well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index c3e75104403cf7c8609a76f8eb5342982246e646..9bfa794c51a1e0b1ad55668aa8ca29b1877fc366 100644 (file)
--- a/main.c
+++ b/main.c
-#define VG_3D
-#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_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 *texture_list[] =
-{
-   &tex_norwey,
-   &tex_gradients,
-   &tex_grid,
-   &tex_sky,
-   &tex_cement
-};
-
-/* Convars */
-static int freecam = 0;
-static int debugview = 0;
-static int debugsdf = 0;
-static int sv_debugcam = 0;
-static int sv_phys = 0;
-static int thirdperson = 0;
-
-/* Components */
-#include "road.h"
-#include "scene.h"
-#include "ik.h"
+/*
+ * =============================================================================
+ *
+ * Copyright  .        . .       -----, ,----- ,---.   .---.
+ * 2021-2022  |\      /| |           /  |      |    | |    /|
+ *            | \    / | +--        /   +----- +---'  |   / |
+ *            |  \  /  | |         /    |      |   \  |  /  |
+ *            |   \/   | |        /     |      |    \ | /   |
+ *            '        ' '--' [] '----- '----- '     ' '---'  SOFTWARE
+ *
+ * =============================================================================
+ *
+ * register: shader register & init scheduling
+ * init:     initialization
+ * update:   logic
+ * render:   graphics
+ * free:     resource free
+ * 
+ */
 
-int main( int argc, char *argv[] )
-{ 
-   vg_init( argc, argv, "Voyager Game Engine" ); 
-}
-
-m4x3f world_matrix;
-
-static struct gplayer
-{
-   /* Physics */
-   v3f co, v, a;
-   v4f rot;
-   float vswitch, slip, slip_last;
-
-   float iY;   /* Yaw inertia */
-   int in_air;
-
-   /* Input */
-   v2f joy_l;
-
-   v3f view;
-   v2f look_dir;  /* TEMP */
-   v2f board_xy;
-   float grab;
-   float pitch;
-
-   m4x3f to_world, to_local;
-   
-   /* Opengl */
-   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;
-
-   v3f handl_target, handr_target,
-       handl, handr;
-}
-player;
+#define VG_3D
+#define VG_STATIC static
 
-static struct gworld
-{
-   glmesh skydome;
-   glmesh cement;
-   
-   scene foliage,    /* Tree shader */
-         geo,        /* Std shader, collisions */
-         detail;     /* Std shader, no collisions */
+//#define VG_MINIMAL_TEST
+#ifndef VG_MINIMAL_TEST
 
-   submodel terrain,
-            terrain_rocks,
-            terrain_road;
-}
-world;
+#define SR_NETWORKED
 
-static void player_transform_update(void)
-{
-   q_m3x3( player.rot, player.to_world );
-   v3_copy( player.co, player.to_world[3] );
+#include "common.h"
+#include "steam.h"
+#include "render.h"
+#include "audio.h"
+#include "world.h"
+#include "player.h"
+#include "network.h"
+#include "menu.h"
 
-   m4x3_invert_affine( player.to_world, player.to_local );
-}
+static int cl_ui     = 1;
 
-static int reset_player( int argc, char const *argv[] )
+int main( int argc, char *argv[] )
 {
-   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;
+   vg_prealloc_quota( 128*1024*1024 );
+   vg_enter( argc, argv, "Voyager Game Engine" ); 
 }
 
-void vg_register(void)
+VG_STATIC void highscores_save_at_exit(void*_)
 {
-   scene_register();
+   highscores_serialize_all();
 }
 
