update to new shader system
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 804a6cd24684f604ce504edaa9d653b1d8f323e2..57728587415bb3237d8a9a668c5459fa6cdaff7a 100644 (file)
--- a/main.c
+++ b/main.c
@@ -10,41 +10,7 @@ vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
                            .flags = VG_TEXTURE_CLAMP };
 vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
 vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
-
-vg_tex2d *texture_list[] =
-{
-   &tex_norwey,
-   &tex_gradients,
-   &tex_grid,
-   &tex_sky,
-   &tex_cement,
-   &tex_pallet
-};
-
-SHADER_DEFINE( shader_blit,
-   "layout (location=0) in vec2 a_co;"
-   "out vec2 aUv;"
-   ""
-       "void main()"
-       "{"
-               "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
-      "aUv = a_co;"
-       "}",
-
-   /* Fragment */
-       "out vec4 FragColor;"
-       ""
-   "uniform sampler2D uTexMain;"
-   ""
-   "in vec2 aUv;"
-   ""
-       "void main()"
-       "{"
-      "FragColor = texture( uTexMain, aUv );"
-       "}"
-       ,
-       UNIFORMS({ "uTexMain" })
-)
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
 
 /* Convars */
 static int freecam = 0;
@@ -69,6 +35,37 @@ static int replay_buffer_frame = 0;
 #include "terrain.h"
 #include "ragdoll.h"
 #include "rigidbody.h"
+#include "render.h"
+#include "gate.h"
+#include "water.h"
+
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/unlit.h"
+
+void vg_register(void)
+{
+   shader_blit_register();
+   shader_standard_register();
+   shader_unlit_register();
+
+   terrain_register();
+   character_register();
+   water_register();
+   gate_register();
+}
+
+vg_tex2d *texture_list[] =
+{
+   &tex_norwey,
+   &tex_gradients,
+   &tex_grid,
+   &tex_sky,
+   &tex_cement,
+   &tex_pallet,
+   &tex_water,
+   &tex_water_surf
+};
 
 int main( int argc, char *argv[] )
 { 
@@ -80,18 +77,19 @@ m4x3f world_matrix;
 static struct gplayer
 {
    /* Physics */
-   v3f co, v, a;
+   v3f co, v, a, v_last, m, bob;
    v4f rot;
    float vswitch, slip, slip_last,
          reverse;
 
    float iY;   /* Yaw inertia */
-   int in_air;
+   int in_air, is_dead;
 
    /* Input */
    v2f joy_l;
 
    v3f view;
+   v3f follow;
    v2f look_dir;  /* TEMP */
    v2f board_xy;
    float grab;
@@ -99,6 +97,7 @@ static struct gplayer
 
    v3f land_target;
    v3f land_target_log[22];
+   u32 land_target_colours[22];
    int land_log_count;
    m3x3f vr;
 
@@ -114,9 +113,10 @@ player;
 static struct gworld
 {
    scene geo;
-   submodel terrain,
-            terrain_rocks,
-            terrain_road;
+   submodel sm_road, sm_terrain;
+   glmesh skybox;
+
+   v3f tutorial;
 }
 world;
 
@@ -137,6 +137,15 @@ rigidbody mrs_box = {
    .bbx = {{ -0.5f, -0.25f, -0.25f }, { 0.5f, 0.25f, 0.25f }}
 };
 
