update to new shader system
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index e34ca5fff6b823dd7ec08f2cf7b3b81ccf066e7c..57728587415bb3237d8a9a668c5459fa6cdaff7a 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,29 +1,71 @@
 #define VG_3D
+#define VG_FRAMEBUFFER_RESIZE 1
 #include "vg/vg.h"
 
 /* Resources */
 vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
 vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
-vg_tex2d tex_road = { .path = "textures/road.qoi" };
+vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
 vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
                            .flags = VG_TEXTURE_CLAMP };
-vg_tex2d *texture_list[] =
-{
-   &tex_norwey,
-   &tex_gradients,
-   &tex_grid,
-   &tex_road
-};
+vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
+vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
 
 /* Convars */
 static int freecam = 0;
 static int debugview = 0;
 static int debugsdf = 0;
-static int debugroad = 0;
+static int sv_debugcam = 0;
+static int sv_phys = 0;
+static int thirdperson = 0;
+static int clock_divider = 1;
+static int replay_record = 0;
+
+static m4x3f *replay_buffer = NULL;
+static int replay_buffer_frame = 0;
+
+#define REPLAY_LENGTH 120*60
 
 /* Components */
 #include "road.h"
 #include "scene.h"
+#include "ik.h"
+#include "character.h"
+#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[] )
 { 
@@ -32,66 +74,186 @@ int main( int argc, char *argv[] )
 
 m4x3f world_matrix;
 
-#if 0
-v3f player.co;
-v3f player.view;     /* Relative to pos */
-v3f player.v = { 0.0f, 0.0f, -0.2f };
-float player_yaw;
-v2f player.look_dir;
-v3f player.a;
-#endif
-
 static struct gplayer
 {
-   v3f co, v, a;
+   /* Physics */
+   v3f co, v, a, v_last, m, bob;
    v4f rot;
+   float vswitch, slip, slip_last,
+         reverse;
+
+   float iY;   /* Yaw inertia */
+   int in_air, is_dead;
+
+   /* Input */
+   v2f joy_l;
 
    v3f view;
+   v3f follow;
    v2f look_dir;  /* TEMP */
+   v2f board_xy;
+   float grab;
+   float pitch;
+
+   v3f land_target;
+   v3f land_target_log[22];
+   u32 land_target_colours[22];
+   int land_log_count;
+   m3x3f vr;
 
    m4x3f to_world, to_local;
+   
+   struct character mdl;
+
+   v3f handl_target, handr_target,
+       handl, handr;
 }
 player;
 
-road_patch road_main;
-scene test_scene;
-scene world_scene;
-scene player_scene;
-u32 world_terrain_count,
-    world_road_count;
+static struct gworld
+{
+   scene geo;
+   submodel sm_road, sm_terrain;
+   glmesh skybox;
+
+   v3f tutorial;
+}
+world;
+
+static struct grender
+{
+   GLuint fb_background,
+          rgb_background;
+
+   glmesh fsquad;
+}
+render;
+
+rigidbody mr_box = {
+   .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }}
+};
+
+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 );
    q_m3x3( player.rot, player.to_world );
    v3_copy( player.co, player.to_world[3] );
 
-   v4f inv;
-   q_inv( player.rot, inv );
-   q_m3x3( inv, player.to_local );
-   v3_negate( player.co, player.to_local[3] );
+   m4x3_invert_affine( player.to_world, player.to_local );
 }
 
 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;
 }
 
-void vg_register(void)
+static int playermodel( int argc, char const *argv[] )
+{
+   if( argc < 1 ) return 0;
+   
+   glmesh old_mesh = player.mdl.mesh;
+
+   if( character_load( &player.mdl, argv[0] ) )
+      mesh_free( &old_mesh );
+
+   return 1;
+}
+
+static void create_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
 {
-   scene_register();
+   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 )
+{
+   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)
 {
+   replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) );
+
    vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-   
-   road_patch_init( &road_main );
-   road_generate( &road_main );
+
+   rb_init( &mr_box );
+   rb_init( &mrs_box );
+   mrs_box.co[2] += 2.0f;
+
+   vg_convar_push( (struct vg_convar){
+      .name = "frame",
+      .data = &replay_buffer_frame,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=REPLAY_LENGTH-1, .clamp=1 },
+      .persistent = 0
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "rec",
+      .data = &replay_record,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 0
+   });
 
    vg_convar_push( (struct vg_convar){
       .name = "freecam",
@@ -101,6 +263,14 @@ void vg_start(void)
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "debugcam",
+      .data = &sv_debugcam,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=0 },
+      .persistent = 1
+   });
+
    vg_convar_push( (struct vg_convar){
       .name = "debugview",
       .data = &debugview,
@@ -118,13 +288,29 @@ void vg_start(void)
    });
 
    vg_convar_push( (struct vg_convar){
-      .name = "debugroad",
-      .data = &debugroad,
+      .name = "phys",
+      .data = &sv_phys,
       .data_type = k_convar_dtype_i32,
       .opt_i32 = { .min=0, .max=1, .clamp=1 },
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "thirdperson",
+      .data = &thirdperson,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "div",
+      .data = &clock_divider,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=0 },
+      .persistent = 1
+   });
+
        vg_function_push( (struct vg_cmd){
                .name = "reset",
                .function = reset_player
@@ -132,405 +318,1108 @@ void vg_start(void)
    
    v3f lightDir = { 0.1f, 0.8f, 0.2f };
    v3_normalize( lightDir );
+
+   character_load( &player.mdl, "ch_default" );
+   character_init_ragdoll( &player.mdl );
    
