grid based
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 3a66523991d09c1efac6812fb7c48a40c8b6532e..fea44fc8d9ded2926860f1c83410a9e2c9fd98da 100644 (file)
@@ -7,9 +7,7 @@
 
 #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( world_instance *world, const char *path );
 
 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, 
                                           mdl_context *mdl, u32 id )
@@ -27,14 +25,72 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
             mdl_node_transform( pnode, transform2 );
             m4x3_mul( transform, transform2, transform2 );
 
-            scene_add_submesh( pscene, mdl, sm, 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( struct world_material *mat )
+VG_STATIC void world_apply_procedural_foliage( world_instance *world,
+                                               struct world_material *mat )
 {
    if( vg.quality_profile == k_quality_profile_low )
       return;
@@ -47,10 +103,9 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
       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 );
+   v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
    volume[1] = 1.0f;
 
-   m4x3f transform;
    mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
    mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
 
@@ -66,31 +121,17 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
       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 );
+      v3_add( pos, world->scene_geo->bbx[0], pos );
       
       ray_hit hit;
       hit.dist = INFINITY;
 
-      if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+      if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
       {
-         struct world_material *m1 = ray_hit_material( &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))
          {
-            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);
-
+            world_add_blob( world, world->scene_no_collide, &hit );
             count ++;
          }
       }
@@ -99,7 +140,7 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
    vg_info( "%d foliage models added\n", count );
 }
 
-VG_STATIC void world_ents_allocate(void)
+VG_STATIC void world_ents_allocate( world_instance *world )
 {
    vg_info( "Allocating entities\n" );
 
@@ -119,37 +160,47 @@ VG_STATIC void world_ents_allocate(void)
    {
       { 
          k_classtype_spawn, 
-         (void*)&world.spawns,       
+         (void*)&world->spawns,       
          sizeof(struct respawn_point) 
       },
       { 
          k_classtype_audio, 
-         (void*)&world.audio_things, 
+         (void*)&world->audio_things, 
          sizeof(struct world_audio_thing) 
       },
       {
          k_classtype_trigger,
-         (void*)&world.triggers,
+         (void*)&world->triggers,
          sizeof(struct trigger_zone)
       },
       {
          k_classtype_logic_relay,
-         (void*)&world.logic_relays,
+         (void*)&world->logic_relays,
          sizeof(struct logic_relay)
       },
       {
          k_classtype_logic_achievement,
-         (void*)&world.logic_achievements,
+         (void*)&world->logic_achievements,
          sizeof(struct logic_achievement)
+      },
+      {
+         k_classtype_world_light,
+         (void*)&world->lights,
+         sizeof(struct world_light)
+      },
+      {
+         k_classtype_nonlocal_gate,
+         (void*)&world->nonlocal_gates,
+         sizeof(struct nonlocal_gate)
       }
    };
 
    for( int i=0; i<vg_list_size(entity_counts); i++ )
       entity_counts[i].count = 0;
 
-   for( int i=0; i<world.meta->info.node_count; i++ )
+   for( int i=0; i<world->meta->info.node_count; i++ )
    {
-      mdl_node *pnode = mdl_node_from_id( world.meta, i );
+      mdl_node *pnode = mdl_node_from_id( world->meta, i );
       
       for( int j=0; j<vg_list_size(entity_counts); j ++ )
       {
@@ -167,39 +218,40 @@ VG_STATIC void world_ents_allocate(void)
       struct countable *counter = &entity_counts[i];
       
       u32 bufsize = counter->item_size*counter->count;
-      *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
+      *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, 
+                                               bufsize );
    }
 }
 
-VG_STATIC void world_pct_spawn( mdl_node *pnode )
+VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode )
 {
-   struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+   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 );
+   rp->name = mdl_pstr( world->meta, pnode->pstr_name );
 }
 
-VG_STATIC void world_pct_water( mdl_node *pnode )
+VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode )
 {
-   if( world.water.enabled )
+   if( world->water.enabled )
    {
       vg_warn( "Multiple water surfaces in level! ('%s')\n", 
-               mdl_pstr( world.meta, pnode->pstr_name ));
+               mdl_pstr( world->meta, pnode->pstr_name ));
       return;
    }
 
