update to new shader system
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65..57728587415bb3237d8a9a668c5459fa6cdaff7a 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,4 +1,5 @@
 #define VG_3D
+#define VG_FRAMEBUFFER_RESIZE 1
 #include "vg/vg.h"
 
 /* Resources */
@@ -9,16 +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
-};
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
 
 /* Convars */
 static int freecam = 0;
@@ -28,12 +20,52 @@ 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[] )
 { 
@@ -45,24 +77,27 @@ 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;
+   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;
    float pitch;
 
    v3f land_target;
-   v3f land_target_log[12];
+   v3f land_target_log[22];
+   u32 land_target_colours[22];
    int land_log_count;
    m3x3f vr;
 
@@ -70,29 +105,6 @@ static struct gplayer
    
    struct character mdl;
 
-   /* Opengl */
-#if 0
-   glmesh mesh;
-   submodel legl,
-            legu,
-            board,
-            torso,
-            wheels,
-            foot,
-            
-            /* NEW MODEL */
-            leg_r0, leg_r1, foot_r,
-            leg_l0, leg_l1, foot_l,
-            arm_r0, arm_r1, hand_r,
-            arm_l0, arm_l1, hand_l,
-            body, head;
-
-   /* Rendering */
-   m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
-   m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt,
-         mfoot_l, mfoot_r;
-#endif
-
    v3f handl_target, handr_target,
        handl, handr;
 }
@@ -100,21 +112,43 @@ player;
 
 static struct gworld
 {
-   glmesh skydome;
-   glmesh cement;
-   
-   scene foliage,    /* Tree shader */
-         geo,        /* Std shader, collisions */
-         detail;     /* Std shader, no collisions */
+   scene geo;
+   submodel sm_road, sm_terrain;
+   glmesh skybox;
 
-   submodel terrain,
-            terrain_rocks,
-            terrain_road;
+   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] );
 
@@ -124,24 +158,103 @@ 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;
 }
 
-void vg_register(void)
+static int playermodel( int argc, char const *argv[] )
 {
-   scene_register();
+   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 )
+{
+   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 ) );
-   
+
+   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",
       .data = &freecam,
@@ -207,105 +320,96 @@ void vg_start(void)
    v3_normalize( lightDir );
 
    character_load( &player.mdl, "ch_default" );
-   
-   /* temp */
-   model *cement_model = vg_asset_read("models/cement_r1.mdl" );
-   model_unpack( cement_model, &world.cement );
-   free( cement_model );
+   character_init_ragdoll( &player.mdl );
    
    /* Setup scene */
    scene_init( &world.geo );
-   scene_init( &world.detail );
-   scene_init( &world.foliage );
-   
-   model *mworld = vg_asset_read( "models/free_dev.mdl" );
-   model *mtest = vg_asset_read( "models/test.mdl" );
+   model *mworld = vg_asset_read( "models/mp_dev.mdl" );
 
-   model *msky = vg_asset_read( "models/skydome.mdl" );
-   model_unpack( msky, &world.skydome );
-   free( msky );
-   
-   scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
+   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.terrain );
+   scene_copy_slice( &world.geo, &world.sm_road );
 
-   scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
+   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.terrain_rocks );
-   
-   submodel *ptree = submodel_get( mtest, "tree" ),
-            *pt_groundcover[] = 
-       {
-         submodel_get( mtest, "bush" ),
-         submodel_get( mtest, "bush" ),
-         submodel_get( mtest, "blubber" ),
-       };
-
-   /* Sprinkle some trees in the terrain areas */
-   v3f range;
-   v3_sub( world.geo.bbx[1], world.geo.bbx[0], range );
-   
-#ifdef VG_RELEASE
-   int const ktree_count = 8000,
-             kfoliage_count = 200000;
-#else
-   int const ktree_count = 200,
-             kfoliage_count = 0;
-#endif
+   scene_copy_slice( &world.geo, &world.sm_terrain );
+
+   v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
 
-   for( int i=0; i<ktree_count; i++ )
+
+   /* GATE DEV */
    {
-      v3f pos = { vg_randf(), 0.0f, vg_randf() }, 
-          norm;
-      
-      v3_muladd( world.geo.bbx[0], pos, range, pos );
-      
-      if( sample_scene_height( &world.geo, pos, norm ) )
-      {
-         if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.9f )
-         {
-            scene_add_model( &world.foliage, mtest, ptree,
-                  pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
-         }
-      }
+      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 );
    }
 
