npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index b6cbf6311f387bae3f1aee10de0f9e8d92b4a28c..15dec10523bb7b2a0bd528c29ed755a081dedba8 100644 (file)
@@ -1,9 +1,6 @@
-#ifndef PLAYER_RENDER_C
-#define PLAYER_RENDER_C
-
 #include "player.h"
 #include "player_render.h"
-#include "camera.h"
+#include "vg/vg_camera.h"
 #include "player_model.h"
 #include "ent_skateshop.h"
 #include "audio.h"
 #include "shaders/model_character_view.h"
 #include "shaders/model_board_view.h"
 #include "shaders/model_entity.h"
+#include "shaders/model_board_view.h"
+#include "depth_compare.h"
+
+#include "network.h"
+#include "player_remote.h"
+#include "player_glide.h"
 
-VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
+void player_load_animation_reference( const char *path )
 {
-   mdl_open( &av->meta, path, vg_mem.rtmemory );
-   mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
-   mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
-   mdl_close( &av->meta );
-
-   struct skeleton *sk = &av->sk;
-   skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
-
-   av->id_hip        = skeleton_bone_id( sk, "hips" );
-   av->id_ik_hand_l  = skeleton_bone_id( sk, "hand.IK.L" );
-   av->id_ik_hand_r  = skeleton_bone_id( sk, "hand.IK.R" );
-   av->id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
-   av->id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
-   av->id_head       = skeleton_bone_id( sk, "head" );
-   av->id_ik_foot_l  = skeleton_bone_id( sk, "foot.IK.L" );
-   av->id_ik_foot_r  = skeleton_bone_id( sk, "foot.IK.R" );
-   av->id_board      = skeleton_bone_id( sk, "board" );
-   av->id_wheel_l    = skeleton_bone_id( sk, "wheel.L" );
-   av->id_wheel_r    = skeleton_bone_id( sk, "wheel.R" );
-   av->id_ik_knee_l  = skeleton_bone_id( sk, "knee.L" );
-   av->id_ik_knee_r  = skeleton_bone_id( sk, "knee.R" );
+   mdl_context *meta = &localplayer.skeleton_meta;
+   mdl_open( meta, path, vg_mem.rtmemory );
+   mdl_load_metadata_block( meta, vg_mem.rtmemory );
+   mdl_load_animation_block( meta, vg_mem.rtmemory );
+   mdl_close( meta );
+
+   struct skeleton *sk = &localplayer.skeleton;
+   skeleton_setup( sk, vg_mem.rtmemory, meta );
+
+   localplayer.id_world      = skeleton_bone_id( sk, "world" );
+   localplayer.id_hip        = skeleton_bone_id( sk, "hips" );
+   localplayer.id_chest      = skeleton_bone_id( sk, "chest" );
+   localplayer.id_ik_hand_l  = skeleton_bone_id( sk, "hand.IK.L" );
+   localplayer.id_ik_hand_r  = skeleton_bone_id( sk, "hand.IK.R" );
+   localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
+   localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
+   localplayer.id_head       = skeleton_bone_id( sk, "head" );
+   localplayer.id_foot_l  = skeleton_bone_id( sk, "foot.L" );
+   localplayer.id_foot_r  = skeleton_bone_id( sk, "foot.R" );
+   localplayer.id_ik_foot_l  = skeleton_bone_id( sk, "foot.IK.L" );
+   localplayer.id_ik_foot_r  = skeleton_bone_id( sk, "foot.IK.R" );
+   localplayer.id_board      = skeleton_bone_id( sk, "board" );
+   localplayer.id_wheel_l    = skeleton_bone_id( sk, "wheel.L" );
+   localplayer.id_wheel_r    = skeleton_bone_id( sk, "wheel.R" );
+   localplayer.id_ik_knee_l  = skeleton_bone_id( sk, "knee.L" );
+   localplayer.id_ik_knee_r  = skeleton_bone_id( sk, "knee.R" );
+   localplayer.id_eyes       = skeleton_bone_id( sk, "eyes" );
+
+   for( i32 i=0; i<sk->bone_count; i ++ ){
+      localplayer.skeleton_mirror[i] = 0;
+   }
+
+   for( i32 i=1; i<sk->bone_count-1; i ++ ){
+      struct skeleton_bone *si = &sk->bones[i];
+
+      char tmp[64];
+      vg_str str;
+      vg_strnull( &str, tmp, 64 );
+      vg_strcat( &str, si->name );
+
+      char *L = vg_strch( &str, 'L' );
+      if( !L ) continue;
+      u32 len = L-tmp;
+
+      for( i32 j=i+1; j<sk->bone_count; j ++ ){
+         struct skeleton_bone *sj = &sk->bones[j];
+
+         if( !strncmp( si->name, sj->name, len ) ){
+            if( sj->name[len] == 'R' ){
+               localplayer.skeleton_mirror[i] = j;
+               localplayer.skeleton_mirror[j] = i;
+               break;
+            }
+         }
+      }
+   }
+
+   setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );
+
+   /* allocate matrix buffers for localplayer and remote players */
+   u32 mtx_size = sizeof(m4x3f)*sk->bone_count;
+   localplayer.final_mtx = vg_linear_alloc( vg_mem.rtmemory, mtx_size );
+   netplayers.final_mtx = vg_linear_alloc( vg_mem.rtmemory, 
+                                           mtx_size*NETWORK_MAX_PLAYERS );
+   netplayers.glider_mtx = vg_linear_alloc( vg_mem.rtmemory,
+                                            sizeof(m4x3f)*NETWORK_MAX_PLAYERS );
 }
 