-   world.water.enabled = 1;
-   water_set_surface( pnode->co[1] );
+   world->water.enabled = 1;
+   water_set_surface( world, pnode->co[1] );
 }
 
-VG_STATIC void world_pct_audio( mdl_node *pnode )
+VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
 {
-   struct world_audio_thing *thing = &world.audio_things[
-                                      world.audio_things_count ];
+   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 );
+   struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
 
    v3_copy( pnode->co, thing->pos );
    
@@ -209,26 +261,25 @@ VG_STATIC void world_pct_audio( mdl_node *pnode )
       thing->volume = aud->volume;
 
    thing->flags = aud->flags;
-   thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
+   thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
    thing->temp_embedded_clip.source_mode = k_audio_source_mono;
 
-   audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
-   thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
+   audio_clip_load( &thing->temp_embedded_clip, world_global.audio_heap );
+   thing->player.name = mdl_pstr( world->meta, pnode->pstr_name );
    thing->player.enqued = 0;
 
-   pnode->sub_uid = world.audio_things_count;
-   world.audio_things_count ++;
+   pnode->sub_uid = world->audio_things_count;
+   world->audio_things_count ++;
 }
 
-
-VG_STATIC void world_pct_trigger( mdl_node *pnode )
+VG_STATIC void world_pct_trigger( world_instance *world, mdl_node *pnode )
 {
-   struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
-   struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
+   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 );
+      mdl_node *target_node = mdl_node_from_id( world->meta, inf->target );
 
       trigger->target.sub_id = target_node->sub_uid;
       trigger->target.classtype = target_node->classtype;
@@ -242,14 +293,14 @@ VG_STATIC void world_pct_trigger( mdl_node *pnode )
    mdl_node_transform( pnode, trigger->transform );
    m4x3_invert_full( trigger->transform, trigger->inv_transform );
 
-   world.trigger_count ++;
+   world->trigger_count ++;
 }
 
 
-VG_STATIC void world_pct_relay( mdl_node *pnode )
+VG_STATIC void world_pct_relay( world_instance *world, mdl_node *pnode )
 {
-   struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
-   struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
+   struct logic_relay *relay = &world->logic_relays[ world->relay_count ];
+   struct classtype_logic_relay *inf = mdl_get_entdata( world->meta, pnode );
 
    relay->target_count = 0;
 
@@ -258,7 +309,7 @@ VG_STATIC void world_pct_relay( mdl_node *pnode )
       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] );
+         mdl_node *other = mdl_node_from_id( world->meta, inf->targets[i] );
          
          target->classtype = other->classtype;
          target->sub_id = other->sub_uid;
@@ -266,31 +317,56 @@ VG_STATIC void world_pct_relay( mdl_node *pnode )
    }
 
    v3_copy( pnode->co, relay->pos );
-   world.relay_count ++;
+   world->relay_count ++;
 }
 
 
-VG_STATIC void world_pct_achievement( mdl_node *pnode )
+VG_STATIC void world_pct_achievement( world_instance *world, mdl_node *pnode )
 {
    struct logic_achievement *ach = 
-      &world.logic_achievements[ world.achievement_count ];
+      &world->logic_achievements[ world->achievement_count ];
    struct classtype_logic_achievement *inf = 
-      mdl_get_entdata( world.meta, pnode );
+      mdl_get_entdata( world->meta, pnode );
 
    v3_copy( pnode->co, ach->pos );
-   ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
+   ach->achievement_id = mdl_pstr( world->meta, inf->pstr_name );
    ach->achieved = 0;
 
-   world.achievement_count ++;
+   world->achievement_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 );
 