-   for( int i=0; i<kfoliage_count; i++ )
+   /* WATER DEV */
    {
-      v3f pos = { vg_randf(), 0.0f, vg_randf() }, 
-          norm;
-
-      v3_muladd( world.geo.bbx[0], pos, range, pos );
-      
-      if( sample_scene_height( &world.geo, pos, norm ) )
-      {
-         if( v3_dot( norm, (v3f){ 0.0f, 1.0f, 0.0f } ) > 0.7f )
-         {
-            scene_add_model( &world.foliage, mtest, 
-                  pt_groundcover[rand()%vg_list_size(pt_groundcover)],
-                  pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
-         }
-      }
+      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.geo, mworld, submodel_get( mworld, "road" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-   scene_copy_slice( &world.geo, &world.terrain_road );
+   free( mworld );
+   scene_upload( &world.geo );
+   bvh_create( &world.geo );
 
-   scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+   reset_player( 1, (const char *[]){ "tutorial" } );
+   player_transform_update();
 
-   free( mtest );
-   free( mworld );
+   /* Create framebuffers */
+   glGenFramebuffers( 1, &render.fb_background );
+   glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background );
 
-   scene_compute_occlusion( &world.foliage );
+   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);
 
-   scene_upload( &world.foliage );
-   scene_upload( &world.geo );
-   scene_upload( &world.detail );
-   
-   reset_player( 0, NULL );
-   player_transform_update();
+   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 );
+
+   {
+      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;
@@ -356,7 +460,6 @@ static void player_freecam(void)
 
    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 )
@@ -365,6 +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;
@@ -374,8 +482,6 @@ static void player_start_air(void)
    float best_velocity_mod = 0.0f,
          best_velocity_delta = -9999.9f;
 
-   v3f targetn;
-
    v3f axis, vup;
    m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
    v3_cross( vup, player.v, axis );
@@ -384,13 +490,14 @@ static void player_start_air(void)
    
    m3x3_identity( player.vr );
 
-   for( int m=0;m<=5; m++ )
+   for( int m=-3;m<=12; m++ )
    {
-      float vmod = ((float)m / 5.0f)*0.15f;
+      float vmod = ((float)m / 15.0f)*0.09f;
 
       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
@@ -411,28 +518,44 @@ static void player_start_air(void)
 
          m3x3_mulv( vr, pv, pv );
          v3_muladds( pco, pv, pstep, pco );
-
-         vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
          
-         v3f sh;
-         v3_copy( pco, sh );
-         int hit = sample_scene_height( &world.geo, sh, targetn );
+         ray_hit contact;
+         v3f vdir;
+
+         v3_sub( pco, pco1, vdir );
+         contact.dist = v3_length( vdir );
+         v3_divs( vdir, contact.dist, vdir);
 
-         if( sh[1] >= pco[1] && hit )
+         if( bvh_raycast( &world.geo, pco1, vdir, &contact ))
          {
-            float land_delta = v3_dot( pv, targetn );
+            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( sh, player.land_target );
+               v3_copy( contact.pos, player.land_target );
 
                q_axis_angle( vr_q, axis, vmod*0.1f );
                q_m3x3( vr_q, player.vr );
             }
-            v3_copy( sh, player.land_target_log[player.land_log_count ++] );
+
+            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;
          }
       }
@@ -446,15 +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( sample_scene_height( &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 )
       {
@@ -466,19 +590,29 @@ static int sample_if_resistant( v3f pos )
    return 0;
 }
 
+static float stable_force( float current, float diff )
+{
+   float new = current + diff;
+
+   if( new * current < 0.0f )
+      return 0.0f;
+
+   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, fwd, fwd1, contact_norm, vup, vside,
+   v3f contact_front, contact_back, contact_norm, vup, vside,
        axis;
-
-   m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd );
-   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-0.6f}, contact_norm );
-   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-0.6f}, contact_front );
-   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 0.6f}, contact_back );
+   
+   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 );
 
@@ -517,7 +651,6 @@ static void player_physics_ground(void)
    }
 
    float resistance = v3_dot( norm, player.v );
-
    if( resistance >= 0.0f )
    {
       player_start_air();
@@ -538,31 +671,39 @@ 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 = (-vel[0] / vel[2]) * player.vswitch;
    if( fabsf( slip ) > 1.2f )
       slip = vg_signf( slip ) * 1.2f;
    player.slip = slip;
+   player.reverse = -vg_signf(vel[2]);
 
-#if 0
-   if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
+   float substep = ktimestep * 0.2f;
+   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+
+   for( int i=0; i<5; i++ )
    {
-      vg_warn( "SWITCH\n" );
-      player.vswitch = -player.vswitch;
-      slip = -slip;
+      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 );
    }
-
-   player.slip_last = slip;
-#endif
-
-   float substep = ktimestep * 0.2f;
    