 /* TODO: Standard model load */
 
-VG_STATIC void dynamic_model_load( mdl_context *ctx,
-                                   struct dynamic_model_1texture *mdl, 
-                                   const char *path )
+void dynamic_model_load( mdl_context *ctx,
+                         struct dynamic_model_1texture *mdl, 
+                         const char *path, u32 *fixup_table )
 {
    if( !mdl_arrcount( &ctx->textures ) )
       vg_fatal_error( "No texture in model" );
@@ -55,28 +103,28 @@ VG_STATIC void dynamic_model_load( mdl_context *ctx,
                             VG_TEX2D_NEAREST|VG_TEX2D_CLAMP,
                             &mdl->texture );
 
-   mdl_async_load_glmesh( ctx, &mdl->mesh );
+   mdl_async_load_glmesh( ctx, &mdl->mesh, fixup_table );
 }
 
-VG_STATIC void dynamic_model_unload( struct dynamic_model_1texture *mdl ){
+void dynamic_model_unload( struct dynamic_model_1texture *mdl )
+{
    mesh_free( &mdl->mesh );
    glDeleteTextures( 1, &mdl->texture );
 }
 
 /* TODO: allow error handling */
-VG_STATIC void player_board_load( struct player_board *board, 
-                                  const char *path ){
-
+void player_board_load( struct player_board *board, const char *path )
+{
    vg_linear_clear( vg_mem.scratch );
 
    mdl_context ctx;
    mdl_open( &ctx, path, vg_mem.scratch );
    mdl_load_metadata_block( &ctx, vg_mem.scratch );
 
-   dynamic_model_load( &ctx, &board->mdl, path );
+   dynamic_model_load( &ctx, &board->mdl, path, NULL );
 
    mdl_array_ptr markers;
-   mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
+   MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
 
    /* TODO: you get put into a new section, the above is standard mdl loads. */
    for( int i=0; i<4; i++ )
@@ -118,151 +166,245 @@ VG_STATIC void player_board_load( struct player_board *board,
    mdl_close( &ctx );
 }
 
-VG_STATIC void player_board_unload( struct player_board *board ){
+void player_board_unload( struct player_board *board )
+{
    dynamic_model_unload( &board->mdl );
 }
 