-void vg_start(void)
+VG_STATIC void vg_preload(void)
 {
-   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-   
-   vg_convar_push( (struct vg_convar){
-      .name = "freecam",
-      .data = &freecam,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .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,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=0 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "debugsdf",
-      .data = &debugsdf,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 1
-   });
-
    vg_convar_push( (struct vg_convar){
-      .name = "phys",
-      .data = &sv_phys,
+      .name = "cl_ui",
+      .data = &cl_ui,
       .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_function_push( (struct vg_cmd){
-               .name = "reset",
-               .function = reset_player
-       });
-   
-   v3f lightDir = { 0.1f, 0.8f, 0.2f };
-   v3_normalize( lightDir );
-   
-   /* Unpack player */
-   model *char_dev = vg_asset_read( "models/char_dev.mdl" );
-   model_unpack( char_dev, &player.mesh );
-   player.legl = *submodel_get( char_dev, "legl" );
-   player.legu = *submodel_get( char_dev, "legu" );
-   player.board = *submodel_get( char_dev, "skateboard" );
-   player.torso = *submodel_get( char_dev, "torso" );
-   player.wheels = *submodel_get( char_dev, "wheels" );
-   player.foot = *submodel_get( char_dev, "foot" );
-   
-   /* new model */
-   player.leg_r0 = *submodel_get( char_dev, "leg_r0" );
-   player.leg_r1 = *submodel_get( char_dev, "leg_r1" );
-   player.foot_r = *submodel_get( char_dev, "foot_r" );
-   player.leg_l0 = *submodel_get( char_dev, "leg_l0" );
-   player.leg_l1 = *submodel_get( char_dev, "leg_l1" );
-   player.foot_l = *submodel_get( char_dev, "foot_l" );
-   player.arm_r0 = *submodel_get( char_dev, "arm_r0" );
-   player.arm_r1 = *submodel_get( char_dev, "arm_r1" );
-   player.hand_r = *submodel_get( char_dev, "hand_r" );
-   player.arm_l0 = *submodel_get( char_dev, "arm_l0" );
-   player.arm_l1 = *submodel_get( char_dev, "arm_l1" );
-   player.hand_l = *submodel_get( char_dev, "hand_l" );
-   player.body = *submodel_get( char_dev, "body" );
-   player.head = *submodel_get( char_dev, "head" );
-   free(char_dev);
-
-   /* temp */
-   model *cement_model = vg_asset_read("models/cement_r1.mdl" );
-   model_unpack( cement_model, &world.cement );
-   free( cement_model );
-   
-   /* 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 *msky = vg_asset_read( "models/skydome.mdl" );
-   model_unpack( msky, &world.skydome );
-   free( msky );
-   
-   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 );
+vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
+vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| \n" );
+vg_info("            | \\    / | +--        /   +----- +---'  |   / | \n" );
+vg_info("            |  \\  /  | |         /    |      |   \\  |  /  | \n" );
+vg_info("            |   \\/   | |        /     |      |    \\ | /   | \n" );
+vg_info("            '        ' '--' [] '----- '----- '     ' '---'  " 
+        "SOFTWARE\n" );
 
-   scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain_rocks" ),
-         (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
+   highscores_init( 2000, 50 );
+   if( !highscores_read() )
+      highscores_create_db();
 
-   for( int i=0; i<ktree_count; i++ )
-   {
-      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 );
-         }
-      }
-   }
+   vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
 
-   for( int i=0; i<kfoliage_count; i++ )
-   {
-      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 );
-         }
-      }
-   }
+   vg_sleep_ms(200);
 
-   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 );
-
-   scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+   steam_init();
+   vg_loader_highwater( NULL, steam_end, NULL );
+   vg_loader_highwater( network_init, network_end, NULL );
+}
 
-   free( mtest );
-   free( mworld );
+VG_STATIC void vg_load(void)
+{
+   vg_loader_highwater( render_init, NULL, NULL );
+   vg_loader_highwater( menu_init, NULL, NULL );
+   vg_loader_highwater( world_init, NULL, NULL );
+   vg_loader_highwater( player_init, NULL, NULL );
 
-   scene_compute_occlusion( &world.foliage );
+   vg_bake_shaders();
+   vg_loader_highwater( audio_init, audio_free, NULL );
 
-   scene_upload( &world.foliage );
-   scene_upload( &world.geo );
-   scene_upload( &world.detail );
-   
-   reset_player( 0, NULL );
-   player_transform_update();
+   /* 'systems' are completely loaded now */
+   world_load( "models/mp_dev.mdl" );
+   vg_console_load_autos();
 }
 
-static float ktimestep = 1.0f/60.0f;
-
-static void player_freecam(void)
+VG_STATIC void vg_start(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] );
+   reset_player( 1, (const char *[]){ "start" } );
+}
 
-   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 };
+VG_STATIC void draw_origin_axis(void)
+{
+   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 );
+}
 
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
+VG_STATIC void vg_update( int loaded )
+{
+   steam_update();
 
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-   else if( vg_get_button( "primary" ) )
+   if( loaded )
    {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
+      draw_origin_axis();
+      network_update();
 
-      v2_muladds( view_vel, delta, 0.005f, view_vel );
+      player_update_pre();
+      world_update( player.phys.rb.co );
    }
-   
-   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 )
+VG_STATIC void vg_update_fixed( int loaded )
 {
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
+   if( loaded )
+   {
+      player_update_fixed();
+   }
 }
 
