foot alignment
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index b397e2e9ec759a7af26589d5df62ef540ce106c6..61f0a584dd137bff175213a381b34a64d648c5b4 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,29 +1,72 @@
 #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 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_road
+   &tex_sky,
+   &tex_cement,
+   &tex_pallet
 };
 
+SHADER_DEFINE( shader_blit,
+   "layout (location=0) in vec2 a_co;"
+   "out vec2 aUv;"
+   ""
+       "void main()"
+       "{"
+               "gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);"
+      "aUv = a_co;"
+       "}",
+
+   /* Fragment */
+       "out vec4 FragColor;"
+       ""
+   "uniform sampler2D uTexMain;"
+   ""
+   "in vec2 aUv;"
+   ""
+       "void main()"
+       "{"
+      "FragColor = texture( uTexMain, aUv );"
+       "}"
+       ,
+       UNIFORMS({ "uTexMain" })
+)
+
 /* 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"
 
 int main( int argc, char *argv[] )
 { 
@@ -31,53 +74,119 @@ int main( int argc, char *argv[] )
 }
 
 m4x3f world_matrix;
-v3f player_pos;
-v3f player_head;     /* Relative to pos */
-v3f player_vel = { 0.0f, 0.0f, -0.2f };
-float player_yaw;
-v2f look_dir;
-v3f player_accel;
-
-float waves[128][128];
-
-road_patch road_main;
-scene test_scene;
-scene world_scene;
-scene player_scene;
-u32 world_terrain_count,
-    world_road_count;
+
+static struct gplayer
+{
+   /* Physics */
+   v3f co, v, a;
+   v4f rot;
+   float vswitch, slip, slip_last,
+         reverse;
+
+   float iY;   /* Yaw inertia */
+   int in_air;
+
+   /* Input */
+   v2f joy_l;
+
+   v3f view;
+   v2f look_dir;  /* TEMP */
+   v2f board_xy;
+   float grab;
+   float pitch;
+
+   v3f land_target;
+   v3f land_target_log[12];
+   int land_log_count;
+   m3x3f vr;
+
+   m4x3f to_world, to_local;
+   
+   struct character mdl;
+
+   v3f handl_target, handr_target,
+       handl, handr;
+}
+player;
+
+static struct gworld
+{
+   scene geo;
+   submodel terrain,
+            terrain_rocks,
+            terrain_road;
+}
+world;
+
+static struct grender
+{
+   GLuint fb_background,
+          rgb_background;
+
+   glmesh fsquad;
+}
+render;
+
+static void player_transform_update(void)
+{
+   q_m3x3( player.rot, player.to_world );
+   v3_copy( player.co, player.to_world[3] );
+
+   m4x3_invert_affine( player.to_world, player.to_local );
+}
 
 static int reset_player( int argc, char const *argv[] )
 {
-   v3_zero( player_pos );
-   v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player_vel );
-   player_yaw = 0.0f;
+   v3_zero( 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_transform_update();
    return 0;
 }
 
+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;
+}
+
 void vg_register(void)
 {
    scene_register();
+   character_shader_register();
+   SHADER_INIT( shader_blit );
 }
 
 void vg_start(void)
 {
-   for( int y=0; y<128; y++ )
-   {
-      for( int x=0; x<128; x++ )
-      {
-         v2f pos = {x,y};
-
-         waves[x][y] = sinf( pos[0] * 0.1f ) * 
-                       cosf( pos[1] * 0.3f ) * 5.0f + x*-0.2f;
-      }
-   }
+   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 );
+   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",
@@ -87,6 +196,14 @@ 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,
@@ -104,13 +221,29 @@ 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
@@ -118,565 +251,929 @@ void vg_start(void)
    
    v3f lightDir = { 0.1f, 0.8f, 0.2f };
    v3_normalize( lightDir );
+
+   character_load( &player.mdl, "ch_default" );
    
-   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" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-   free(char_dev);
+   /* Setup scene */
+   scene_init( &world.geo );
+   model *mworld = vg_asset_read( "models/mp_dev.mdl" );
 
-   scene_add_model( &world_scene, world, 
-         submodel_get( world, "terrain" ),
+   scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
          (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
 