-VG_STATIC void player_model_load( struct player_model *board, const char *path){
+void player_model_load( struct player_model *board, const char *path)
+{
    vg_linear_clear( vg_mem.scratch );
 
    mdl_context ctx;
    mdl_open( &ctx, path, vg_mem.scratch );
    mdl_load_metadata_block( &ctx, vg_mem.scratch );
 
-   dynamic_model_load( &ctx, &board->mdl, path );
+   if( !ctx.armatures.count )
+      vg_fatal_error( "No armature in playermodel\n" );
+
+   mdl_armature *armature = mdl_arritm( &ctx.armatures, 0 );
+
+   u32 fixup_table[ armature->bone_count+1 ];
+   for( u32 i=0; i<armature->bone_count+1; i ++ )
+      fixup_table[i] = 0;
+
+   for( u32 i=1; i<localplayer.skeleton.bone_count; i ++ ){
+      struct skeleton_bone *sb = &localplayer.skeleton.bones[i];
+      u32 hash = vg_strdjb2( sb->name );
 
+      for( u32 j=1; j<armature->bone_count; j ++ ){
+         mdl_bone *bone = mdl_arritm( &ctx.bones, armature->bone_start+j );
+
+         if( mdl_pstreq( &ctx, bone->pstr_name, sb->name, hash ) ){
+            fixup_table[j+1] = i;
+            break;
+         }
+      }
+   }
+
+   dynamic_model_load( &ctx, &board->mdl, path, fixup_table );
    mdl_close( &ctx );
 }
 
-VG_STATIC void player_model_unload( struct player_model *board ){
+void player_model_unload( struct player_model *board )
+{
    dynamic_model_unload( &board->mdl );
 }
 
-VG_STATIC void player__animate( player_instance *player ){
-   if( _player_animate[ player->subsystem ] ){
-      player_animation res;
-      res.type = k_player_animation_type_fk;
+void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+                               m4x3f *final_mtx ){
+   m4x3f transform;
+   q_m3x3( pose->root_q, transform );
+   v3_copy( pose->root_co, transform[3] );
+   
+   if( pose->type == k_player_pose_type_ik ){
+      skeleton_apply_pose( sk, pose->keyframes, 
+                           k_anim_apply_defer_ik, final_mtx );
+      skeleton_apply_ik_pass( sk, final_mtx );
+      skeleton_apply_pose( sk, pose->keyframes, 
+                           k_anim_apply_deffered_only, final_mtx );
+      skeleton_apply_inverses( sk, final_mtx );
+      skeleton_apply_transform( sk, transform, final_mtx );
+   }
+   else if( pose->type == k_player_pose_type_fk_2 ){
+      skeleton_apply_pose( sk, pose->keyframes, 
+                           k_anim_apply_always, final_mtx );
+      skeleton_apply_inverses( sk, final_mtx );
+      skeleton_apply_transform( sk, transform, final_mtx );
+   }
+}
+
+void player__animate(void)
+{
+   struct player_subsystem_interface *sys = 
+      player_subsystems[localplayer.subsystem];
 
-      _player_animate[ player->subsystem ]( player, &res );
+   struct player_board *board = 
+      addon_cache_item_if_loaded( k_addon_type_board, 
+                                  localplayer.board_view_slot );
 
-      m4x3f transform;
-      q_m3x3( res.root_q, transform );
-      v3_copy( res.root_co, transform[3] );
+   sys->animate();
 
-      struct skeleton *sk = &player->playeravatar->sk;
+   player_pose *pose = &localplayer.pose;
+   sys->pose( sys->animator_data, pose );
 
-      if( player->holdout_time > 0.0f ){
-         skeleton_lerp_pose( sk, res.pose, player->holdout_pose, 
-                                           player->holdout_time, res.pose );
-         player->holdout_time -= vg.time_frame_delta * 2.0f;
-      }
+   struct skeleton *sk = &localplayer.skeleton;
 