+teleport_gate gate_a = {
+   .co = { 0.0f, -3.0f, -15.0f },
+   .q = { 0.0f, 0.0f, 0.0f, 1.0f }
+}, 
+gate_b = {
+   .co = { -8.0f, -3.0f, -17.0f },
+   .q = { 0.0f, 0.0f, 0.0f, 1.0f }
+};
+
 static void player_transform_update(void)
 {
    q_normalize( player.rot );
@@ -149,10 +158,23 @@ static void player_transform_update(void)
 static int reset_player( int argc, char const *argv[] )
 {
    v3_zero( player.co );
+
+   if( argc == 1 )
+   {
+      if( !strcmp( argv[0], "tutorial" ))
+         v3_copy( world.tutorial, player.co );
+   }
+
    v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
    q_identity( player.rot );
    player.vswitch = 1.0f;
    player.slip_last = 0.0f;
+   player.is_dead = 0;
+   player.in_air = 1;
+   m3x3_identity( player.vr );
+
+   player.mdl.shoes[0] = 1;
+   player.mdl.shoes[1] = 1;
 
    player_transform_update();
    return 0;
@@ -170,11 +192,41 @@ static int playermodel( int argc, char const *argv[] )
    return 1;
 }
 
-void vg_register(void)
+static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
+{
+   glGenFramebuffers( 1, fb );
+   glBindFramebuffer( GL_FRAMEBUFFER, *fb );
+
+   glGenTextures( 1, rgb );
+   glBindTexture( GL_TEXTURE_2D, *rgb );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 
+         0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+         GL_TEXTURE_2D, *rgb, 0);
+
+   /* TODO: Check for DEPTH32f availiblity and use if possible */
+
+   glGenRenderbuffers( 1, rb );
+   glBindRenderbuffer( GL_RENDERBUFFER, *rb );
+   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 
+         vg_window_x, vg_window_y );
+
+   glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
+         GL_RENDERBUFFER, *rb );
+}
+
+static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
 {
-   scene_register();
-   character_shader_register();
-   SHADER_INIT( shader_blit );
+   glBindTexture( GL_TEXTURE_2D, *rgb );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0,
+         GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+   glBindRenderbuffer( GL_RENDERBUFFER, *rb );
+   glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 
+         vg_window_x, vg_window_y );
 }
 
 void vg_start(void)
@@ -276,16 +328,54 @@ void vg_start(void)
 
    scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
          (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+   scene_copy_slice( &world.geo, &world.sm_road );
 
    scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
          (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+   scene_copy_slice( &world.geo, &world.sm_terrain );
+
+   v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
+
+
+   /* GATE DEV */
+   {
+      model_marker *ga = model_marker_get(mworld,"gate_a"),
+                   *gb = model_marker_get(mworld,"gate_a_recv");
+
+      v3_copy( ga->co, gate_a.co );
+      v3_copy( gb->co, gate_b.co );
+      v4_copy( ga->q, gate_a.q );
+      v4_copy( gb->q, gate_b.q );
+      v2_copy( ga->s, gate_a.dims );
+      v2_copy( gb->s, gate_b.dims );
+
+      gate_a.other = &gate_b;
+      gate_b.other = &gate_a;
+
+      gate_transform_update( &gate_a );
+      gate_transform_update( &gate_b );
+   }
+
+   /* WATER DEV */
+   {
+      glmesh surf;
+      submodel *sm = submodel_get(mworld,"mp_dev_water");
+      model_unpack_submodel( mworld, &surf, sm );
+            
+      water_init( create_renderbuffer_std );
+      water_set_surface( &surf, sm->pivot[1] );
+   }
+   {
+      model *msky = vg_asset_read("models/rs_skydome.mdl");
+      model_unpack( msky, &world.skybox );
+      free(msky);
+   }
 
    free( mworld );
    scene_upload( &world.geo );
    bvh_create( &world.geo );
 
-
-   reset_player( 0, NULL );
+   reset_player( 1, (const char *[]){ "tutorial" } );
    player_transform_update();
 
    /* Create framebuffers */
@@ -303,13 +393,14 @@ void vg_start(void)
          GL_TEXTURE_2D, 
          render.rgb_background, 0);
 