-   for( int i=0; i<5; i++ )
+   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" ) )
    {
-      if( fabsf(vel[2]) >= 0.02f*substep )
-         vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
-      if( fabsf(vel[0]) >= 7.0f*substep )
-         vel[0] += vg_signf( vel[0] ) * -7.0f * substep;
+      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 );
@@ -574,6 +715,10 @@ static void player_physics_ground(void)
    
    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);
 }
 
 static void draw_cross(v3f pos,u32 colour)
@@ -596,18 +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( sample_scene_height( &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;
       }
    }
@@ -621,80 +776,115 @@ 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;
 
-   v3f targetn;
    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 );
+      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
       
-      v3f sh;
-      v3_copy( pco, sh );
-      int hit = sample_scene_height( &world.geo, sh, targetn );
+      ray_hit contact;
+      v3f vdir;
 
-      if( sh[1] >= pco[1] && hit )
+      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;
          m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
 
-         float angle = v3_dot( localup, targetn );
+         float angle = v3_dot( localup, contact.normal );
          v3f axis; 
-         v3_cross( localup, targetn, 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( sh, 0xffff0000 );
-
+         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") },
+               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)
 {
-   static int clock = 0;
-
-   clock ++;
-   if( clock >= clock_divider )
-      clock = 0;
-   else
+   
+   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;
    }
-   
-   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 );
-   }
 
+   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 )
    {
       apply_gravity( player.v, ktimestep );
@@ -705,88 +895,103 @@ static void player_update(void)
    v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
    m3x3_mulv( player.to_world, vup, vup );
 
-   q_axis_angle( rotate, vup, player.iY );
-   q_mul( rotate, player.rot, player.rot );
+   static float siY = 0.0f;
 
-   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;
+   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 */
 
-   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)
 {
    player_update();
 
-   /* Creating a skeleton of the player dynamically */
+   //rb_torque( &mr_box, (v3f){0.0f,0.0f,1.0f}, 0.01f );
 
+   if( glfwGetKey( vg_window, GLFW_KEY_F ) )
+      character_ragdoll_go( &player.mdl, player.view );
 
-   #if 0
-   player.handl_target[0] = head[0] + 0.2f;
-   player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
-   player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip);
+   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 );
+   }
 
-   player.handr_target[0] = head[0] + 0.2f;
-   player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
-   player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip));
+   static int clock = 0;
 
-   if( vg_maxf(lslip,grab) > 0.5f )
+   clock ++;
+   if( clock >= clock_divider )
    {
-      if( player.slip < 0.0f && player.in_air )
-      {
-         player.handl_target[0] = 0.15f;
-         player.handl_target[1] = 0.1f;
-         player.handl_target[2] = 0.4f;
-      }
-      else
-      {
-         player.handr_target[0] =  0.15f;
-         player.handr_target[1] =  0.1f;
-         player.handr_target[2] = -0.4f;
-      }
+      character_debug_ragdoll( &player.mdl );
 
-      if( grab > 0.5f )
-      {
-         player.handr_target[0] =  -0.15f;
-         player.handr_target[1] =  0.1f;
-         player.handr_target[2] =  0.4f;
-      }
+      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;
    }
 
-   #endif
 }
 
 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 );
@@ -803,7 +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;
@@ -811,14 +1016,77 @@ static void player_animate(void)
    v3_muladds( head, offset, 0.7f, head );
    head[1] = vg_clampf( head[1], 0.3f, kheight );
 
-   v3_copy( head, player.view );
+#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 )
+   {
+      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 );
+   }
+
+   /* 
+    * 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;
-   
-   /* TODO: Move this out of animate into update */
-   v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-         ktimestep*3.0f, player.board_xy );
 
    v4f rz, rx;
    q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
@@ -831,28 +1099,46 @@ static void player_animate(void)
    v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
    v3_copy( board_location, mboard[3] );
 
-   /* In the air, the dude should grab with the side thats highest,
-    * while also sliding the same foot downwards a bit */
 
-   float foot_l =  0.3f,
-         foot_r = -0.4f;
+   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 );
 
-   player.handl_target[0] = 0.0f;
-   player.handl_target[1] = 0.0f;
-   player.handl_target[2] = 0.6f;
 