-   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" )
-       };
-
-   /* 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++ )
-   {
-      v3f pos;
+   free( mworld );
+   scene_upload( &world.geo );
+   bvh_create( &world.geo );
 
-      pos[0] = vg_randf();
-      pos[1] = 0.0f;
-      pos[2] = vg_randf();
-      v3_muladd( world_scene.bbx[0], pos, range, pos );
 
-      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 );
-      }
+   reset_player( 0, NULL );
+   player_transform_update();
+
+   /* 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);
+
+   {
+      float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
+                       0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
+
+      glGenVertexArrays( 1, &render.fsquad.vao );
+      glGenBuffers( 1, &render.fsquad.vbo );
+      glGenBuffers( 1, &render.fsquad.ebo );
+      glBindVertexArray( render.fsquad.vao );
+      glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo );
+      glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
+      glBindVertexArray( render.fsquad.vao );
+      glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
+            sizeof(float)*2, (void*)0 );
+      glEnableVertexAttribArray( 0 );
+      VG_CHECK_GL();
    }
+}
 
-   world_terrain_count = world_scene.indice_count;
+static float ktimestep = 1.0f/60.0f;
 
-   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;
+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] );
 
-   free( test );
-   free( world );
+   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 };
 
-#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
+   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 );
 
-   scene_upload( &player_scene );
-   scene_upload( &world_scene );
-   scene_upload( &test_scene );
+      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 );
 }
 
-static float sample_terrain( v3f pos )
+static void player_start_air(void)
 {
-   v3f local;
-   v3_muls( pos, 0.1f, local );
+   player.in_air = 1;
+
+   float pstep = ktimestep*10.0f;
 
-   v2i ico = { local[0], local[2] };
-   for( int i=0; i<2; i++ )
+   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=0;m<=5; m++ )
    {
-      if( ico[i] < 0 ) ico[i] = 0;
-      if( ico[i] > 126 ) ico[i] = 126;
-   }
+      float vmod = ((float)m / 5.0f)*0.09f;
+
+      v3f pco, pco1, pv;
+      v3_copy( player.co, pco );
+      v3_copy( player.v, pv );
 
-   float hse = waves[ico[0]+1][ico[1]],
-         hsw = waves[ico[0]][ico[1]],
-         hne = waves[ico[0]+1][ico[1]+1],
-         hnw = waves[ico[0]][ico[1]+1];
+      /* 
+       * Try different 'rotations' of the velocity to find the best possible
+       * landing normal. This conserves magnitude at the expense of slightly
+       * unrealistic results
+       */
 
-   v3f subcoord;
-   v3_floor( local, subcoord );
-   v3_sub( local, subcoord, subcoord );
+      m3x3f vr;
+      v4f vr_q;
 
-   float hs = vg_lerpf( hse, hsw, 1.0f-subcoord[0] ),
-         hn = vg_lerpf( hne, hnw, 1.0f-subcoord[0] ),
-         sampleh = vg_lerpf( hs, hn, subcoord[2] );
+      q_axis_angle( vr_q, axis, vmod );
+      q_m3x3( vr_q, vr );
+
+      for( int i=0; i<50; i++ )
+      {
+         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 );
+
+            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 ++] );
+            break;
+         }
+      }
+   }
+
+   //v3_rotate( player.v, best_velocity_mod, axis, player.v );
    
-   return sampleh*10.0f;
+   return;
+   v3_muls( player.v, best_velocity_mod, player.v );
 }
 
-static void draw_terrain(void)
+static int sample_if_resistant( v3f pos )
 {
-   float sf = 10.0f;
+   v3f ground, norm;
+   v3_copy( pos, ground );
 