+   gate_init( create_renderbuffer_std );
+
    {
       float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
                        0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
 
       glGenVertexArrays( 1, &render.fsquad.vao );
       glGenBuffers( 1, &render.fsquad.vbo );
-      glGenBuffers( 1, &render.fsquad.ebo );
       glBindVertexArray( render.fsquad.vao );
       glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo );
       glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
@@ -377,6 +468,11 @@ static void apply_gravity( v3f vel, float const timestep )
    v3_muladds( vel, gravity, timestep, vel );
 }
 
+static int ray_hit_is_ramp( ray_hit *hit )
+{
+   return hit->tri[0] < world.sm_road.vertex_count;
+}
+
 static void player_start_air(void)
 {
    player.in_air = 1;
@@ -401,6 +497,7 @@ static void player_start_air(void)
       v3f pco, pco1, pv;
       v3_copy( player.co, pco );
       v3_copy( player.v, pv );
+      v3_muladds( pco, pv, ktimestep, pco );
 
       /* 
        * Try different 'rotations' of the velocity to find the best possible
@@ -432,6 +529,14 @@ static void player_start_air(void)
          if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
          {
             float land_delta = v3_dot( pv, contact.normal );
+            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
+
+            /* Bias prediction towords ramps */
+            if( ray_hit_is_ramp( &contact ) )
+            {
+               land_delta *= 0.1f;
+               scolour |= 0x0000a000;
+            }
 
             if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
             {
@@ -445,7 +550,12 @@ static void player_start_air(void)
             }
 
             v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count ++] );
+                  player.land_target_log[player.land_log_count] );
+            player.land_target_colours[player.land_log_count] = 
+               0xff000000 | scolour;
+
+            player.land_log_count ++;
+
             break;
          }
       }
@@ -459,15 +569,16 @@ static void player_start_air(void)
 
 static int sample_if_resistant( v3f pos )
 {
-   v3f ground, norm;
+   v3f ground;
    v3_copy( pos, ground );
-
-   if( bvh_scene_sample( &world.geo, ground, norm ) )
+   
+   ray_hit hit;
+   if( bvh_scene_sample( &world.geo, ground, &hit ) )
    {
       v3f angle;
       v3_copy( player.v, angle );
       v3_normalize( angle );
-      float resistance = v3_dot( norm, angle );
+      float resistance = v3_dot( hit.normal, angle );
 
       if( resistance < 0.25f )
       {
@@ -560,20 +671,41 @@ static void player_physics_ground(void)
    m3x3_mulv( player.to_local, player.v, vel );
 
    /* Calculate local forces */
+   
+   if( fabsf(vel[2]) > 0.01f )
+      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
 
-   slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
    if( fabsf( slip ) > 1.2f )
       slip = vg_signf( slip ) * 1.2f;
    player.slip = slip;
    player.reverse = -vg_signf(vel[2]);
 
    float substep = ktimestep * 0.2f;
+   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+
    for( int i=0; i<5; i++ )
    {
-      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * -0.02f*substep );
+      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
       vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
    }
    
+   static double start_push = 0.0;
+   if( vg_get_button_down( "push" ) )
+      start_push = vg_time;
+
+   if( !vg_get_button("break") && vg_get_button( "push" ) )
+   {
+      float const k_maxpush = 16.0f,
+                  k_pushaccel = 5.0f;
+
+      float cycle_time = vg_time-start_push,
+            amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
+            current = v3_length( vel ),
+            new_vel = vg_minf( current + amt, k_maxpush );
+      new_vel -= vg_minf(current, k_maxpush);
+      vel[2] -= new_vel * player.reverse;
+   }
+   
    m3x3_mulv( player.to_world, vel, player.v );
 
    if( vg_get_button( "yawl" ) )
@@ -609,18 +741,28 @@ static void player_physics_air(void)
 
    m3x3_mulv( player.vr, player.v, player.v );
    for( int i=0; i<player.land_log_count; i++ )
-      draw_cross( player.land_target_log[i], 0xff00ffff );
+      draw_cross( player.land_target_log[i], 
+            player.land_target_colours[i] );
 
    draw_cross( player.land_target, 0xff0000ff );
 