-   player.handr_target[0] = 0.0f;
-   player.handr_target[1] = 0.0f;
-   player.handr_target[2] = -0.6f;
+   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 )
    {
       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;
+         //foot_l *= 1.0f-tuck_amt*1.5f;
 
          if( player.grab > 0.1f )
          {
@@ -862,7 +1148,7 @@ static void player_animate(void)
       }
       else
       {
-         foot_r *= 1.0f-tuck_amt*1.4f;
+         //foot_r *= 1.0f-tuck_amt*1.4f;
 
          if( player.grab > 0.1f )
          {
@@ -871,180 +1157,159 @@ static void player_animate(void)
          }
       }
    }
-   else
-   {
-   }
-
-   v3f fwd;
-   
-   /* offset */
-   float *hips = player.mdl.ik_body.base,
-         *collar = player.mdl.ik_body.end,
-         *pole = player.mdl.ik_body.pole;
-   
-   v3_add( hips, collar, pole );
-   v3_muls( pole, 0.5f, pole );
-   v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
 
-   v3_copy( player.view, collar );
-   v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips );
-   
-   player.mdl.rhip = sinf(vg_time);
-   player.mdl.rcollar = sinf(vg_time)*0.5f;
-
-   struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l,
-                   *ik_leg_r = &player.mdl.ik_leg_r,
-                   *ik_arm_l = &player.mdl.ik_arm_l,
-                   *ik_arm_r = &player.mdl.ik_arm_r;
-
-   m4x3_mulv( mboard, (v3f){  0.0f,0.16f, foot_r }, ik_leg_r->end );
-   m4x3_mulv( mboard, (v3f){  0.0f,0.16f, foot_l }, ik_leg_l->end );
-
-   m4x3f tomp;
-   m4x3_identity(tomp);
-   m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f },  ik_leg_r->pole );
-   m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f },  ik_leg_l->pole );
-
-   /* Arms */
-   v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
-               neckr = {0.0f, 0.5f,-0.2f};
-   
    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, ik_arm_l->end );
-   v3_copy( player.handr, ik_arm_r->end );
-   v3_copy( (v3f){ 0.6f,0.7f, 0.4f  }, ik_arm_l->pole );
-   v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole );
-   
-   if( thirdperson )
-   {
-      v3f nv;
-      v3_copy( player.v, nv );
-      v3_normalize( nv );
-      v3_muladds( player.view, nv, -3.0f, player.view );
-   }
-   
-   v3f camoffs = {-0.3f,0.0f,0.3f};
-   v3_add( player.view, camoffs, player.view );
+   v3_copy( player.handl, player.mdl.ik_arm_l.end );
+   v3_copy( player.handr, player.mdl.ik_arm_r.end );
+
+   /* Head rotation */
 
-   m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
+   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 */
-   SHADER_USE(shader_standard_lit);
-
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
-         1, GL_FALSE, (float *)vg_pv );
-   glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
-   GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
-   
-#if 0
-   float kscale = 0.7f;
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
-
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard );
-   submodel_draw( &player.board );
-
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f );
-   submodel_draw( &player.wheels );
-
-   glEnable(GL_BLEND);
-   glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-   glBlendEquation(GL_FUNC_ADD);
-   glDisable( GL_DEPTH_TEST );
-#endif
-#if 0
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
-
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l );
-   submodel_draw( &player.foot_l );
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r );
-   submodel_draw( &player.foot_r );
+   vg_tex2d_bind( &tex_pallet, 0 );
 
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l );
-   submodel_draw( &player.leg_l0 );
+   m4x3_copy( player.to_world, player.mdl.mroot );
 
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l );
-   submodel_draw( &player.leg_l1 );
+   if( player.is_dead )
+      character_mimic_ragdoll( &player.mdl );
+   else
+      character_eval( &player.mdl );
 
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r );
-   submodel_draw( &player.leg_r0 );
+   character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+}
 
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r );
-   submodel_draw( &player.leg_r1 );
+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 );
 
-   /* arms */
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l );
-   submodel_draw( &player.arm_l0 );
+   gate_fb_resize( resize_renderbuffer_std );
+   water_fb_resize( resize_renderbuffer_std );
+}
 
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l );
-   submodel_draw( &player.arm_l1 );
+static void render_world( m4x4f projection )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
 
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r );
-   submodel_draw( &player.arm_r0 );
+   shader_unlit_use();
+   shader_unlit_uPv( projection );
+   shader_unlit_uTexMain( 0 );
+   vg_tex2d_bind( &tex_sky, 0 );
+   
+   glDepthMask(GL_FALSE);
+   glDisable(GL_DEPTH_TEST);
 
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r );
-   submodel_draw( &player.arm_r1 );
+   mesh_bind( &world.skybox );
+   mesh_draw( &world.skybox );
 
-   /* body */
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt );
-   submodel_draw( &player.body );
+   glEnable(GL_DEPTH_TEST);
+   glDepthMask(GL_TRUE);
 