-      if( res.type == k_player_animation_type_fk ){
-         skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
-         skeleton_apply_ik_pass( sk );
-         skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
-         skeleton_apply_inverses( sk );
-         skeleton_apply_transform( sk, transform );
-      }
-      else {
-         skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
-      }
+   if( localplayer.holdout_time > 0.0f ){
+      skeleton_lerp_pose( sk, 
+                          pose->keyframes,localplayer.holdout_pose.keyframes, 
+                          localplayer.holdout_time, pose->keyframes );
+
+      v3_muladds( pose->root_co, localplayer.holdout_pose.root_co, 
+                  localplayer.holdout_time, pose->root_co );
+      q_nlerp( pose->root_q, localplayer.holdout_pose.root_q, 
+               localplayer.holdout_time, pose->root_q );
 
-      skeleton_debug( sk );
+      localplayer.holdout_time -= vg.time_frame_delta / 0.25f;
    }
 
-   if( _player_post_animate[ player->subsystem ] )
-      _player_post_animate[ player->subsystem ]( player );
+   effect_blink_apply( &localplayer.effect_data.blink,
+                       &localplayer.pose, vg.time_delta );
+   apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
+   
+   if( sys->effects ){
+      sys->effects( sys->animator_data, localplayer.final_mtx, board,
+                    &localplayer.effect_data );
+   }
+
+   skeleton_debug( sk, localplayer.final_mtx );
+
+   if( sys->post_animate )
+      sys->post_animate();
+
+   player__observe_system( localplayer.subsystem );
+   if( sys->sfx_comp )
+      sys->sfx_comp( sys->animator_data );
 
-   player__cam_iterate( player );
+   player__cam_iterate();
 }
 
-VG_STATIC void player__animate_from_replay( player_instance *player,
-                                            replay_buffer *replay ){
-   /* TODO: frame blending */
-   /* TODO: holdout blending (from when the game has to slow down) */
+static void player_copy_frame_animator( replay_frame *frame ){
+   struct player_subsystem_interface *sys = 
+      player_subsystems[localplayer.subsystem];
 
-   player_animation res;
-   replay_frame *frame = replay->cursor_frame;
+   if( sys->animator_size ){
+      void *src = replay_frame_data( frame, k_replay_framedata_animator );
+      memcpy( sys->animator_data, src, sys->animator_size );
+   }
+}
 
-   if( frame ){
-      memcpy( &res, &frame->anim, sizeof(frame->anim) );
-      memcpy( &frame->board_pose, &player->board_pose, 
-              sizeof(player->board_pose) );
+void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+                       player_pose *posed ){
+   struct skeleton *sk = &localplayer.skeleton;
+   
+   v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
+   q_nlerp( pose0->root_q,  pose1->root_q,  t, posed->root_q );
+   posed->type = pose0->type;
+   posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
+
+   if( pose0->type != pose1->type ){
+      /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
+      skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
    }
-   else return;
+   else {
+      skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t, 
+                          posed->keyframes );
+   }
+}
+
+void player__observe_system( enum player_subsystem id )
+{
+   if( id != localplayer.observing_system ){
+      struct player_subsystem_interface *sysm1 = 
+         player_subsystems[ localplayer.observing_system ];
 
-   struct skeleton *sk = &player->playeravatar->sk;
-   skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+      if( sysm1->sfx_kill ) sysm1->sfx_kill();
+      localplayer.observing_system = id;
+   }
 }
 
-VG_STATIC 
-void player_record_replay_frame( player_instance *player, 
-                                 replay_buffer *replay, int force_gamestate ){
-   f64 delta      = 9999999.9,
-       statedelta = 9999999.9;
+void player__animate_from_replay( replay_buffer *replay )
+{
+   replay_frame *frame = replay->cursor_frame,
+                *next = NULL;
+   if( frame ){
+      next = frame->r;
+
+      struct player_subsystem_interface 
+         *sys0 = player_subsystems[frame->system];
+      void *a0 = replay_frame_data( frame, k_replay_framedata_animator );
 
-   if( replay->head )
-      delta = vg.time - replay->head->time;
+      struct replay_glider_data 
+         *g0 = replay_frame_data( frame, k_replay_framedata_glider ),
+         *g1;
 