-   v3f ground_pos, ground_norm;
+   v3f ground_pos;
    v3_copy( player.co, ground_pos );
-
-   if( bvh_scene_sample( &world.geo, ground_pos, ground_norm ) )
+   
+   ray_hit hit;
+   if( bvh_scene_sample( &world.geo, ground_pos, &hit ) )
    {
       if( ground_pos[1] > player.co[1] )
       {
          player.in_air = 0;
+         
+         if( !ray_hit_is_ramp( &hit ) )
+         {
+            player.is_dead = 1;
+            m4x3_mulv( player.to_world, player.view, player.follow );
+            character_ragdoll_copypose( &player.mdl, player.v );
+         }
+
          return;
       }
    }
@@ -634,6 +776,9 @@ static void player_physics_air(void)
    v3f pco, pco1, pv;
    v3_copy( player.co, pco );
    v3_copy( player.v, pv );
+   
+   float time_to_impact = 0.0f;
+   float limiter = 1.0f;
 
    for( int i=0; i<50; i++ )
    {
@@ -649,7 +794,8 @@ static void player_physics_air(void)
       v3_sub( pco, pco1, vdir );
       contact.dist = v3_length( vdir );
       v3_divs( vdir, contact.dist, vdir);
-
+      
+      float orig_dist = contact.dist;
       if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
       {
          v3f localup;
@@ -658,21 +804,42 @@ static void player_physics_air(void)
          float angle = v3_dot( localup, contact.normal );
          v3f axis; 
          v3_cross( localup, contact.normal, axis );
-         
+
+         time_to_impact += (contact.dist/orig_dist)*pstep;
+         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
+         limiter = 1.0f-limiter;
+         limiter *= limiter;
+         limiter = 1.0f-limiter;
+
          if( angle < 0.99f )
          {
             v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.05f );
+            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
             q_mul( correction, player.rot, player.rot );
          }
 
          draw_cross( contact.pos, 0xffff0000 );
-
          break;
       }
+      time_to_impact += pstep;
    }
 
+
    player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+   {
+
+      float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
+      static float siX = 0.0f;
+      siX = vg_lerpf( siX, iX, 0.3f );
+      
+      v4f rotate;
+      v3f vside;
+      
+      m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
+
+      q_axis_angle( rotate, vside, siX );
+      q_mul( rotate, player.rot, player.rot );
+   }
    
    v2f target = {0.0f,0.0f};
    v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
@@ -683,6 +850,12 @@ static void player_physics_air(void)
 static void player_animate(void);
 static void player_update(void)
 {
+   
+   if( vg_get_axis("grabl")>0.0f)
+      reset_player(0,NULL);
+   if( player.is_dead )
+      return;
+
    static int clock = 0;
 
    /* temp */
@@ -697,24 +870,21 @@ static void player_update(void)
       clock = 0;
    else
       return;
-   
-   if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
-   if( vg_get_button( "push" ) )
-   {
-      v3f dir = { 0.0f, 0.0f, -1.0f };
-
-      m3x3_mulv( player.to_world, dir, dir );
-      v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
-   }
-
    float horizontal = vg_get_axis("horizontal"),
          vertical = vg_get_axis("vertical");
 
    player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
    player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
 
+   if( player.in_air )
+      player_physics_air();
+
+   if( !player.in_air )
+      player_physics_ground();
+   
    /* Integrate velocity */
+   v3f prevco;
+   v3_copy( player.co, prevco );
    if( sv_phys )
    {
       apply_gravity( player.v, ktimestep );
@@ -733,23 +903,33 @@ static void player_update(void)
    q_axis_angle( rotate, vup, siY );
    q_mul( rotate, player.rot, player.rot );
 
-   player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
-   player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
-                                       player.v[2]*player.v[2]) ) * 0.3f;
-
    player.iY = 0.0f; /* temp */
 