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f );
-   submodel_draw( &player.head );
+   
+   shader_standard_use();
+   shader_standard_uPv( projection );
+   shader_standard_uMdl( identity_matrix );
 
-   glDisable(GL_BLEND);
-   glEnable( GL_DEPTH_TEST );
-#endif
+   vg_tex2d_bind( &tex_grid, 0 );
+   shader_standard_uTexMain( 0 );
+   shader_standard_uColour( (v4f){0.4f,0.4f,0.4f,1.0f} );
 
-   vg_tex2d_bind( &tex_pallet, 0 );
-   //m4x3_identity( player.mdl.mroot );
-   //character_testpose( &player.mdl, vg_time );
-   m4x3_copy( player.to_world, player.mdl.mroot );
-   character_eval( &player.mdl );
-   character_draw( &player.mdl, kuMdl );
+   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(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f);
+   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
    v3f pos_inv;
-   m4x3_mulv( player.to_world, player.view, pos_inv );
+   static v3f cam_lerped = {0.0f,0.0f,0.0f};
+   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 );
 
-   float speed = v3_length( player.v );
+   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]: 
-         0.6f+shake[1]*0.04f+player.look_dir[1] );
+   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_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
-   m4x3_translate( world_matrix, pos_inv );
+   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 );
+         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 );
@@ -1053,70 +1318,59 @@ void vg_render(void)
 
    glEnable( GL_DEPTH_TEST );
    
-   scene_foliage_shader_use();
-   m4x3f temp1;
-   m4x3_identity( temp1 );
-       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
-         1, GL_FALSE, (float *)temp1 );
-
-   vg_tex2d_bind( &tex_norwey, 0 );
-   scene_tree_sway = 0.1f;
-
-   scene_bind( &world.foliage );
-   scene_draw( &world.foliage );
-   if( debugsdf )
-      scene_debugsdf( &world.foliage );
-   
-   SHADER_USE(shader_unlit);
-   m4x3f temp2;
-   m4x3_identity(temp2);
-   m4x3_translate( temp2, player.co );
-       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), 
-         1, GL_FALSE, (float *)temp2 );
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), 
-         1, GL_FALSE, (float *)vg_pv );
-
-   glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
-   vg_tex2d_bind( &tex_sky, 0 );
-
-   mesh_bind( &world.skydome );
-   mesh_draw( &world.skydome );
+   /* 
+    * Draw world
+    */
 
-#if 0
-   vg_tex2d_bind( &tex_cement, 0 );
-   mesh_bind( &world.cement );
-   mesh_draw( &world.cement );
-#endif
+   m4x3f cam_transform;
+   m4x3_invert_affine( world_matrix, cam_transform );
 
-   SHADER_USE(shader_standard_lit);
+   render_world( vg_pv );
+   render_water_texture( cam_transform );
 
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
-         1, GL_FALSE, (float *)vg_pv );
-   glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 
-         1, GL_FALSE, (float *)temp1 );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   render_water_surface( vg_pv );
 
-   vg_tex2d_bind( &tex_grid, 0 );
+   vg_tex2d_bind( &tex_water, 1 );
+   render_gate( &gate_a, cam_transform );
 
-   scene_bind( &world.geo );
-#if 1
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.2f,0.36f,0.25f,1.0f );
-   submodel_draw( &world.terrain );
-
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.2f,0.2f,0.21f,1.0f );
-   submodel_draw( &world.terrain_rocks );
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.4f,0.4f,0.4f,1.0f );
-   submodel_draw( &world.terrain_road );
-#endif
    
-   scene_bind( &world.detail );
-   scene_draw( &world.detail );
+   /* 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 );
+
+   if( !player.is_dead )
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+   else
+      glClear( GL_COLOR_BUFFER_BIT );
 
    draw_player();
 
+   /* 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);
+   
+   shader_blit_use();
+   shader_blit_uTexMain( 0 );
+   glActiveTexture(GL_TEXTURE0);
+   glBindTexture( GL_TEXTURE_2D, render.rgb_background );
+
+   glBindVertexArray( render.fsquad.vao );
+   glDrawArrays( GL_TRIANGLES, 0, 6 );
+
+   glDisable(GL_BLEND);
+
+   /* Other shite */
    glDisable( GL_DEPTH_TEST );
    vg_lines_drawall( (float *)vg_pv );
 
@@ -1138,13 +1392,12 @@ 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)
    {
       glEnable( GL_DEPTH_TEST );
-
       draw_player();
    }
 
@@ -1152,6 +1405,21 @@ void vg_render(void)
    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)
@@ -1163,20 +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 );
    }
 }