-   /* Draw waves
-    */
-   for( int y=0; y<63; y++ )
+   if( bvh_scene_sample( &world.geo, ground, norm ) )
    {
-      for( int x=0; x<63; x++ )
+      v3f angle;
+      v3_copy( player.v, angle );
+      v3_normalize( angle );
+      float resistance = v3_dot( norm, angle );
+
+      if( resistance < 0.25f )
       {
-         v2i pos = {x*2,y*2};
-         vg_line( (v3f){ pos[0]*sf, waves[pos[0]][pos[1]]*sf, pos[1]*sf },
-                  (v3f){ (pos[0]+2)*sf, waves[pos[0]+2][pos[1]]*sf, pos[1]*sf },
-                  0xa0ffffff );
-
-         vg_line( (v3f){ pos[1]*sf, waves[pos[1]][pos[0]]*sf, pos[0]*sf },
-                  (v3f){ pos[1]*sf, waves[pos[1]][pos[0]+2]*sf, (pos[0]+2)*sf },
-                  0xa0ffffff );
+         v3_copy( ground, pos );
+         return 1;
       }
    }
 
+   return 0;
 }
 
-v3f head, butt, knee_r, knee_l, foot_r, foot_l, hand_r, hand_l,
-    shoulder_r, shoulder_l;
+static float stable_force( float current, float diff )
+{
+   float new = current + diff;
 
+   if( new * current < 0.0f )
+      return 0.0f;
 
-void vg_update(void)
-{
-   float timestep = 1.0f/60.0f;
+   return new;
+}
 
-   if( freecam )
+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,
+       axis;
+   
+   float klength = 0.65f;
+   m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd );
+   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 )
    {
-      m4x3f cam_rot;
-      m4x3_identity( cam_rot );
-      m4x3_rotate_y( cam_rot, -look_dir[0] );
-      m4x3_rotate_x( cam_rot, -look_dir[1] );
+      player_start_air();
+      return;
+   }
 
-      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 norm;
+   v3f v0, v1;
+   v3_sub( contact_norm, contact_front, v0 );
+   v3_sub( contact_back, contact_front, v1 );
+   v3_cross( v1, v0, norm );
+   v3_normalize( norm );
 
-      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 );
+   vg_line( contact_norm, contact_front, 0xff00ff00 );
+   vg_line( contact_back, contact_front, 0xff0000ff );
 
-         v2_muladds( view_vel, delta, 0.005f, view_vel );
-      }
-      
-      v2_muls( view_vel, 0.75f, view_vel );
-      v2_add( view_vel, look_dir, look_dir );
-      look_dir[1] = vg_clampf( 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_head, player_head );
+   /* Surface alignment */
+   float angle = v3_dot( vup, norm );
+   v3_cross( vup, norm, axis );
 
-      return;
+   if( angle < 0.999f )
+   {
+      v4f correction;
+      q_axis_angle( correction, axis, acosf(angle) );
+      q_mul( correction, player.rot, player.rot );
    }
 
-   if( vg_get_button( "forward" ) )
+   float resistance = v3_dot( norm, player.v );
+
+   if( resistance >= 0.0f )
    {
-      v3f accel = { sinf( player_yaw ), 0.0f, -cosf( player_yaw ) };
-      v3_muladds( player_vel, accel, 5.0f * timestep, player_vel );
+      player_start_air();
+      return;
+   }
+   else
+   {
+      v3_muladds( player.v, norm, -resistance, player.v );
    }
    
-   m4x3f player_transform,
-         world_to_local, local_to_world;
+   /* This is where velocity integration used to be */
 
-   m4x3_identity( player_transform );
-   m4x3_translate( player_transform, player_pos );
-   m4x3_rotate_y( player_transform, -player_yaw );
+   float slip = 0.0f;
 
-   m4x3_identity( world_to_local );
-   m4x3_rotate_y( world_to_local, player_yaw );
-   
-   m4x3_identity( local_to_world );
-   m4x3_rotate_y( local_to_world, -player_yaw );
+   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+
+   v3f vel;
+   m3x3_mulv( player.to_local, player.v, vel );
 
-   /* Get front and back contact points */
-   v3f contact_front, contact_back, fwd, fwd1, contact_norm;
+   /* Calculate local forces */
 
-   m4x3_mulv( local_to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
-   m4x3_mulv( local_to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
+   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]);
 
-   v3_muladds( player_pos, fwd, 1.0f, contact_front );
-   v3_muladds( player_pos, fwd,-1.0f, contact_back );
-   v3_muladds( player_pos, fwd1, 1.0f, contact_norm );
+   float substep = ktimestep * 0.2f;
+   for( int i=0; i<5; i++ )
+   {
+      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * -0.02f*substep );
+      vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
+   }
    