-   if( player.in_air )
-      player_physics_air();
+   /* GATE COLLISION */
+   if( gate_intersect( &gate_a, player.co, prevco ) )
+   {
+      teleport_gate *gate = &gate_a;
+
+      m4x3f transport;
+      m4x3_mul( gate->other->to_world, gate->to_local, transport );
+      m4x3_mulv( transport, player.co, player.co );
+      m3x3_mulv( transport, player.v, player.v );
+      m3x3_mulv( transport, player.v_last, player.v_last );
+      m3x3_mulv( transport, player.m, player.m );
+      m3x3_mulv( transport, player.bob, player.bob );
+
+      v4f transport_rotation;
+      m3x3_q( transport, transport_rotation );
+      q_mul( transport_rotation, player.rot, player.rot );
+   }
 
-   if( !player.in_air )
-      player_physics_ground();
-   
    /* Camera and character */
-
    player_transform_update();
-   q_normalize(player.rot);
    player_animate();
+
+   player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
+   player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
+                                       player.v[2]*player.v[2]) ) * 0.3f;
 }
 
 void vg_update(void)
@@ -762,7 +942,11 @@ void vg_update(void)
       character_ragdoll_go( &player.mdl, player.view );
 
    if( glfwGetKey( vg_window, GLFW_KEY_G ) )
+   {
+      player.is_dead = 1;
+      m4x3_mulv( player.to_world, player.view, player.follow );
       character_ragdoll_copypose( &player.mdl, player.v );
+   }
 
    static int clock = 0;
 
@@ -770,8 +954,9 @@ void vg_update(void)
    if( clock >= clock_divider )
    {
       character_debug_ragdoll( &player.mdl );
-      character_ragdoll_iter( &player.mdl, &world.geo );
 
+      if( player.is_dead )
+         character_ragdoll_iter( &player.mdl, &world.geo );
 
       rb_build_manifold( &mr_box, &world.geo );
       rb_build_manifold( &mrs_box, &world.geo );
@@ -795,21 +980,18 @@ void vg_update(void)
 static void player_animate(void)
 {
    /* Camera position */
-   static v3f last_vel = { 0.0f, 0.0f, 0.0f };
-   static v3f momentum, bob;
+   v3_sub( player.v, player.v_last, player.a );
+   v3_copy( player.v, player.v_last );
 
-   v3_sub( player.v, last_vel, player.a );
-   v3_copy( player.v, last_vel );
-
-   v3_add( momentum, player.a, momentum );
-   v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
+   v3_add( player.m, player.a, player.m );
+   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
    v3f target;
    
-   momentum[0] = vg_clampf( momentum[0], -2.0f, 2.0f );
-   momentum[1] = vg_clampf( momentum[1], -0.2f, 5.0f );
-   momentum[2] = vg_clampf( momentum[2], -2.0f, 2.0f );
-   v3_copy( momentum, target );
-   v3_lerp( bob, target, 0.2f, bob );
+   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
+   player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
+   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
+   v3_copy( player.m, target );
+   v3_lerp( player.bob, target, 0.2f, player.bob );
 
    /* Head */
    float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
@@ -826,7 +1008,7 @@ static void player_animate(void)
    head[2] = 0.0f;
 
    v3f offset;
-   m3x3_mulv( player.to_local, bob, offset );
+   m3x3_mulv( player.to_local, player.bob, offset );
 
    offset[0] *= 0.3333f;
    offset[1] *= -0.25f;
@@ -996,8 +1178,13 @@ static void draw_player(void)
    vg_tex2d_bind( &tex_pallet, 0 );
 
    m4x3_copy( player.to_world, player.mdl.mroot );
-   character_eval( &player.mdl );
-   character_draw( &player.mdl, 1.0f );
+
+   if( player.is_dead )
+      character_mimic_ragdoll( &player.mdl );
+   else
+      character_eval( &player.mdl );
+
+   character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
 }
 