-static void player_physics_ground(void)
+VG_STATIC void vg_update_post( int loaded )
 {
-   /* 
-    * Getting surface collision points,
-    * the contact manifold is a triangle for simplicity.
-    */
-   v3f contact_front, contact_back, fwd, fwd1, 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,-1.0f}, contact_norm );
-   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-1.0f}, contact_front );
-   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 1.0f}, 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 );
-   
-   int all_contacting = 
-      sample_scene_height( &world.geo, contact_front, NULL ) &&
-      sample_scene_height( &world.geo, contact_back, NULL ) &&
-      sample_scene_height( &world.geo, contact_norm, NULL );
-   
-   if( !all_contacting )
+   if( loaded )
    {
-      player.in_air = 1;
-      return;
+      player_update_post();
+      menu_update();
    }
+}
 
-   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 );
+VG_STATIC void vg_framebuffer_resize( int w, int h )
+{
+   render_fb_resize();
+   water_fb_resize();
+}
 
-   vg_line( contact_norm, contact_front, 0xff00ff00 );
-   vg_line( contact_back, contact_front, 0xff0000ff );
+VG_STATIC void render_main_game(void)
+{
+   m4x4f world_4x4;
+   m4x3_expand( camera_mtx_inverse, world_4x4 );
 
-   /* Surface alignment */
-   float angle = v3_dot( vup, norm );
-   v3_cross( vup, norm, axis );
+   static float fov = 97.0f;
 
-   if( angle < 0.999f )
-   {
-      v4f correction;
-      q_axis_angle( correction, axis, acosf(angle) );
-      q_mul( correction, player.rot, player.rot );
-   }
+   float fov_target = 108.0f;
+   if( player.phys.on_board )
+      fov_target = 125.0f;
 
-   float resistance = v3_dot( norm, player.v );
+   if( cl_menu )
+      fov_target = menu_fov_target;
 
-   if( resistance >= 0.0f )
-   {
-      player.in_air = 1;
-      return;
-   }
-   else
-   {
-      v3_muladds( player.v, norm, -resistance, player.v );
-   }
-   
-   /* This is where velocity integration used to be */
+   fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
 
-   float slip = 0.0f;
+   gpipeline.fov = freecam? 60.0f: fov; /* 120 */
+   m4x4_projection( vg.pv, gpipeline.fov, 
+         (float)vg.window_x / (float)vg.window_y, 
+         0.1f, 2100.0f );
 
-   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+   m4x4_mul( vg.pv, world_4x4, vg.pv );
+   glEnable( GL_DEPTH_TEST );
+   
+   /* 
+    * Draw world
+    */
 
-   v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
+   int draw_solid = player.is_dead | freecam;
+   
+   render_world( vg.pv, camera_mtx );
+   if( draw_solid )
+      draw_player( camera_mtx );
 
-   /* Calculate local forces */
+   render_water_texture( camera_mtx );
 
-   slip = (-vel[0] / vel[2]) * player.vswitch;
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   render_water_surface( vg.pv, camera_mtx );
+   render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
 
-#if 0
-   if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
+   if( cl_menu )
    {
-      vg_warn( "SWITCH\n" );
-      player.vswitch = -player.vswitch;
-      slip = -slip;
+      glClear( GL_DEPTH_BUFFER_BIT );
+      menu_render( vg.pv );
    }
+   
+   /* Copy the RGB of what we have into the background buffer */
+   glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
+   glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.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 );
 
-   player.slip_last = slip;
-#endif
-
-   float substep = ktimestep * 0.2f;
+   if( !player.is_dead )
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+   else
+      glClear( GL_COLOR_BUFFER_BIT );
    
-   for( int i=0; i<5; i++ )
+   if( !draw_solid )
    {
-      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;
+      m4x4_projection( vg.pv, gpipeline.fov, 
+            (float)vg.window_x / (float)vg.window_y, 
+            0.05f, 60.0f );
+      m4x4_mul( vg.pv, world_4x4, vg.pv );
+      draw_player( camera_mtx );
    }
-   
-   m3x3_mulv( player.to_world, vel, player.v );
 
-   if( vg_get_button( "yawl" ) )
-      player.iY +=  3.6f * ktimestep;
-   if( vg_get_button( "yawr" ) )
-      player.iY -=  3.6f * ktimestep;
+   /* Draw back in the background
+    *
+    * TODO: need to disable alpha write in the terrain shader so this works 
+    *       again.
+    */
+   glEnable(GL_BLEND);
+   glDisable(GL_DEPTH_TEST);
+   glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
    
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
+   shader_blit_use();
+   shader_blit_uTexMain( 0 );
+   glActiveTexture(GL_TEXTURE0);
+   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+
+   render_fsquad();
 }
 