-VG_STATIC void world_entities_process(void)
+   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)( mdl_node *pnode );
+      void (*process)( world_instance *world, mdl_node *pnode );
    }
    entity_instructions[] = 
    {
@@ -299,12 +375,14 @@ VG_STATIC void world_entities_process(void)
       { k_classtype_audio,    world_pct_audio },
       { k_classtype_trigger,  world_pct_trigger },
       { k_classtype_logic_relay, world_pct_relay },
-      { k_classtype_logic_achievement, world_pct_achievement }
+      { k_classtype_logic_achievement, world_pct_achievement },
+      { 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++ )
+   for( int i=0; i<world->meta->info.node_count; i++ )
    {
-      mdl_node *pnode = mdl_node_from_id( world.meta, i );
+      mdl_node *pnode = mdl_node_from_id( world->meta, i );
 
       for( int j=0; j<vg_list_size(entity_instructions); j++ )
       {
@@ -312,115 +390,157 @@ VG_STATIC void world_entities_process(void)
 
          if( pnode->classtype == instr->ct )
          {
-            instr->process( pnode );
+            instr->process( world, pnode );
             break;
          }
       }
    }
 }
 
-VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index )
+VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
 {
-   struct grind_edge *edge_array = user,
-                     *edge = &edge_array[ item_index ];
-   
-  box_addpt( bound, edge->p0 );
-  box_addpt( bound, edge->p1 );
-}
+   vg_info( "Linking non-local gates\n" );
+   world_instance *a = &world_global.worlds[ index_a ],
+                  *b = &world_global.worlds[ index_b ];
 
-VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis )
-{
-   struct grind_edge *edge_array = user,
-                     *edge = &edge_array[ item_index ];
+   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 );
 
-   return (edge->p0[axis] + edge->p1[axis]) * 0.5f;
-}
+      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 );
 
-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;
+         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 void edge_bh_closest( void *user, u32 index, v3f point, v3f closest )
+VG_STATIC float colour_luminance( v3f v )
 {
-   struct grind_edge *edge_array = user,
-                     *edge = &edge_array[ index ];
-   
-   closest_point_segment( edge->p0, edge->p1, point, closest );
+   return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
 }
 
-VG_STATIC bh_system bh_system_edges =
-{
-   .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
-};
-
-VG_STATIC void world_generate_edges(void)
+VG_STATIC float calc_light_influence( world_instance *world, v3f position, 
+                                      int light )
 {
-   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;
+   struct world_light *world_light = &world->lights[ light ];
+   struct classtype_world_light *inf = world_light->inf;
 
-   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 ++;
+   v3f light_delta;
+   v3_sub( world_light->node->co, position, light_delta );
+   v3_muls( light_delta, 10.0f, light_delta );
 
-   vg_info( "Grind verts: %u\n", fs_count );
+   float quadratic = v3_dot( light_delta, light_delta ),
+         attenuation = 1.0f/( 1.0f + quadratic );
 
-   for( u32 i=0; i<world.scene_geo->indice_count/3; i++ )
+   float quadratic_light = attenuation * colour_luminance( inf->colour );
+
+   if( (inf->type == k_light_type_point) ||
+       (inf->type == k_light_type_point_nighttime_only) )
    {
-      u32 *ptri = &world.scene_geo->arrindices[ i*3 ];
+      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 );
 
-      for( int j=0; j<3; j++ )
-      {
-         u32 i0 = ptri[j],
-             i1 = ptri[(j+1)%3];
+      float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ),
+            falloff    = spot_theta >= 0.0f? 1.0f: 0.0f;
 
-         mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ],
-                  *v1 = &world.scene_geo->arrvertices[ i1 ];
+      return quadratic_light * falloff;
+   }
+   else
+      return 0.0f;
+}
 
-         if( v0->weights[0] )
-         {
-            if( world.grind_edge_count == 5000 )
-               vg_fatal_exit_loop( "Edge capacity exceeded" );
+VG_STATIC void world_scene_compute_light_clusters( world_instance *world,
+                                                   scene *sc )
+{
+   for( int i=0; i<sc->vertex_count; i++ )
+   {
+      scene_vert *vert = &sc->arrvertices[i];
+      vert->lights[0] = 0;
+      vert->lights[1] = 1;
+      vert->lights[2] = 2;
+      vert->lights[3] = 0;
 
-            struct grind_edge *ge = 
-               &world.grind_edges[ world.grind_edge_count ++ ];
+      float influences[3] = { 0.0f, 0.0f, 0.0f };
+      const int N = vg_list_size( influences );
 