-   scene_init( &world_scene );
-   scene_init( &test_scene );
-   scene_init( &player_scene );
-   model *world = vg_asset_read( "models/free_dev.mdl" );
-   model *test = vg_asset_read( "models/test.mdl" );
-   model *char_dev = vg_asset_read( "models/char_dev.mdl" );
-   scene_add_model( &player_scene, char_dev,
-         submodel_get( char_dev, "joint" ),
+   /* Setup scene */
+   scene_init( &world.geo );
+   model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+
+   scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
          (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-   free(char_dev);
+   scene_copy_slice( &world.geo, &world.sm_road );
 
-   scene_add_model( &world_scene, world, 
-         submodel_get( world, "terrain" ),
+   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 );
 
-   int id_tree = submodel_get( test, "tree" ),
-       id_groundcover[] = 
-       {
-         submodel_get( test, "bush" ),
-         submodel_get( test, "grass" ),
-         submodel_get( test, "blubber" ),
-         submodel_get( test, "blubber" ),
-         submodel_get( test, "blubber" ),
-         submodel_get( test, "grassthin" )
-       };
+   v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
 
-   /* Sprinkle some trees in the terrain areas */
-   v3f range;
-   v3_sub( world_scene.bbx[1], world_scene.bbx[0], range );
 
-   for( int i=0; i<8000; i++ )
+   /* GATE DEV */
    {
-      v3f pos;
+      model_marker *ga = model_marker_get(mworld,"gate_a"),
+                   *gb = model_marker_get(mworld,"gate_a_recv");
 
-      pos[0] = vg_randf();
-      pos[1] = 0.0f;
-      pos[2] = vg_randf();
-      v3_muladd( world_scene.bbx[0], pos, range, pos );
+      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 );
 
-      if( sample_scene_height( &world_scene, pos ) )
-      {
-         scene_add_model( &test_scene, test, 
-               id_tree,
-               pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
-      }
+      gate_a.other = &gate_b;
+      gate_b.other = &gate_a;
+
+      gate_transform_update( &gate_a );
+      gate_transform_update( &gate_b );
    }
 
-   world_terrain_count = world_scene.indice_count;
+   /* 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);
+   }
 
-   scene_add_model( &world_scene, world, 
-         submodel_get( world, "road" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-   world_road_count = world_scene.indice_count-world_terrain_count;
+   free( mworld );
+   scene_upload( &world.geo );
+   bvh_create( &world.geo );
 
-   free( test );
-   free( world );
+   reset_player( 1, (const char *[]){ "tutorial" } );
+   player_transform_update();
 
-#if 0
-   scene_compute_occlusion( &test_scene );
-   scene_shadow_gradient( &test_scene, 1, 0.0f, 1.0f );
-   scene_shadow_sphere( &test_scene, (v3f){ 0.0f,4.0f,0.0f},
-         (v4f){1.0f, 2.0f, 0.0f, 0.0f}, lightDir );
-#endif
+   /* Create framebuffers */
+   glGenFramebuffers( 1, &render.fb_background );
+   glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background );
+
+   glGenTextures( 1, &render.rgb_background );
+   glBindTexture( GL_TEXTURE_2D, render.rgb_background );
+   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, 
+         render.rgb_background, 0);
+
+   gate_init( create_renderbuffer_std );
 
-   scene_upload( &player_scene );
-   scene_upload( &world_scene );
-   scene_upload( &test_scene );
+   {
+      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 );
+      glBindVertexArray( render.fsquad.vao );
+      glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo );
+      glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
+      glBindVertexArray( render.fsquad.vao );
+      glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
+            sizeof(float)*2, (void*)0 );
+      glEnableVertexAttribArray( 0 );
+      VG_CHECK_GL();
+   }
+}
+
+static float ktimestep = 1.0f/60.0f;
+
+static void player_freecam(void)
+{
+   m4x3f cam_rot;
+   m4x3_identity( cam_rot );
+   m4x3_rotate_y( cam_rot, -player.look_dir[0] );
+   m4x3_rotate_x( cam_rot, -player.look_dir[1] );
+
+   v3f lookdir = { 0.0f, 0.0f, -1.0f },
+       sidedir = { 1.0f, 0.0f,  0.0f };
    