-#if 0
-   road_patch_setplayer( &road_main, player_pos );
-   sample_road_height( &road_main, contact_front );
-   sample_road_height( &road_main, contact_back );
-#else
-   sample_scene_height( &world_scene, contact_front );
-   sample_scene_height( &world_scene, contact_back );
-   sample_scene_height( &world_scene, contact_norm );
-#endif
+   m3x3_mulv( player.to_world, vel, player.v );
 
-   v3f norm;
-   v3f v0, v1;
-   v3_sub( contact_back, contact_norm, v0 );
-   v3_sub( contact_front, contact_norm, v1 );
-   v3_cross( v1, v0, norm );
-   v3_normalize( norm );
+   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);
+}
 
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( player_vel, gravity, timestep, player_vel );
+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 );
+}
 
-   v3f ground_pos;
-   v3_copy( player_pos, ground_pos );
-   sample_scene_height( &world_scene, ground_pos );
+static void player_physics_air(void)
+{
+   /* Debug prediciton */
 
-   static int in_air = 1;
+   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 );
 
-   if( in_air )
-   {
-      if( ground_pos[1] > player_pos[1] )
-         in_air = 0;
-   }
+   draw_cross( player.land_target, 0xff0000ff );
 
-   if( !in_air )
-   {
-      float resistance = v3_dot( norm, player_vel );
+   v3f ground_pos, ground_norm;
+   v3_copy( player.co, ground_pos );
 
-      if( resistance >= 0.0f )
-         in_air = 1;
-      else
+   if( bvh_scene_sample( &world.geo, ground_pos, ground_norm ) )
+   {
+      if( ground_pos[1] > player.co[1] )
       {
-         v3_muladds( player_vel, norm, -resistance, player_vel );
+         player.in_air = 0;
+         return;
       }
    }
-
-   /* vg_info( "%.3f | %.3f\n", player_vel[1], resistance ); */
-   v3_muladds( player_pos, player_vel, timestep, player_pos );
    
-   float slip = 0.0f;
+   /* Prediction 
+    *
+    * TODO: Find best landing surface and guide player towords it
+    */
+   float pstep = ktimestep*10.0f;
 
-   if( !in_air )
+   v3f pco, pco1, pv;
+   v3_copy( player.co, pco );
+   v3_copy( player.v, pv );
+
+   for( int i=0; i<50; i++ )
    {
-      player_pos[1] = (contact_front[1]+contact_back[1])*0.5f;
+      v3_copy( pco, pco1 );
+      apply_gravity( pv, pstep );
+      v3_muladds( pco, pv, pstep, pco );
 
-   vg_line( player_pos, contact_front, 0xff00ffff );
-   vg_line( player_pos, contact_back, 0xff00ffa0 );
+      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
+      
+      ray_hit contact;
+      v3f vdir;
 
-   /* Create the 'travel' vector */
-   v3f travel;
-   v3_sub( contact_front, contact_back, travel );
-   v3_normalize( travel );
+      v3_sub( pco, pco1, vdir );
+      contact.dist = v3_length( vdir );
+      v3_divs( vdir, contact.dist, vdir);
 
-   /* Apply gravity */
-#if 0
-   float gravity_conversion = -v3_dot( travel, gravity );
-   vel[2] += gravity_conversion * substep;
-#endif
+      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, contact.normal );
+         v3f axis; 
+         v3_cross( localup, contact.normal, axis );
+         
+         if( angle < 0.99f )
+         {
+            v4f correction;
+            q_axis_angle( correction, axis, acosf(angle)*0.05f );
+            q_mul( correction, player.rot, player.rot );
+         }
+
+         draw_cross( contact.pos, 0xffff0000 );
+
+         break;
+      }
+   }
 
-   /* Get localized (rotated) rigidbody forces 
-    *           -z
-    *            ^
-    *           -|-
-    *            |
-    *           +z
-    */
+   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
    
-   v3f vel;
-   m4x3_mulv( world_to_local, player_vel, vel );
+   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 );
+}
 