 static void vg_framebuffer_resize( int w, int h )
@@ -1005,6 +1192,41 @@ static void vg_framebuffer_resize( int w, int h )
    glBindTexture( GL_TEXTURE_2D, render.rgb_background );
    glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, 
          GL_RGB, GL_UNSIGNED_BYTE, NULL );
+
+   gate_fb_resize( resize_renderbuffer_std );
+   water_fb_resize( resize_renderbuffer_std );
+}
+
+static void render_world( m4x4f projection )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+
+   shader_unlit_use();
+   shader_unlit_uPv( projection );
+   shader_unlit_uTexMain( 0 );
+   vg_tex2d_bind( &tex_sky, 0 );
+   
+   glDepthMask(GL_FALSE);
+   glDisable(GL_DEPTH_TEST);
+
+   mesh_bind( &world.skybox );
+   mesh_draw( &world.skybox );
+
+   glEnable(GL_DEPTH_TEST);
+   glDepthMask(GL_TRUE);
+
+   
+   shader_standard_use();
+   shader_standard_uPv( projection );
+   shader_standard_uMdl( identity_matrix );
+
+   vg_tex2d_bind( &tex_grid, 0 );
+   shader_standard_uTexMain( 0 );
+   shader_standard_uColour( (v4f){0.4f,0.4f,0.4f,1.0f} );
+
+   scene_bind( &world.geo );
+   scene_draw( &world.geo );
 }
 
 void vg_render(void) 
@@ -1013,12 +1235,7 @@ void vg_render(void)
    glViewport( 0,0, vg_window_x, vg_window_y );
 
    glDisable( GL_DEPTH_TEST );
-   glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
-   glClearColor(111.0f/255.0f, 46.0f/255.0f, 45.0f/255.0f,1.0f);
-
-   glClearColor( powf(0.066f,1.0f/2.2f), 
-                 powf(0.050f,1.0f/2.2f), 
-                 powf(0.046f,1.0f/2.2f), 1.0f );
+   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
    v3f pos_inv;
@@ -1026,7 +1243,14 @@ void vg_render(void)
    v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
 
    if( !freecam  )
+   {
       m4x3_mulv( player.to_world, cam_lerped, pos_inv );
+      
+      static float air_blend = 0.0f;
+
+      air_blend = vg_lerpf( air_blend, player.in_air, 0.04f );
+      v3_muladds( pos_inv, player.v, -0.05f*air_blend, pos_inv );
+   }
    else
       v3_add( player.co, player.view, pos_inv );
    v3_negate( pos_inv, pos_inv );
@@ -1041,26 +1265,51 @@ void vg_render(void)
 
    static v2f cam_lerped_dir;
    
-   v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
-
    m4x3_identity( world_matrix );
-   m4x3_rotate_x( world_matrix, 
-         freecam? 
-         cam_lerped_dir[1]: 
-         0.6f+shake[1]*0.04f+player.look_dir[1] );
-
-   m4x3_rotate_y( world_matrix, 
-         freecam?
-         cam_lerped_dir[0]:
-         player.look_dir[0]+shake[0]*0.02f );
+   if( player.is_dead )
+   {
+      v3f delta;
+      v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta );
+      v3_normalize(delta);
+
+      v3f follow_pos;
+      v3_muladds( player.mdl.ragdoll[k_chpart_head].co, delta, 
+            -1.5f, follow_pos );
+      v3_lerp( player.follow, follow_pos, 0.1f, player.follow );
+      v3_negate( player.follow, final );
+
+
+      float yaw = atan2f( delta[0], -delta[2] );
+      float pitch = asinf( delta[1] );
+      m4x3_rotate_x( world_matrix, -pitch );
+      m4x3_rotate_y( world_matrix, yaw );
+   }
+   else
+   {
+      v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
+
+      m4x3_rotate_x( world_matrix, 
+            freecam? 
+            cam_lerped_dir[1]: 
+            0.6f+shake[1]*0.04f+player.look_dir[1] );
+
+      m4x3_rotate_y( world_matrix, 
+            freecam?
+            cam_lerped_dir[0]:
+            player.look_dir[0]+shake[0]*0.02f );
+   }
+
+
    m4x3_translate( world_matrix, final );
    