-   reset_player( 0, NULL );
-   player_transform_update();
+   m4x3_mulv( cam_rot, lookdir, lookdir );
+   m4x3_mulv( cam_rot, sidedir, sidedir );
+   
+   float movespeed = 5.0f;
+   static v2f mouse_last,
+              view_vel = { 0.0f, 0.0f };
+
+   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
+
+   if( vg_get_button_down( "primary" ) )
+      v2_copy( vg_mouse, mouse_last );
+   else if( vg_get_button( "primary" ) )
+   {
+      v2f delta;
+      v2_sub( vg_mouse, mouse_last, delta );
+      v2_copy( vg_mouse, mouse_last );
+
+      v2_muladds( view_vel, delta, 0.005f, view_vel );
+   }
+   
+   v2_muls( view_vel, 0.75f, view_vel );
+   v2_add( view_vel, player.look_dir, player.look_dir );
+   player.look_dir[1] = 
+      vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+
+   if( vg_get_button( "forward" ) )
+      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
+   if( vg_get_button( "back" ) )
+      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
+   if( vg_get_button( "left" ) )
+      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
+   if( vg_get_button( "right" ) )
+      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
+
+   v3_muls( move_vel, 0.75f, move_vel );
+   v3_add( move_vel, player.view, player.view );
+}
+
+static void apply_gravity( v3f vel, float const timestep )
+{
+   v3f gravity = { 0.0f, -9.6f, 0.0f };
+   v3_muladds( vel, gravity, timestep, vel );
 }
 
-v3f head;
+static int ray_hit_is_ramp( ray_hit *hit )
+{
+   return hit->tri[0] < world.sm_road.vertex_count;
+}
 
-void vg_update(void)
+static void player_start_air(void)
 {
-   float timestep = 1.0f/60.0f;
+   player.in_air = 1;
 
-   if( freecam )
+   float pstep = ktimestep*10.0f;
+
+   float best_velocity_mod = 0.0f,
+         best_velocity_delta = -9999.9f;
+
+   v3f axis, vup;
+   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+   v3_cross( vup, player.v, axis );
+   v3_normalize( axis );
+   player.land_log_count = 0;
+   
+   m3x3_identity( player.vr );
+
+   for( int m=-3;m<=12; m++ )
    {
-      m4x3f cam_rot;
-      m4x3_identity( cam_rot );
-      m4x3_rotate_y( cam_rot, -player.look_dir[0] );
-      m4x3_rotate_x( cam_rot, -player.look_dir[1] );
+      float vmod = ((float)m / 15.0f)*0.09f;
 
-      v3f lookdir = { 0.0f, 0.0f, -1.0f },
-          sidedir = { 1.0f, 0.0f,  0.0f };
-      
-      m4x3_mulv( cam_rot, lookdir, lookdir );
-      m4x3_mulv( cam_rot, sidedir, sidedir );
-      
-      float movespeed = 5.0f;
-      static v2f mouse_last,
-                 view_vel = { 0.0f, 0.0f };
-      static v3f move_vel = { 0.0f, 0.0f, 0.0f };
+      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
+       * landing normal. This conserves magnitude at the expense of slightly
+       * unrealistic results
+       */
 
-      if( vg_get_button_down( "primary" ) )
+      m3x3f vr;
+      v4f vr_q;
+
+      q_axis_angle( vr_q, axis, vmod );
+      q_m3x3( vr_q, vr );
+
+      for( int i=0; i<50; i++ )
       {
-         v2_copy( vg_mouse, mouse_last );
+         v3_copy( pco, pco1 );
+         apply_gravity( pv, pstep );
+
+         m3x3_mulv( vr, pv, pv );
+         v3_muladds( pco, pv, pstep, pco );
+         
+         ray_hit contact;
+         v3f vdir;
+
+         v3_sub( pco, pco1, vdir );
+         contact.dist = v3_length( vdir );
+         v3_divs( vdir, contact.dist, vdir);
+
+         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) )
+            {
+               best_velocity_delta = land_delta;
+               best_velocity_mod = vmod;
+
+               v3_copy( contact.pos, player.land_target );
+
+               q_axis_angle( vr_q, axis, vmod*0.1f );
+               q_m3x3( vr_q, player.vr );
+            }
+
+            v3_copy( contact.pos, 
+                  player.land_target_log[player.land_log_count] );
+            player.land_target_colours[player.land_log_count] = 
+               0xff000000 | scolour;
+
+            player.land_log_count ++;
+
+            break;
+         }
       }
-      else if( vg_get_button( "primary" ) )
-      {
-         v2f delta;
-         v2_sub( vg_mouse, mouse_last, delta );
-         v2_copy( vg_mouse, mouse_last );
+   }
 