-   /* Calculate local forces */
-   slip = -vel[0] / vel[2];
-   float substep = timestep * 0.2f;
+static void player_animate(void);
+static void player_update(void)
+{
+   static int clock = 0;
 
-   if( fabsf( slip ) > 1.2f )
+   clock ++;
+   if( clock >= clock_divider )
+      clock = 0;
+   else
+      return;
+
+   /* temp */
+   if( freecam )
    {
-      slip = vg_signf( slip ) * 1.2f;
+      player_freecam();
+      return;
    }
    
-   for( int i=0; i<5; i++ )
+   if( vg_get_axis("grabl")>0.0f)
+      reset_player(0,NULL);
+   if( vg_get_button( "push" ) )
    {
-      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 dir = { 0.0f, 0.0f, -1.0f };
+
+      m3x3_mulv( player.to_world, dir, dir );
+      v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
    }
-   
-   m4x3_mulv( local_to_world, vel, player_vel );
 
-   if( vg_get_button( "yawl" ) )
-      player_yaw -= 1.6f * timestep;
-   if( vg_get_button( "yawr" ) )
-      player_yaw += 1.6f * timestep;
+   float horizontal = vg_get_axis("horizontal"),
+         vertical = vg_get_axis("vertical");
 
-   player_yaw += vg_get_axis( "horizontal" ) * 1.6f * timestep;
-   }
-   else
+   player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
+   player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
+
+   /* Integrate velocity */
+   if( sv_phys )
    {
-      player_yaw += vg_get_axis( "horizontal" ) * 3.6f * timestep;
-      look_dir[0] = player_yaw;
+      apply_gravity( player.v, ktimestep );
+      v3_muladds( player.co, player.v, ktimestep, player.co );
    }
 
-   look_dir[0] = atan2f( player_vel[0], -player_vel[2] );
+   /* 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.look_dir[0] = atan2f( player.v[0], -player.v[2] );
+   player.look_dir[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
+                                       player.v[2]*player.v[2]) ) * 0.3f;
+
+   player.iY = 0.0f; /* temp */
+
+   if( player.in_air )
+      player_physics_air();
+
+   if( !player.in_air )
+      player_physics_ground();
    
-   /* Creating a skeleton of the player dynamically */
-   float kheight = 1.8f,
-         kleg = 0.6f;
+   /* Camera and character */
 
-   v2f ac;
+   player_transform_update();
+   q_normalize(player.rot);
+   player_animate();
+}
 
+void vg_update(void)
+{
+   player_update();
+   bvh_debug( &world.geo, player.co );
+}
+
+static void player_animate(void)
+{
+   /* Camera position */
    static v3f last_vel = { 0.0f, 0.0f, 0.0f };
-   static v3f bob, bob1;
+   static v3f momentum, bob;
 
-   v3_sub( player_vel, last_vel, player_accel );
-   v3_copy( player_vel, last_vel );
-   v3_add( bob, player_accel, bob );
+   v3_sub( player.v, last_vel, player.a );
+   v3_copy( player.v, last_vel );
 
-   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 );
+   v3_add( momentum, player.a, momentum );
+   v3_lerp( momentum, (v3f){0.0f,0.0f,0.0f}, 0.1f, momentum );
+   v3f target;
    
-   /* Feet */
-   foot_r[0] =  0.0f;
-   foot_r[1] =  0.0f;
-   foot_r[2] =  0.3f;
+   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 );
 
