mat_surf )
-      world_add_all_if_material( midentity, &world.geo, mworld, mat_surf );
-   scene_copy_slice( &world.geo, &world.sm_geo_std );
+      world_add_all_if_material( midentity, world.scene_geo, 
+                                 world.meta, mat_surf );
+   scene_copy_slice( world.scene_geo, &world.sm_geo_std );
 
+   /* vertex_blend */
+   vg_info( "vertex blend...\n" );
    if( mat_vertex_blend )
-      world_add_all_if_material( midentity, &world.geo,mworld,mat_vertex_blend);
-   scene_copy_slice( &world.geo, &world.sm_geo_vb );
+      world_add_all_if_material( midentity, world.scene_geo,
+                                 world.meta, mat_vertex_blend);
+   scene_copy_slice( world.scene_geo, &world.sm_geo_vb );
+   
+   /* compress that bad boy */
+   world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
 
    vg_acquire_thread_sync();
-   scene_upload( &world.geo );
+   {
+      scene_upload( world.scene_geo, &world.mesh_geo );
+   }
    vg_release_thread_sync();
 
-   scene_bh_create( &world.geo );
+   /* setup spacial mapping and rigidbody */
+   world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
 
+   v3_zero( world.rb_geo.co );
+   q_identity( world.rb_geo.q );
 
-   /* Foliage /nocollide layer.
-    * TODO: Probably should have material traits for this
+   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
+    * ----------------------------------------------------------------
     */
-   scene_init( &world.foliage );
+   vg_info( "Generating non-collidable geometry\n" );
+
+   world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
 
+   vg_info( "Applying foliage\n" );
    world_apply_procedural_foliage();
-   scene_copy_slice( &world.foliage, &world.sm_foliage_main );
+   scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
 
-   world_add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest);
-   scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest );
+   vg_info( "alphatest...\n" );
+   world_add_all_if_material( midentity, world.scene_no_collide,
+                              world.meta, mat_alphatest );
+   scene_copy_slice( world.scene_no_collide, &world.sm_foliage_alphatest );
 
-   world_add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti );
-   scene_copy_slice( &world.foliage, &world.sm_graffiti );
+   vg_info( "graffiti...\n" );
+   world_add_all_if_material( midentity, world.scene_no_collide, 
+                              world.meta, mat_graffiti );
+   scene_copy_slice( world.scene_no_collide, &world.sm_graffiti );
 
 
+   /* upload and free that */
    vg_acquire_thread_sync();
    {
-      scene_upload( &world.foliage );
+      scene_upload( world.scene_no_collide, &world.mesh_no_collide );
+   }
+   vg_release_thread_sync();
+
+   vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
+   world.scene_no_collide = NULL;
+}
 
+VG_STATIC void world_post_process(void)
+{
+   /* 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 );
+
+      if( thingy->flags & AUDIO_FLAG_AUTO_START )
+         audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
+   }
+   audio_unlock();
+
+   vg_acquire_thread_sync();
+   {
       /* 
        * Rendering the depth map
        */
@@ -397,12 +520,12 @@ static void world_load(void)
       m4x3f camera;
 
       v3f extent;
-      v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
+      v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
 
-      float fl = world.geo.bbx[0][0],
-            fr = world.geo.bbx[1][0],
-            fb = world.geo.bbx[0][2],
-            ft = world.geo.bbx[1][2],
+      float fl = world.scene_geo->bbx[0][0],
+            fr = world.scene_geo->bbx[1][0],
+            fb = world.scene_geo->bbx[0][2],
+            ft = world.scene_geo->bbx[1][2],
             rl = 1.0f / (fr-fl),
             tb = 1.0f / (ft-fb);
 
@@ -434,14 +557,18 @@ static void world_load(void)
        * TODO: World settings entity
        */
       struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
-      v4_copy( wrender.plane, winfo->g_water_plane );
 
-      v4f bounds;
-      bounds[0] = world.geo.bbx[0][0];
-      bounds[1] = world.geo.bbx[0][2];
-      bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
-      bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
-      v4_copy( bounds, winfo->g_depth_bounds );
+      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();
@@ -449,25 +576,84 @@ static void world_load(void)
 
    vg_release_thread_sync();
 
-   world_routes_loadfrom( mworld );
-
-   for( int i=0; i<world.instance_cache_count; i++ )
-      vg_free( world.instance_cache[i].mdl );
-
-   vg_free( world.instance_cache );
-   vg_free( mworld );
-   scene_free_offline_buffers( &world.foliage );
-
    /*
     * Setup scene collider 
     */
-   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.pscene = &world.geo;
-   world.rb_geo.is_world = 1;
-   rb_init( &world.rb_geo );
+
+VG_STATIC void world_unload(void)
+{
+   /* free meshes */
+   mesh_free( &world.mesh_geo );
+   mesh_free( &world.mesh_no_collide );
+   mesh_free( &world.mesh_route_lines );
+   mesh_free( &world.mesh_water );
+
+   /* delete the entire block of memory */
+   vg_linear_clear( world.dynamic_vgl );
+
+   /* clean dangling pointers */
+   world.meta = NULL;
+   
+   world.scene_geo = NULL;
+   world.scene_lines = NULL;
+   world.scene_no_collide = NULL;
+
+   world.geo_bh = NULL;
+   world.trigger_bh = NULL;
+   world.audio_bh = NULL;
+
+   world.spawns = NULL;
+   world.spawn_count = 0;
+
+   world.audio_things = NULL;
+   world.audio_things_count = 0;
+
+   world.logic_entities = NULL;
+   world.logic_entity_count = 0;
+
+   world.logic_actions = NULL;
+   world.logic_action_count = 0;
+
+   world.triggers = NULL;
+   world.trigger_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.instance_cache_count = 0;
+   world.water.enabled = 0;
+}
+
+VG_STATIC void world_load( const char *mdl_file )
+{
+   world_unload();
+
+   world.meta = mdl_load_full( world.dynamic_vgl, mdl_file );
+   vg_info( "Loading world: %s\n", mdl_file );
+
+   /* dynamic allocations */
+   world_ents_allocate();
+   world_routes_allocate();
+
+   /* meta processing */
+   world_routes_process();
+   world_entities_process();
+   
+   /* main bulk */
+   world_generate();
+   world_routes_generate();
+   world_post_process();
 }
 
 #endif /* WORLD_GEN_H */