-         v2_muladds( view_vel, delta, 0.005f, view_vel );
-      }
-      
-      v2_muls( view_vel, 0.75f, view_vel );
-      v2_add( view_vel, player.look_dir, player.look_dir );
-      player.look_dir[1] = 
-         vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
-      if( vg_get_button( "forward" ) )
-         v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel );
-      if( vg_get_button( "back" ) )
-         v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel );
-      if( vg_get_button( "left" ) )
-         v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel );
-      if( vg_get_button( "right" ) )
-         v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel );
-
-      v3_muls( move_vel, 0.75f, move_vel );
-      v3_add( move_vel, player.view, player.view );
+   //v3_rotate( player.v, best_velocity_mod, axis, player.v );
+   
+   return;
+   v3_muls( player.v, best_velocity_mod, player.v );
+}
 
-      return;
-   }
+static int sample_if_resistant( v3f pos )
+{
+   v3f ground;
+   v3_copy( pos, ground );
    
-   if( vg_get_button( "forward" ) )
+   ray_hit hit;
+   if( bvh_scene_sample( &world.geo, ground, &hit ) )
    {
-      v3f dir = { 0.0f, 0.0f, -1.0f };
+      v3f angle;
+      v3_copy( player.v, angle );
+      v3_normalize( angle );
+      float resistance = v3_dot( hit.normal, angle );
 
-      m3x3_mulv( player.to_world, dir, dir );
-      v3_muladds( player.v, dir, 5.0f * timestep, player.v );
+      if( resistance < 0.25f )
+      {
+         v3_copy( ground, pos );
+         return 1;
+      }
    }
 
-   /* Get front and back contact points */
-   v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup;
+   return 0;
+}
 
-   m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
-   m3x3_mulv( player.to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
-   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+static float stable_force( float current, float diff )
+{
+   float new = current + diff;
+
+   if( new * current < 0.0f )
+      return 0.0f;
 
-   v3_muladds( player.co, fwd, 1.0f, contact_front );
-   v3_muladds( player.co, fwd,-1.0f, contact_back );
-   v3_muladds( player.co, fwd1, 1.0f, contact_norm );
+   return new;
+}
+
+static void player_physics_ground(void)
+{
+   /* 
+    * Getting surface collision points,
+    * the contact manifold is a triangle for simplicity.
+    */
+   v3f contact_front, contact_back, contact_norm, vup, vside,
+       axis;
    
-   sample_scene_height( &world_scene, contact_front );
-   sample_scene_height( &world_scene, contact_back );
-   sample_scene_height( &world_scene, contact_norm );
+   float klength = 0.65f;
+   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
+   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
+   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
+   m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
+   m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
+
+   v3f cn0, cn1, cn2;
+   
+   int contact_count = 
+      sample_if_resistant( contact_front ) +
+      sample_if_resistant( contact_back ) +
+      sample_if_resistant( contact_norm );
+   
+   if( contact_count < 3 )
+   {
+      player_start_air();
+      return;
+   }
 
    v3f norm;
    v3f v0, v1;
-   v3_sub( contact_back, contact_norm, v0 );
-   v3_sub( contact_front, contact_norm, v1 );
+   v3_sub( contact_norm, contact_front, v0 );
+   v3_sub( contact_back, contact_front, v1 );
    v3_cross( v1, v0, norm );
    v3_normalize( norm );
 
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( player.v, gravity, timestep, player.v );
-
-   v3f ground_pos;
-   v3_copy( player.co, ground_pos );
-   sample_scene_height( &world_scene, ground_pos );
+   vg_line( contact_norm, contact_front, 0xff00ff00 );
+   vg_line( contact_back, contact_front, 0xff0000ff );
 
-   static int in_air = 1;
+   /* Surface alignment */
+   float angle = v3_dot( vup, norm );
+   v3_cross( vup, norm, axis );
 
-   if( in_air )
+   if( angle < 0.999f )
    {
-      if( ground_pos[1] > player.co[1] )
-         in_air = 0;
+      v4f correction;
+      q_axis_angle( correction, axis, acosf(angle) );
+      q_mul( correction, player.rot, player.rot );
    }
 
-   if( !in_air )
+   float resistance = v3_dot( norm, player.v );
+   if( resistance >= 0.0f )
    {
-      float resistance = v3_dot( norm, player.v );
-
-      if( resistance >= 0.0f )
-         in_air = 1;
-      else
-      {
-         v3_muladds( player.v, norm, -resistance, player.v );
-      }
+      player_start_air();
+      return;
+   }
+   else
+   {
+      v3_muladds( player.v, norm, -resistance, player.v );
    }
-
-   /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */
-   v3_muladds( player.co, player.v, timestep, player.co );
    
+   /* This is where velocity integration used to be */
+
    float slip = 0.0f;
-   float yawamt = 0.0f;
 
-   if( !in_air )
+   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+
+   v3f vel;
+   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]);
+
+   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++ )
    {
-      player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+      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;
 