-   if( replay->statehead )
-      statedelta = vg.time - replay->statehead->time;
+      f32 t = 0.0f;
 
-   const f64 k_replay_rate = 1.0/30.0,
-             k_gamestate_rate = 0.5;
+      if( next ){
+         t = replay_subframe_time( replay );
 
-   u16 gamestates = 0;
-   if( statedelta > k_gamestate_rate || force_gamestate /* or switching */ ){
-      gamestates = 1;
-   }
-   
-   if( (delta > k_replay_rate) || gamestates ){
-      replay_frame *frame = replay_newframe( replay, gamestates, 0 );
-      replay->cursor = vg.time;
-      replay->cursor_frame = frame;
-
-      player_animation *res = &frame->anim;
-      v3_zero( res->root_co );
-      q_identity( res->root_q );
-      res->type = k_player_animation_type_absolute;
-
-      struct skeleton *sk = &player->playeravatar->sk;
-      skeleton_decompose_mtx_absolute( sk, res->pose );
-
-      memcpy( &frame->board_pose, &player->board_pose, 
-               sizeof(player->board_pose) );
-      frame->time = vg.time;
-      v3_copy( player->cam.pos, frame->cam_pos );
-      v3_copy( player->cam.angles, frame->cam_angles );
-      frame->cam_fov = player->cam.fov;
-
-      if( gamestates ){
-         replay_gamestate *gs = replay_frame_gamestate( frame, 0 );
-         gs->system = player->subsystem;
-
-         if( player->subsystem == k_player_subsystem_walk ){
-            memcpy( &gs->walk, &player->_walk.state, 
-                     sizeof(struct player_walk_state) );
-         }
-         else if( player->subsystem == k_player_subsystem_skate ){
-            memcpy( &gs->skate, &player->_skate.state, 
-                     sizeof(struct player_skate_state) );
+         player_pose pose0, pose1;
+
+         struct player_subsystem_interface 
+            *sys1 = player_subsystems[next->system];
+         void *a1 = replay_frame_data( next, k_replay_framedata_animator );
+
+         sys0->pose( a0, &pose0 );
+         sys1->pose( a1, &pose1 );
+
+         lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
+         g1 = replay_frame_data( next,  k_replay_framedata_glider );
+      }
+      else{
+         sys0->pose( a0, &localplayer.pose );
+         g1 = NULL;
+      }
+
+      player__observe_system( frame->system );
+      if( sys0->sfx_comp ) 
+         sys0->sfx_comp( a0 );
+
+      if( g0 ){
+         if( g0->glider_orphan ){
+            if( g1 ){
+               v3_lerp( g0->co, g1->co, t, player_glide.rb.co );
+               q_nlerp( g0->q,  g1->q,  t, player_glide.rb.q );
+            }
+            else {
+               v3_copy( g0->co, player_glide.rb.co );
+               v4_copy( g0->q,  player_glide.rb.q );
+            }
+
+            rb_update_matrices( &player_glide.rb );
          }
 
-         memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
-         memcpy( &gs->cam_control, &player->cam_control, 
-                  sizeof(struct player_cam_controller) );
-         v3_copy( player->angles, gs->angles );
+         if( g1 )
+            player_glide.t = vg_lerpf( g0->t, g1->t, t );
+         else
+            player_glide.t = g0->t;
+
+         localplayer.have_glider   = g0->have_glider;
+         localplayer.glider_orphan = g0->glider_orphan;
+      }
+      else /* no glider data in g1, or edge case we dont care about */ {
+         localplayer.have_glider = 0;
+         localplayer.glider_orphan = 0;
+         player_glide.t = 0.0f;
       }
    }
+   else return;
+
+   apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose,
+                             localplayer.final_mtx );
 }
 