-            v3_copy( v0->co, ge->p0 );
-            v3_copy( v1->co, ge->p1 );
-         }
-      }
-   }
+      for( int j=0; j<world->light_count; j ++ )
+      {
+         float influence = calc_light_influence( world, vert->co, j );
 
-   vg_info( "Grind edge count: %u\n", world.grind_edge_count );
+         int best_pos = N;
+         for( int k=best_pos-1; k>=0; k -- )
+            if( influence > influences[k] )
+               best_pos = k;
 
-   world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges,
-                           world.grind_edge_count*sizeof(struct grind_edge) );
+         if( best_pos < N )
+         {
+            for( int k=N-1; k>best_pos; k -- )
+            {
+               influences[k] = influences[k-1];
+               vert->lights[k] = vert->lights[k-1];
+            }
+
+            influences[best_pos] = influence;
+            vert->lights[best_pos] = j;
+         }
+      }
 
-   world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges, 
-                               world.grind_edges, world.grind_edge_count, 
-                               2 );
+      for( int j=0; j<N; j++ )
+      {
+         if( influences[j] > 0.00000125f )
+            vert->lights[3] ++ ;
+      }
+   }
 }
 
-VG_STATIC void world_generate(void)
+VG_STATIC void world_generate( world_instance *world )
 {
    /* 
     * Compile meshes into the world scenes
     */
-   world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
+   world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
 
    m4x3f midentity;
    m4x3_identity( midentity );
@@ -433,38 +553,37 @@ VG_STATIC void world_generate(void)
    vg_info( "Generating collidable geometry\n" );
    
 
-   for( int i=0; i<world.material_count; i++ )
+   for( int i=0; i<world->material_count; i++ )
    {
-      struct world_material *mat = &world.materials[ 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 );
+         world_add_all_if_material( midentity, world->scene_geo, world->meta, i );
 
-      scene_copy_slice( world.scene_geo, &mat->sm_geo );
+      scene_copy_slice( world->scene_geo, &mat->sm_geo );
    }
+   world_scene_compute_light_clusters( world, world->scene_geo );
 
-
-
-   
    /* compress that bad boy */
-   world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
+   world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
 
    vg_acquire_thread_sync();
    {
-      scene_upload( world.scene_geo, &world.mesh_geo );
+      scene_upload( world->scene_geo, &world->mesh_geo );
    }
    vg_release_thread_sync();
 
    /* setup spacial mapping and rigidbody */
-   world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
+   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 );
+   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 );
+   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
@@ -472,45 +591,58 @@ VG_STATIC void world_generate(void)
     */
    vg_info( "Generating non-collidable geometry\n" );
 
-   world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
+   world->scene_no_collide = scene_init( world_global.generic_heap, 
+                                         200000, 500000 );
 
-   for( int i=0; i<world.material_count; i++ )
+   for( int i=0; i<world->material_count; i++ )
    {
-      struct world_material *mat = &world.materials[ 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 );
+         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( mat );
+         world_apply_procedural_foliage( world, mat );
 
-      scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
+      scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
    }
+   world_scene_compute_light_clusters( world, world->scene_no_collide );
 
    /* upload and free that */
    vg_acquire_thread_sync();
    {
-      scene_upload( world.scene_no_collide, &world.mesh_no_collide );
+      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_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 ) );
 
-   world_generate_edges();
+   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 int reset_player( int argc, char const *argv[] );
-VG_STATIC void world_post_process(void)
+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++ )
+   for( int i=0; i<world->audio_things_count; i++ )
    {
-      struct world_audio_thing *thingy = &world.audio_things[ i ];
+      struct world_audio_thing *thingy = &world->audio_things[ i ];
       
       audio_player_init( &thingy->player );
       audio_player_set_flags( &thingy->player, thingy->flags );
@@ -527,18 +659,87 @@ VG_STATIC void world_post_process(void)
 
    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 );
+      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],
+      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);
 