-      vg_line( player.co, contact_front, 0xff00ffff );
-      vg_line( player.co, contact_back, 0xff00ffa0 );
+   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 );
 
-      /* Create the 'travel' vector */
-      v3f travel;
-      v3_sub( contact_front, contact_back, travel );
-      v3_normalize( travel );
+   if( vg_get_button( "yawl" ) )
+      player.iY +=  3.6f * ktimestep;
+   if( vg_get_button( "yawr" ) )
+      player.iY -=  3.6f * ktimestep;
+   
+   float steer = vg_get_axis( "horizontal" );
+   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
+   
+   /* Too much lean and it starts to look like a snowboard here */
+   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
+         ktimestep*5.0f, player.board_xy);
+}
 
-      /* Apply gravity */
-#if 0
-      float gravity_conversion = -v3_dot( travel, gravity );
-      vel[2] += gravity_conversion * substep;
-#endif
+static void draw_cross(v3f pos,u32 colour)
+{
+   v3f p0, p1;
+   v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 );
+   v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 );
+   v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 );
+   v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+}
 
-      /* Get localized (rotated) rigidbody forces 
-       *           -z
-       *            ^
-       *           -|-
-       *            |
-       *           +z
-       */
-      
-      v3f vel;
-      m3x3_mulv( player.to_local, player.v, vel );
+static void player_physics_air(void)
+{
+   /* Debug prediciton */
+
+   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], 
+            player.land_target_colours[i] );
 
-      /* Calculate local forces */
-      slip = -vel[0] / vel[2];
-      float substep = timestep * 0.2f;
+   draw_cross( player.land_target, 0xff0000ff );
 
-      if( fabsf( slip ) > 1.2f )
+   v3f ground_pos;
+   v3_copy( player.co, ground_pos );
+   
+   ray_hit hit;
+   if( bvh_scene_sample( &world.geo, ground_pos, &hit ) )
+   {
+      if( ground_pos[1] > player.co[1] )
       {
-         slip = vg_signf( slip ) * 1.2f;
+         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;
       }
+   }
+   
+   /* Prediction 
+    *
+    * TODO: Find best landing surface and guide player towords it
+    */
+   float pstep = ktimestep*10.0f;
+
+   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++ )
+   {
+      v3_copy( pco, pco1 );
+      apply_gravity( pv, pstep );
+      v3_muladds( pco, pv, pstep, pco );
+
+      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
+      
+      ray_hit contact;
+      v3f vdir;
+
+      v3_sub( pco, pco1, vdir );
+      contact.dist = v3_length( vdir );
+      v3_divs( vdir, contact.dist, vdir);
       
-      for( int i=0; i<5; i++ )
+      float orig_dist = contact.dist;
+      if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
       {
-         if( fabsf(vel[2]) >= 0.02f*substep )
-            vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
-         if( fabsf(vel[0]) >= 6.0f*substep )
-            vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
+         v3f localup;
+         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
+
+         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*(1.0f-limiter) );
+            q_mul( correction, player.rot, player.rot );
+         }
+
+         draw_cross( contact.pos, 0xffff0000 );
+         break;
       }
-      
-      m3x3_mulv( player.to_world, vel, player.v );
+      time_to_impact += pstep;
+   }
+
 
-      if( vg_get_button( "yawl" ) )
-         yawamt =  1.6f * timestep;
-      if( vg_get_button( "yawr" ) )
-         yawamt = -1.6f * timestep;
+   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;
       
-      yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep;
+      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") },
+               player.grab, target );
+   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
+}
+
+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 */
+   if( freecam )
+   {
+      player_freecam();
+      return;
+   }
+
+   clock ++;
+   if( clock >= clock_divider )
+      clock = 0;
    else
+      return;
+   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 )
    {
-      yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep;
+      apply_gravity( player.v, ktimestep );
+      v3_muladds( player.co, player.v, ktimestep, player.co );
    }
 
-   v4f rotate;
-   q_axis_angle( rotate, vup, yawamt );
+   /* Integrate inertia */
+   v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
+   m3x3_mulv( player.to_world, vup, vup );
+
+   static float siY = 0.0f;
+
+   float lerpq = player.in_air? 0.04f: 0.3f;
+   siY = vg_lerpf( siY, player.iY, lerpq );
+
+   q_axis_angle( rotate, vup, siY );
    q_mul( rotate, player.rot, player.rot );
 
+   player.iY = 0.0f; /* temp */
+
+   /* 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 );
+   }
+
+   /* Camera and character */
+   player_transform_update();
+   player_animate();
+
    player.look_dir[0] = atan2f( player.v[0], -player.v[2] );
-   
-   /* Creating a skeleton of the player dynamically */
-   float kheight = 1.8f,
-         kleg = 0.6f;
+   player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
+                                       player.v[2]*player.v[2]) ) * 0.3f;
+}
 
-   v2f ac;
+void vg_update(void)
+{
+   player_update();
 