-VG_STATIC void player__pre_render( player_instance *player ){
+void player__pre_render(void)
+{
    /* shadowing/ao info */
-   struct player_avatar *av = player->playeravatar;
    struct player_board *board = 
       addon_cache_item_if_loaded( k_addon_type_board,
-                                  player->board_view_slot );
+                                  localplayer.board_view_slot );
    v3f vp0, vp1;
    if( board ){
       v3_copy((v3f){0.0f,0.1f, board->truck_positions[0][2]}, vp0 );
@@ -274,60 +416,52 @@ VG_STATIC void player__pre_render( player_instance *player ){
    }
 
    struct ub_world_lighting *ubo = &world_current_instance()->ub_lighting;
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
+   v3f *board_mtx = localplayer.final_mtx[ localplayer.id_board ];
+   m4x3_mulv( board_mtx, vp0, ubo->g_board_0 );
+   m4x3_mulv( board_mtx, vp1, ubo->g_board_1 );
 }
 
-VG_STATIC void render_board( camera *cam, world_instance *world,
-                             struct player_board *board, m4x3f root,
-                             struct board_pose *pose,
-                             enum board_shader shader )
+void render_board( vg_camera *cam, world_instance *world,
+                   struct player_board *board, m4x3f root,
+                   struct player_board_pose *pose,
+                   enum board_shader shader )
 {
-   if( !board ) return;
+   if( !board ) 
+      board = &localplayer.fallback_board;
+
+   /* TODO: 
+    *  adding depth compare to this shader
+    */
 
    v3f inverse;
 
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, board->mdl.texture );
 
-   if( shader == k_board_shader_player ){
+   if( shader == k_board_shader_player )
+   {
       shader_model_board_view_use();
       shader_model_board_view_uTexMain( 0 );
       shader_model_board_view_uCamera( cam->transform[3] );
       shader_model_board_view_uPv( cam->mtx.pv );
-      shader_model_board_view_uTexSceneDepth( 1 );
-      render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
 
-      render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+      shader_model_board_view_uDepthMode(1);
+      depth_compare_bind(
+         shader_model_board_view_uTexSceneDepth,
+         shader_model_board_view_uInverseRatioDepth,
+         shader_model_board_view_uInverseRatioMain,
+         cam );
 
-      inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
-
-      shader_model_board_view_uInverseRatioDepth( inverse );
-      render_fb_inverse_ratio( NULL, inverse );
-      inverse[2] = cam->farz-cam->nearz;
-      shader_model_board_view_uInverseRatioMain( inverse );
-
-      world_link_lighting_ub( world, _shader_model_board_view.id );
-      world_bind_position_texture( world, _shader_model_board_view.id,
-                                 _uniform_model_board_view_g_world_depth, 2 );
-      world_bind_light_array( world, _shader_model_board_view.id,
-                                 _uniform_model_board_view_uLightsArray, 3 );
-      world_bind_light_index( world, _shader_model_board_view.id,
-                                 _uniform_model_board_view_uLightsIndex, 4 );
+      WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
    }
-   else if( shader == k_board_shader_entity ){
+   else if( shader == k_board_shader_entity )
+   {
       shader_model_entity_use();
       shader_model_entity_uTexMain( 0 );
       shader_model_entity_uCamera( cam->transform[3] );
       shader_model_entity_uPv( cam->mtx.pv );
       
-      world_link_lighting_ub( world, _shader_model_entity.id );
-      world_bind_position_texture( world, _shader_model_entity.id,
-                                 _uniform_model_entity_g_world_depth, 2 );
-      world_bind_light_array( world, _shader_model_entity.id,
-                                 _uniform_model_entity_uLightsArray, 3 );
-      world_bind_light_index( world, _shader_model_entity.id,
-                                 _uniform_model_entity_uLightsIndex, 4 );
+      WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
    }
 
    mesh_bind( &board->mdl.mesh );
@@ -409,9 +543,12 @@ VG_STATIC void render_board( camera *cam, world_instance *world,
    }
 }
 