@@ -555,7 +756,7 @@ VG_STATIC void world_post_process(void)
       glDisable(GL_DEPTH_TEST);
       glDisable(GL_BLEND);
       glDisable(GL_CULL_FACE);
-      render_fb_bind( gpipeline.fb_heightmap );
+      render_fb_bind( &world->heightmap );
       shader_blitcolour_use();
       shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
       render_fsquad();
@@ -565,30 +766,192 @@ VG_STATIC void world_post_process(void)
       glBlendFunc(GL_ONE, GL_ONE);
       glBlendEquation(GL_MAX);
 
-      render_world_depth( &ortho );
+      render_world_position( world, &ortho );
       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 );
+      /* 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 );
 
-      winfo->g_water_fog = 0.04f;
-      render_update_lighting_ub();
+      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 );
+
+      vg_info( "g_cube_min[%f %f %f]\n", 
+                  world->ub_lighting.g_cube_min[0],
+                  world->ub_lighting.g_cube_min[1],
+                  world->ub_lighting.g_cube_min[2] );
+      vg_info( "g_cube_inv_range[%f %f %f]\n", 
+                  world->ub_lighting.g_cube_inv_range[0],
+                  world->ub_lighting.g_cube_inv_range[1],
+                  world->ub_lighting.g_cube_inv_range[2] );
+
+      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;
+            }
+         }
+      }
+
+      glGenTextures( 1, &world->tex_light_cubes ); /* FIXME: glDeleteTextures */
+      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 );
+
+
+
+
+
+      /* 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();
@@ -601,24 +964,24 @@ VG_STATIC void world_post_process(void)
 #endif
 }
 
-VG_STATIC void world_process_resources(void)
+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.dynamic_vgl, sizeof(GLuint)*world.texture_count );
+   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();
+      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++ )
+      for( int i=1; i<world->texture_count; i++ )
       {
-         mdl_texture *tex = &world.meta->texture_buffer[i];
+         mdl_texture *tex = &world->meta->texture_buffer[i];
 
          if( !tex->pack_offset )
          {
@@ -627,10 +990,10 @@ VG_STATIC void world_process_resources(void)
          }
 
          vg_linear_clear( vg_mem.scratch );
-         world.textures[i] = vg_tex2d_new();
+         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_qoi( world->meta->pack + tex->pack_offset, tex->pack_length,
+                       mdl_pstr( world->meta, tex->pstr_name ));
          vg_tex2d_nearest();
          vg_tex2d_repeat();
       }
@@ -639,17 +1002,17 @@ VG_STATIC void world_process_resources(void)
 
    vg_info( "Loading materials\n" );
 
-   u32 size = sizeof(struct world_material) * world.meta->info.material_count;
-   world.materials = vg_linear_alloc( world.dynamic_vgl, size );
+   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 );
+   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];
+   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];
+   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;
@@ -660,27 +1023,30 @@ VG_STATIC void world_process_resources(void)
    errmat->info.tex_normal = 0;
 }
 
-VG_STATIC void world_unload(void)
+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 );
-
-   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++ )
+   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 );
+
+   /* 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.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;
@@ -690,85 +1056,136 @@ VG_STATIC void world_unload(void)
    }
 
    /* delete textures and meshes */
-   glDeleteTextures( world.texture_count, world.textures );
+   glDeleteTextures( world->texture_count, world->textures );
 
    /* delete the entire block of memory */
-   vg_linear_clear( world.dynamic_vgl );
-   vg_linear_clear( world.audio_vgl );
+   /* 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_add_global_light( world_instance *world, 
+                                       v2f dir, v3f colour )
+{
+   int id = world->ub_lighting.g_light_count;
+
+   v3_copy( colour, world->ub_lighting.g_light_colours[id] );
+   v3_copy( (v3f){ cosf(dir[1]) * cosf(dir[0]),
+                   sinf(dir[0]),
+                   sinf(dir[1]) * cosf(dir[0]) }, 
+                   world->ub_lighting.g_light_directions[id] );
+   
+   world->ub_lighting.g_light_count ++;
+}
+
+VG_STATIC void world_clean( world_instance *world )
+{
    /* clean dangling pointers */
-   world.meta = NULL;
+   world->meta = NULL;
 