-   foot_l[0] =  0.0f;
-   foot_l[1] =  0.0f;
-   foot_l[2] = -0.3f;
-   
    /* 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;
-
-   /* Hips */
-   butt[0] = -sinf(slip)*0.2f;
-   butt[1] =  cosf(slip);
-   butt[2] =  0.0f;
-   v2_normalize(butt);
-   v2_muls( butt, -0.7f, butt );
-   v2_add( head, butt, butt );
-   
-   /* Knees */
-   v2_sub( butt, (v2f){0.0f,0.0f}, ac );
-   float cl = v2_length( ac ),
-          d = acosf( (2.0f * kleg*kleg - cl*cl) / 2.0f * kleg*kleg ),
-          x = atan2f( ac[0], ac[1] ),
-          ad = (-VG_PIf-d)/2.0f;
-
-   v2_muladds( (v2f){0.0f,0.0f}, 
-               (v2f){ sinf( ad+x ), cosf( ad + x ) },
-               kleg, knee_l );
-   knee_l[2] = -0.3f;
-
-   v2_copy( knee_l, knee_r );
-   knee_r[2] = 0.3f;
-
-   /* shoulders */
-   v3_add( (v3f){0.0f,-0.1f,-0.2f}, head, shoulder_r );
-
-   /* Hands */
-   hand_r[0] =  sinf( slip ) * 0.1f;
-   hand_r[1] = -cosf( slip*5.0f ) * 0.5f - 0.5f;
-   hand_r[2] = -sinf( fabsf(slip) * 2.4f );
-   v3_add( shoulder_r, hand_r, hand_r );
-
-   m4x3_mulv( player_transform, head, head );
-   m4x3_mulv( player_transform, butt, butt );
-   m4x3_mulv( player_transform, knee_l, knee_l );
-   m4x3_mulv( player_transform, knee_r, knee_r );
-   m4x3_mulv( player_transform, foot_l, foot_l );
-   m4x3_mulv( player_transform, foot_r, foot_r );
-   m4x3_mulv( player_transform, hand_r, hand_r );
-   m4x3_mulv( player_transform, shoulder_r, shoulder_r );
-
-   v3_copy( head, player_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 );
 
-static void debug_grid( v3f at )
-{
-   v3f base;
-   v3_floor( at, base );
+   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;
 
-   for( int y=0; y<16; y++ )
+   v3f offset;
+   m3x3_mulv( player.to_local, 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 )
    {
-      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( head, player.view );
+      v3f camoffs = {-0.2f,-0.6f,0.00f};
+      v3_add( player.view, camoffs, player.view );
    }
-   for( int x=0; x<16; x++ )
+#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]+x-8, base[1], base[2]-8 },
-               (v3f){ base[0]+x-8, base[1], base[2]+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 );
    }
+
+   /* 
+    * 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 )
+   {
+      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 );
+   character_eval( &player.mdl );
+   character_draw( &player.mdl, 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 );
 }
 
 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(111.0f/255.0f, 46.0f/255.0f, 45.0f/255.0f,1.0f);
+
+   glClearColor( powf(0.066f,1.0f/2.2f), 
+                 powf(0.050f,1.0f/2.2f), 
+                 powf(0.046f,1.0f/2.2f), 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
    v3f pos_inv;
-   v3_negate( player_head, 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_vel );
+   if( !freecam  )
+      m4x3_mulv( player.to_world, cam_lerped, 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;
+   
+   v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
+
    m4x3_identity( world_matrix );
-   m4x3_rotate_x( world_matrix, freecam? look_dir[1]: 0.3f+shake[1]*0.04f );
-   m4x3_rotate_y( world_matrix, look_dir[0]+shake[0]*0.02f );
-   m4x3_translate( world_matrix, pos_inv );
+   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,
+         freecam? 60.0f: 120.0f,
          (float)vg_window_x / (float)vg_window_y, 
          0.01f, 1000.0f );
    m4x4_mul( vg_pv, world_4x4, vg_pv );
 
-   if( debugroad )
-      draw_road_patch_dev( &road_main );
-
    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 = { -sinf( player_yaw ), 0.0f, cosf( player_yaw ) };
-   v3f board_side = { -board_fwd[2], 0.0f, board_fwd[0] };
-   v3f bnw, bne, bse, bsw;
+   glEnable( GL_DEPTH_TEST );
    
-   v3_muladds( player_pos, board_fwd, 0.75f, bnw );
-   v3_muladds( player_pos, 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 );
+   /* 
+    * Draw world
+    */
+   SHADER_USE(shader_standard_lit);
 
-   vg_line( bnw, bne, 0xff00ff00 );
-   vg_line( bne, bse, 0xff00ff00 );
-   vg_line( bse, bsw, 0xff00ff00 );
-   vg_line( bsw, bnw, 0xff00ff00 );
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
 