-   static v3f last_vel = { 0.0f, 0.0f, 0.0f };
-   static v3f bob, bob1;
+   //rb_torque( &mr_box, (v3f){0.0f,0.0f,1.0f}, 0.01f );
 
-   v3_sub( player.v, last_vel, player.a );
-   v3_copy( player.v, last_vel );
-   v3_add( bob, player.a, bob );
+   if( glfwGetKey( vg_window, GLFW_KEY_F ) )
+      character_ragdoll_go( &player.mdl, player.view );
 
-   bob[0] = vg_clampf( bob[0], -0.4f, 1.0f );
-   bob[1] = vg_clampf( bob[1], -0.4f, 1.3f );
-   bob[2] = vg_clampf( bob[2], -0.4f, 1.0f );
-   
-   v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob );
-   v3_lerp( bob1, bob, 0.1f, bob1 );
-   
-   /* Head */
-   head[0] =  (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f;
-   head[1] =  cosf(slip)*0.9f * kheight +-bob1[1]*1.4f;
-   head[2] =  0.0f;
+   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 );
+   }
 
-   m4x3_mulv( player.to_world, head, head );
-   v3_copy( head, player.view );
+   static int clock = 0;
+
+   clock ++;
+   if( clock >= clock_divider )
+   {
+      character_debug_ragdoll( &player.mdl );
+
+      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 );
+      rb_constraint_manifold( &mr_box );
+      rb_constraint_manifold( &mrs_box );
+      
+      rb_iter( &mr_box );
+      rb_iter( &mrs_box );
+
+      rb_debug( &mr_box, 0xffffffff );
+      rb_debug( &mrs_box, 0xff00ff00 );
+
+      rb_update_transform( &mr_box );
+      rb_update_transform( &mrs_box );
+
+      clock = 0;
+   }
 
-   player_transform_update();
 }
 
-static void debug_grid( v3f at )
+static void player_animate(void)
 {
-   v3f base;
-   v3_floor( at, base );
+   /* Camera position */
+   v3_sub( player.v, player.v_last, player.a );
+   v3_copy( player.v, player.v_last );
 
-   for( int y=0; y<16; y++ )
+   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;
+   
+   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 );
+                              
+   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+   player.grab = vg_lerpf( player.grab, grabt, 0.04f );
+
+   float kheight = 2.0f,
+         kleg = 0.6f;
+
+   v3f head;
+   head[0] = 0.0f;
+   head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
+   head[2] = 0.0f;
+
+   v3f offset;
+   m3x3_mulv( player.to_local, player.bob, offset );
+
+   offset[0] *= 0.3333f;
+   offset[1] *= -0.25f;
+   offset[2] *= 0.7f;
+   v3_muladds( head, offset, 0.7f, head );
+   head[1] = vg_clampf( head[1], 0.3f, kheight );
+
+#if 0
+   if( !freecam )
+   {
+      v3_copy( head, player.view );
+      v3f camoffs = {-0.2f,-0.6f,0.00f};
+      v3_add( player.view, camoffs, player.view );
+   }
+#endif
+
+
+   /* 
+    * Animation blending
+    * ===========================================
+    */
+
+   static float fslide = 0.0f;
+   static float fdirz = 0.0f;
+   static float fdirx = 0.0f;
+   static float fstand = 0.0f;
+   static float ffly = 0.0f;
+
+   float speed = v3_length( player.v );
+   
+   fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
+   fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
+            0.0f,1.0f), 0.04f);
+   fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
+   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    1.0f: 0.0f, 0.04f );
+   ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
+
+   character_pose_reset( &player.mdl );
+
+   float amt_air = ffly*ffly,
+         amt_ground = 1.0f-amt_air,
+         amt_std = (1.0f-fslide) * amt_ground,
+         amt_stand = amt_std * fstand,
+         amt_aero = amt_std * (1.0f-fstand),
+         amt_slide = amt_ground * fslide;
+
+   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
+   character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
+   character_final_pose( &player.mdl, offset, 
+         &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
+   character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
+   character_final_pose( &player.mdl, offset, 
+         &pose_slide1, amt_slide*(1.0f-fdirx) );
+
+   character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, 
+         &pose_fly, amt_air );
+
+   if( !freecam )
    {
-      vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 },
-               (v3f){ base[0] + 8, base[1], base[2]+y-8 },
-               0x40ffffff );
+      v3_copy( player.mdl.cam_pos, player.view );
+      v3_muladds( player.view, offset, 0.7f, player.view );
+      player.view[1] = vg_clampf( player.view[1], 0.3f, kheight );
    }
-   for( int x=0; x<16; x++ )
+
+   /* 
+    * Additive effects
+    * ==========================
+    */
+   struct ik_basic *arm_l = &player.mdl.ik_arm_l,
+                   *arm_r = &player.mdl.ik_arm_r;
+
+   v3f localv;
+   m3x3_mulv( player.to_local, player.v, localv );
+   v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
+   v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
+
+   /* New board transformation */
+   v4f board_rotation; v3f board_location;
+
+   v4f rz, rx;
+   q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
+   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
+   q_mul( rx, rz, board_rotation );
+   
+   v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
+   q_m3x3( board_rotation, mboard );
+   m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
+   v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
+   v3_copy( board_location, mboard[3] );
+
+
+   float wheel_r = offset[0]*-0.4f;
+   v4f qwheel;
+   q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
+   
+   q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
+
+   m3x3_transpose( player.mdl.matrices[k_chpart_wb],
+                   player.mdl.matrices[k_chpart_wf] );
+   v3_copy( player.mdl.offsets[k_chpart_wb], 
+         player.mdl.matrices[k_chpart_wb][3] );
+   v3_copy( player.mdl.offsets[k_chpart_wf], 
+         player.mdl.matrices[k_chpart_wf][3] );
+   
+   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
+                     player.mdl.matrices[k_chpart_wb] );
+   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
+                     player.mdl.matrices[k_chpart_wf] );
+
+   m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
+   m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
+
+
+   v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
+   v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
+
+   if( 1||player.in_air )
    {
-      vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
-               (v3f){ base[0]+x-8, base[1], base[2]+8 },
-               0x40ffffff );
+      float tuck = player.board_xy[1],
+            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
+      
+      float crouch = player.grab*0.3f;
+      v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, 
+            crouch, player.mdl.ik_body.base );
+      v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, 
+            crouch*1.2f, player.mdl.ik_body.end );
+
+      if( tuck < 0.0f )
+      {
+         //foot_l *= 1.0f-tuck_amt*1.5f;
+
+         if( player.grab > 0.1f )
+         {
+            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
+                  player.handl_target );
+         }
+      }
+      else
+      {
+         //foot_r *= 1.0f-tuck_amt*1.4f;
+
+         if( player.grab > 0.1f )
+         {
+            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
+                  player.handr_target );
+         }
+      }
    }
+
+   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
+   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
+
+   v3_copy( player.handl, player.mdl.ik_arm_l.end );
+   v3_copy( player.handr, player.mdl.ik_arm_r.end );
+
+   /* Head rotation */
+
+   static float rhead = 0.0f;
+   rhead = vg_lerpf( rhead,
+         vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
+   player.mdl.rhead = rhead;
+}
+
+static void draw_player(void)
+{
+   /* Draw */
+   vg_tex2d_bind( &tex_pallet, 0 );
+
+   m4x3_copy( player.to_world, player.mdl.mroot );
+
+   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 )
+{
+   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) 
 {
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    glViewport( 0,0, vg_window_x, vg_window_y );
 