    m4x4f world_4x4;
    m4x3_expand( world_matrix, world_4x4 );
-   m4x4_projection( vg_pv, 
-         freecam? 60.0f: 120.0f,
+
+   gpipeline.fov = freecam? 60.0f: 120.0f;
+   m4x4_projection( vg_pv, gpipeline.fov, 
          (float)vg_window_x / (float)vg_window_y, 
-         0.01f, 1000.0f );
+         0.1f, 1000.0f );
+
    m4x4_mul( vg_pv, world_4x4, vg_pv );
 
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
@@ -1072,42 +1321,18 @@ void vg_render(void)
    /* 
     * Draw world
     */
-   SHADER_USE(shader_standard_lit);
-
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
-         1, GL_FALSE, (float *)vg_pv );
-       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 
-         1, GL_FALSE, (float *)identity_matrix );
-
-   vg_tex2d_bind( &tex_grid, 0 );
-   glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.4f,0.4f,0.4f,1.0f );
-
-   scene_bind( &world.geo );
-   scene_draw( &world.geo );
-
-   if( !replay_record )
-   {
-      m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
-
-      for( int i=0; i<PART_COUNT; i++ )
-         m4x3_copy( base[i], player.mdl.matrices[i] );
 
-      replay_buffer_frame ++;
+   m4x3f cam_transform;
+   m4x3_invert_affine( world_matrix, cam_transform );
 
-      if( replay_buffer_frame == REPLAY_LENGTH )
-         replay_buffer_frame = 0;
+   render_world( vg_pv );
+   render_water_texture( cam_transform );
 
-      vg_tex2d_bind( &tex_pallet, 0 );
-      character_draw( &player.mdl, 0.0f );
-      player_animate();
-   }
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   render_water_surface( vg_pv );
 
+   vg_tex2d_bind( &tex_water, 1 );
+   render_gate( &gate_a, cam_transform );
 
    
    /* Copy the RGB of what we have into the background buffer */
@@ -1122,11 +1347,10 @@ void vg_render(void)
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
 
-#if 0
-   glClear( GL_COLOR_BUFFER_BIT );
-#else
-   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-#endif
+   if( !player.is_dead )
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+   else
+      glClear( GL_COLOR_BUFFER_BIT );
 
    draw_player();
 
@@ -1136,9 +1360,8 @@ void vg_render(void)
    glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
    glBlendEquation(GL_FUNC_ADD);
    
-   SHADER_USE( shader_blit );
-
-   glUniform1i( SHADER_UNIFORM(shader_blit,"uTexMain"), 0 );
+   shader_blit_use();
+   shader_blit_uTexMain( 0 );
    glActiveTexture(GL_TEXTURE0);
    glBindTexture( GL_TEXTURE_2D, render.rgb_background );
 
@@ -1169,7 +1392,7 @@ void vg_render(void)
    m4x4_projection( vg_pv, 
          100.0f,
          (float)128.0f / (float)128.0f,
-         0.01f, 1000.0f );
+         0.1f, 1000.0f );
    m4x4_mul( vg_pv, world_4x4, vg_pv );
 
    if(sv_debugcam)
@@ -1183,7 +1406,7 @@ void vg_render(void)
 
    glViewport( 0,0, vg_window_x, vg_window_y );
 
-
+#if 0
    if( replay_record )
    {
       m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
@@ -1196,6 +1419,7 @@ void vg_render(void)
       if( replay_buffer_frame == REPLAY_LENGTH )
          replay_buffer_frame = 0;
    }
+#endif
 }
 
 void vg_ui(void)