-   world.textures = NULL;
-   world.texture_count = 0;
-   world.materials = NULL;
-   world.material_count = 0;
+   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;
+   world->scene_geo = NULL;
+   world->scene_no_collide = NULL;
+   world->scene_lines = NULL;
 
-   world.grind_bh = NULL;
-   world.geo_bh = NULL;
-   world.trigger_bh = NULL;
-   world.audio_bh = NULL;
+   world->geo_bh = NULL;
+   world->trigger_bh = NULL;
+   world->audio_bh = NULL;
 
-   world.spawns = NULL;
-   world.spawn_count = 0;
+   world->spawns = NULL;
+   world->spawn_count = 0;
 
-   world.audio_things = NULL;
-   world.audio_things_count = 0;
+   world->audio_things = NULL;
+   world->audio_things_count = 0;
 
-   world.triggers = NULL;
-   world.trigger_count = 0;
+   world->triggers = NULL;
+   world->trigger_count = 0;
 
-   world.logic_relays = NULL;
-   world.relay_count = 0;
+   world->lights = NULL;
+   world->light_count = 0;
 
-   world.logic_achievements = NULL;
-   world.achievement_count = 0;
+   world->logic_relays = NULL;
+   world->relay_count = 0;
 
-   world.nodes = NULL;
-   world.node_count = 0;
+   world->logic_achievements = NULL;
+   world->achievement_count = 0;
 
-   world.routes = NULL;
-   world.route_count = 0;
+   world->nodes = NULL;
+   world->node_count = 0;
 
-   world.gates = NULL;
-   world.gate_count = 0;
+   world->routes = NULL;
+   world->route_count = 0;
 
-   world.collectors = NULL;
-   world.collector_count = 0;
+   world->gates = NULL;
+   world->gate_count = 0;
 
-   world.water.enabled = 0;
+   world->collectors = NULL;
+   world->collector_count = 0;
 
-   vg_release_thread_sync();
+   world->nonlocal_gates = NULL;
+   world->nonlocalgate_count = 0;
+
+   world->water.enabled = 0;
+
+
+   /* default lighting conditions 
+    * -------------------------------------------------------------*/
+   world->ub_lighting.g_light_count = 0;
+   world->ub_lighting.g_light_preview = 0;
+   world->ub_lighting.g_shadow_samples = 8;
+   world->ub_lighting.g_water_fog = 0.04f;
+
+   v4_zero( world->ub_lighting.g_water_plane );
+   v4_zero( world->ub_lighting.g_depth_bounds );
+   v4_zero( world->ub_lighting.g_ambient_colour );
+
+   v3_copy( (v3f){ 0.09f, 0.03f, 0.07f }, world->ub_lighting.g_ambient_colour );
+
+   world_add_global_light( world, (v2f){  0.63f, -0.08f },
+                                  (v3f){  1.36f,  1.35f, 1.01f } );
+
+   world_add_global_light( world, (v2f){ -2.60f, -0.13f },
+                                  (v3f){  0.33f,  0.56f, 0.64f } );
+
+   world_add_global_light( world, (v2f){  2.60f, -0.84f },
+                                  (v3f){  0.05f,  0.05f, 0.23f } );
+
+   world->ub_lighting.g_light_directions[0][3] = 9.50f;
+   world->ub_lighting.g_light_colours[0][3] = 0.65f;
 }
 
-VG_STATIC void world_load(void)
+VG_STATIC void world_load( world_instance *world, const char *path )
 {
-   world_unload();
+   world_unload( world );
+   world_clean( world );
 
-   world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
-   vg_info( "Loading world: %s\n", world.world_name );
+   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_process_resources( world );
 
    /* dynamic allocations */
-   world_ents_allocate();
-   world_routes_allocate();
+   world_ents_allocate( world );
+   world_routes_allocate( world );
 
    /* meta processing */
-   world_routes_process();
-   world_entities_process();
+   world_routes_process( world );
+   world_entities_process( world );
    
    /* main bulk */
-   world_generate();
-   world_routes_generate();
-   world_post_process();
+   world_generate( world );
+   world_routes_generate( world );
+   world_post_process( world );
 }
 
 #endif /* WORLD_GEN_H */