    glDisable( GL_DEPTH_TEST );
-   glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
+   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
    v3f pos_inv;
-   v3_negate( player.view, pos_inv );
+   static v3f cam_lerped = {0.0f,0.0f,0.0f};
+   v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
 
-   float speed = v3_length( player.v );
+   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 );
+
+   static float vertical_lerp = 0.0f;
+   vertical_lerp = vg_lerpf( vertical_lerp, pos_inv[1], 1.0f );
+   v3f final = { pos_inv[0], vertical_lerp, pos_inv[2] };
+
+   float speed = freecam? 0.0f: v3_length( player.v );
    v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
    v3_muls( shake, speed*0.01f, shake );
 
+   static v2f cam_lerped_dir;
+   
    m4x3_identity( world_matrix );
-   m4x3_rotate_x( world_matrix, 
-         freecam? player.look_dir[1]: 0.3f+shake[1]*0.04f );
-   m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
-   m4x3_translate( world_matrix, pos_inv );
+   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? 90.0f: 130.0f,
+   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 );
-   m4x4_mul( vg_pv, world_4x4, vg_pv );
+         0.1f, 1000.0f );
 
-   if( debugroad )
-      draw_road_patch_dev( &road_main );
+   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 );
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
 
-   v3f board_fwd = { 0.0f, 0.0f, -1.0f };
-   v3f board_side = { 1.0f, 0.0f, 0.0f };
+   glEnable( GL_DEPTH_TEST );
+   
+   /* 
+    * Draw world
+    */
 
-   m3x3_mulv( player.to_world, board_fwd, board_fwd );
-   m3x3_mulv( player.to_world, board_side, board_side );
+   m4x3f cam_transform;
+   m4x3_invert_affine( world_matrix, cam_transform );
 
-   v3f bnw, bne, bse, bsw;
-   
-   v3_muladds( player.co, board_fwd, 0.75f, bnw );
-   v3_muladds( player.co, board_fwd, -0.75f, bsw );
-   v3_muladds( bnw, board_side,  0.1f, bne );
-   v3_muladds( bnw, board_side, -0.1f, bnw );
-   v3_muladds( bsw, board_side,  0.1f, bse );
-   v3_muladds( bsw, board_side, -0.1f, bsw );
+   render_world( vg_pv );
+   render_water_texture( cam_transform );
 