-VG_STATIC void render_playermodel( camera *cam, world_instance *world,
-                                   struct player_model *model,
-                                   struct skeleton *skeleton ){
+void render_playermodel( vg_camera *cam, world_instance *world,
+                         int depth_compare,
+                         struct player_model *model,
+                         struct skeleton *skeleton,
+                         m4x3f *final_mtx )
+{
    if( !model ) return;
    
    shader_model_character_view_use();
@@ -421,56 +558,72 @@ VG_STATIC void render_playermodel( camera *cam, world_instance *world,
    shader_model_character_view_uTexMain( 0 );
    shader_model_character_view_uCamera( cam->transform[3] );
    shader_model_character_view_uPv( cam->mtx.pv );
-   shader_model_character_view_uTexSceneDepth( 1 );
-   render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
-   v3f inverse;
-   render_fb_inverse_ratio( gpipeline.fb_main, inverse );
-   inverse[2] = skaterift.cam.farz-skaterift.cam.nearz;
-
-   shader_model_character_view_uInverseRatioDepth( inverse );
-   render_fb_inverse_ratio( NULL, inverse );
-   inverse[2] = cam->farz-cam->nearz;
-   shader_model_character_view_uInverseRatioMain( inverse );
-
-   world_link_lighting_ub( world, _shader_model_character_view.id );
-   world_bind_position_texture( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_uLightsIndex, 4 );
+   shader_model_character_view_uDepthMode( depth_compare );
+   if( depth_compare )
+   {
+      depth_compare_bind(
+         shader_model_character_view_uTexSceneDepth,
+         shader_model_character_view_uInverseRatioDepth,
+         shader_model_character_view_uInverseRatioMain,
+         cam );
+   }
+
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_character_view );
 
    glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
                          skeleton->bone_count,
                          0,
-                         (float *)skeleton->final_mtx );
+                         (const GLfloat *)final_mtx );
    
    mesh_bind( &model->mdl.mesh );
    mesh_draw( &model->mdl.mesh );
 }
 
-PLAYER_API void player__render( camera *cam, player_instance *player )
+void player__render( vg_camera *cam )
 {
    world_instance *world = world_current_instance();
    SDL_AtomicLock( &addon_system.sl_cache_using_resources );
 
    struct player_model *model = 
       addon_cache_item_if_loaded( k_addon_type_player, 
-                                  player->playermodel_view_slot );
+                                  localplayer.playermodel_view_slot );
 
-   if( !model ) model = &player->fallback_model;
-   render_playermodel( cam, world, model, &player->playeravatar->sk );
+   if( !model ) model = &localplayer.fallback_model;
+   render_playermodel( cam, world, 1, model, &localplayer.skeleton,
+                       localplayer.final_mtx );
 
    struct player_board *board = 
       addon_cache_item_if_loaded( k_addon_type_board,
-                                  player->board_view_slot );
+                                  localplayer.board_view_slot );
 
-   render_board( cam, world, board, player->playeravatar->sk.final_mtx[
-                                    player->playeravatar->id_board],
-                                    &player->board_pose,
-                                    k_board_shader_player );
+   render_board( cam, world, board, localplayer.final_mtx[localplayer.id_board],
+                  &localplayer.pose.board, k_board_shader_player );
 
    SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+
+   glEnable( GL_CULL_FACE );
+   player_glide_render( cam, world, &localplayer.pose );
+   glDisable( GL_CULL_FACE );
 }
 
-#endif /* PLAYER_RENDER_C */
+void player_mirror_pose( mdl_keyframe pose[32], mdl_keyframe mirrored[32] )
+{
+   mdl_keyframe temp[32];
+
+   struct skeleton *sk = &localplayer.skeleton;
+   for( u32 i=1; i<sk->bone_count; i ++ ){
+      mdl_keyframe *dest = &temp[i-1];
+      u8 mapping = localplayer.skeleton_mirror[i];
+
+      if( mapping ) *dest = pose[mapping-1]; /* R */
+      else          *dest = pose[i-1];       /* L */
+
+      dest->co[2] *= -1.0f;
+      dest->q[0] *= -1.0f;
+      dest->q[1] *= -1.0f;
+   }
+
+   for( u32 i=0; i<sk->bone_count-1; i ++ ){
+      mirrored[i] = temp[i];
+   }
+}