-   glEnable( GL_DEPTH_TEST );
+       glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
+         1, GL_FALSE, (float *)vg_pv );
+       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 
+         1, GL_FALSE, (float *)identity_matrix );
 
-   v3f leg_dr, leg_dl, leg_ar, leg_al;
+   vg_tex2d_bind( &tex_grid, 0 );
+   glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
 
-   v3_sub( foot_l, butt, leg_dl );
-   v3_sub( foot_r, butt, leg_dr );
-   leg_dl[1] = 0.0f;
-   leg_dr[1] = 0.0f;
-   v3_normalize( leg_dl );
-   v3_normalize( leg_dr );
+   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
+         0.4f,0.4f,0.4f,1.0f );
 
-   v3f v0;
-   v3_sub( butt, knee_l, v0 );
-   float leg_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) );
+   scene_bind( &world.geo );
+   scene_draw( &world.geo );
 
-   v3_sub( knee_l, foot_l, v0 );
-   float knee_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) );
+   if( !replay_record )
+   {
+      m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
 
-   float leg_yl = -atan2f( leg_dl[2], leg_dl[0] ),
-         leg_yr = atan2f( leg_dr[2], leg_dr[0] );
+      for( int i=0; i<PART_COUNT; i++ )
+         m4x3_copy( base[i], player.mdl.matrices[i] );
 
-   SHADER_USE( shader_debug_vcol );
-   m4x3f temp;
-   m4x4f temp1;
+      replay_buffer_frame ++;
 
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
+      if( replay_buffer_frame == REPLAY_LENGTH )
+         replay_buffer_frame = 0;
+
+      vg_tex2d_bind( &tex_pallet, 0 );
+      character_draw( &player.mdl, 0.0f );
+      player_animate();
+   }
 
-   vg_line( head, butt, 0xff0000ff );
-   vg_line( butt, knee_l, 0xff0000ff );
-   vg_line( butt, knee_r, 0xff0000ff );
-   vg_line( foot_l, knee_l, 0xff00a0ff );
-   vg_line( foot_r, knee_r, 0xff00a0ff );
-   vg_line( head, shoulder_r, 0xa0ff00ff );
-   vg_line( shoulder_r, hand_r, 0xffff00ff );
-   m4x3_identity( temp );
 
-   m4x3_translate( temp, knee_l );
-   m4x3_rotate_x( temp, knee_pl );
-   m4x3_rotate_y( temp, leg_yl );
+   
+   /* 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 1
+   glClear( GL_COLOR_BUFFER_BIT );
+#else
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+#endif
 
-   m4x3_expand( temp, temp1 );
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
-         1, GL_FALSE, (float *)temp1 );
+   if( !freecam )
+   draw_player();
 
-   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_USE( shader_blit );
 
-   vg_tex2d_bind( &tex_norwey, 0 );
-   scene_tree_sway = 0.1f;
-   scene_draw( &test_scene, -1, 0 );
+   glUniform1i( SHADER_UNIFORM(shader_blit,"uTexMain"), 0 );
+   glActiveTexture(GL_TEXTURE0);
+   glBindTexture( GL_TEXTURE_2D, render.rgb_background );
 
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
-   scene_draw( &world_scene, world_terrain_count, 0 );
+   glBindVertexArray( render.fsquad.vao );
+   glDrawArrays( GL_TRIANGLES, 0, 6 );
+
+   glDisable(GL_BLEND);
+
+   /* 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;
 
-   vg_tex2d_bind( &tex_road, 0 );
-   scene_draw( &world_scene, world_road_count, world_terrain_count );
+   m4x3_translate( world_matrix, debugcam );
+   m4x3_expand( world_matrix, world_4x4 );
+
+   m4x4_projection( vg_pv, 
+         100.0f,
+         (float)128.0f / (float)128.0f,
+         0.01f, 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( 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;
+   }
 }
 
 void vg_ui(void)
 {
    char buf[20];
 
-   snprintf( buf, 20, "%.2fm/s", v3_length( player_vel ) );
+   snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
    gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
    
    snprintf( buf, 20, "%.2f %.2f %.2f m/s", 
-         player_accel[0], player_accel[1], player_accel[2] );
-
+         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 );
    }
 }