-   vg_line( bnw, bne, 0xff00ff00 );
-   vg_line( bne, bse, 0xff00ff00 );
-   vg_line( bse, bsw, 0xff00ff00 );
-   vg_line( bsw, bnw, 0xff00ff00 );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   render_water_surface( vg_pv );
 
-   glEnable( GL_DEPTH_TEST );
+   vg_tex2d_bind( &tex_water, 1 );
+   render_gate( &gate_a, cam_transform );
+
+   
+   /* Copy the RGB of what we have into the background buffer */
+   glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
+   glBindFramebuffer( GL_DRAW_FRAMEBUFFER, render.fb_background );
+   glBlitFramebuffer( 0,0, vg_window_x, vg_window_y, 
+                      0,0, vg_window_x, vg_window_y,
+                      GL_COLOR_BUFFER_BIT,
+                      GL_LINEAR );
+   
+   /* Clear out the colour buffer, but keep depth */
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
 
-   SHADER_USE( shader_debug_vcol );
-   m4x3f temp;
-   m4x4f temp1;
+   if( !player.is_dead )
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+   else
+      glClear( GL_COLOR_BUFFER_BIT );
 
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
+   draw_player();
 
-   m4x3_identity( temp );
-   m4x3_expand( temp, temp1 );
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
-         1, GL_FALSE, (float *)temp1 );
-   scene_draw( &player_scene, -1, 0 );
+   /* Draw back in the background */
+   glEnable(GL_BLEND);
+   glDisable(GL_DEPTH_TEST);
+   glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
    
-   m4x3_identity( temp );
-   m4x3_expand( temp, temp1 );
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
-         1, GL_FALSE, (float *)temp1 );
+   shader_blit_use();
+   shader_blit_uTexMain( 0 );
+   glActiveTexture(GL_TEXTURE0);
+   glBindTexture( GL_TEXTURE_2D, render.rgb_background );
 
-   vg_tex2d_bind( &tex_norwey, 0 );
-   scene_tree_sway = 0.1f;
-   scene_draw( &test_scene, -1, 0 );
+   glBindVertexArray( render.fsquad.vao );
+   glDrawArrays( GL_TRIANGLES, 0, 6 );
 
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
-   scene_draw( &world_scene, world_terrain_count, 0 );
+   glDisable(GL_BLEND);
 
-   vg_tex2d_bind( &tex_road, 0 );
-   scene_draw( &world_scene, world_road_count, world_terrain_count );
+   /* Other shite */
+   glDisable( GL_DEPTH_TEST );
+   vg_lines_drawall( (float *)vg_pv );
+
+   /* Debugger camera */
+   glViewport( 0,0, 800, 800 );
+   glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
+   glClear( GL_DEPTH_BUFFER_BIT );
+
+   m4x3_identity( world_matrix );
+
+   v3f debugcam;
+   v3_negate( player.co, debugcam );
+   debugcam[2] -= 2.0f;
+   debugcam[1] -= 0.7f;
+
+   m4x3_translate( world_matrix, debugcam );
+   m4x3_expand( world_matrix, world_4x4 );
+
+   m4x4_projection( vg_pv, 
+         100.0f,
+         (float)128.0f / (float)128.0f,
+         0.1f, 1000.0f );
+   m4x4_mul( vg_pv, world_4x4, vg_pv );
+
+   if(sv_debugcam)
+   {
+      glEnable( GL_DEPTH_TEST );
+      draw_player();
+   }
 
    glDisable( GL_DEPTH_TEST );
+   vg_lines_drawall( (float *)vg_pv );
+
+   glViewport( 0,0, vg_window_x, vg_window_y );
+
+#if 0
+   if( replay_record )
+   {
+      m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
+
+      for( int i=0; i<PART_COUNT; i++ )
+         m4x3_copy( player.mdl.matrices[i], base[i] );
+
+      replay_buffer_frame ++;
+
+      if( replay_buffer_frame == REPLAY_LENGTH )
+         replay_buffer_frame = 0;
+   }
+#endif
 }
 
 void vg_ui(void)
@@ -542,20 +1431,23 @@ void vg_ui(void)
    
    snprintf( buf, 20, "%.2f %.2f %.2f m/s", 
          player.a[0], player.a[1], player.a[2] );
-
    gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
 
+   snprintf( buf, 20, "pos %.2f %.2f %.2f", 
+         player.co[0], player.co[1], player.co[2] );
+   gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
+
    if( vg_gamepad_ready )
    {
       for( int i=0; i<6; i++ )
       {
          snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
-         gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left );
+         gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
       }
    }
    else
    {
-      gui_text( (ui_px [2]){ 0, 40 }, 
+      gui_text( (ui_px [2]){ 0, 60 }, 
             "Gamepad not ready", 1, k_text_align_left );
    }
 }