-static void player_physics_air(void)
+VG_STATIC void vg_render(void)
 {
-   v3f ground_pos, ground_norm;
-   v3_copy( player.co, ground_pos );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glViewport( 0,0, vg.window_x, vg.window_y );
+   glDisable( GL_DEPTH_TEST );
+
+   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
+   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
 
-   if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+   render_main_game();
+   
+   
+   /* Other shite */
+   glDisable(GL_BLEND);
+   glDisable( GL_DEPTH_TEST );
+   vg_lines_drawall( (float *)vg.pv );
+   glViewport( 0,0, vg.window_x, vg.window_y );
+}
+
+VG_STATIC void vg_ui(void)
+{
+#if 0
+   if( cl_menu )
    {
-      if( ground_pos[1] > player.co[1] )
+      ui_rect menu =
+      {
+         vg.window_x / 2 - 150,
+         vg.window_y / 2 - 50,
+         300,
+         130
+      };
+
+      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
+                               steam_username_at_startup, 
+                               1, k_text_align_center );
+      menu[1] += 24;
+      menu[3] -= 30;
+
+      ui_rect_pad( menu, 8 );
+      ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
+      ui_rect_pad( menu, 2 );
+      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
+
+      menu[1] += 32;
+      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
+                               "Exit", 2, k_text_align_center );
+
+      if( vg_get_button_down( "jump" ) )
       {
-         player.in_air = 0;
-         return;
+         glfwSetWindowShouldClose( vg.window, 1 );
       }
    }
    
-   /* Prediction 
-    *
-    * TODO: Find best landing surface and guide player towords it
-    */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.co, pco );
-   v3_copy( player.v, pv );
-
-   v3f targetn;
-   for( int i=0; i<50; i++ )
+   if( lightedit )
    {
-      v3_copy( pco, pco1 );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
+      ui_global_ctx.cursor[0] = 10;
+      ui_global_ctx.cursor[1] = 10;
+      ui_global_ctx.cursor[2] = 200;
+      ui_global_ctx.cursor[3] = 20;
 
-      vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      v3f sh;
-      v3_copy( pco, sh );
-      int hit = sample_scene_height( &world.geo, sh, targetn );
+      struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
+      struct ui_slider_vector 
+         s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
 
-      if( sh[1] >= pco[1] && hit )
-      {
-         v3f localup;
-         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
+      struct ui_slider
+         s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
+         s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
 
-         float angle = v3_dot( localup, targetn );
-         v3f axis; 
-         v3_cross( localup, targetn, axis );
+      for( int i=0; i<3; i++ )
+         run_light_widget( &gpipeline.widgets[i] );
 
-         if( angle < 0.99f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.01f );
-            q_mul( correction, player.rot, player.rot );
-         }
+      gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
+      ui_global_ctx.cursor[1] += 16;
+      ui_slider_vector( &ui_global_ctx, &s5 );
 
-         break;
-      }
-   }
+      gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
+      ui_global_ctx.cursor[1] += 16;
+      ui_slider( &ui_global_ctx, &s8 );
+      ui_slider( &ui_global_ctx, &s9 );
 
-   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
-}
+      gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
+      ui_global_ctx.cursor[1] += 16;
+      struct ui_checkbox c1 = {.data = &wl->g_light_preview};
+      ui_checkbox( &ui_global_ctx, &c1 );
 
-static void player_animate(void);
-static void player_update(void)
-{
-   /* temp */
-   if( freecam )
-   {
-      player_freecam();
-      return;
+      render_update_lighting_ub();
    }
+#endif
    
-   if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
-   if( vg_get_button( "forward" ) )
-   {
-      v3f dir = { 0.0f, 0.0f, -1.0f };
-
-      m3x3_mulv( player.to_world, dir, dir );
-      v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
-   }
-
-   float horizontal = vg_get_axis("horizontal"),
-         vertical = vg_get_axis("vertical");
-
-   player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
-   player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
-
-   /* Integrate velocity */
-   if( sv_phys )
+   //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+   if( cl_ui )
    {
-      apply_gravity( player.v, ktimestep );
-      v3_muladds( player.co, player.v, ktimestep, player.co );
+      render_world_routes_ui();
    }
-
-   /* Integrate inertia */
-   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 );
-
-   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();
+   //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
    
-   /* Camera and character */
-
-   player_transform_update();
-   q_normalize(player.rot);
-   player_animate();
+   audio_debug_soundscapes();
 }
 
-void vg_update(void)
+#if 0
+VG_STATIC void run_light_widget( struct light_widget *lw )
 {
-   player_update();
-
-   /* Creating a skeleton of the player dynamically */
+   struct ui_checkbox c1 = { .data=&lw->enabled };
 
-
-   #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);
-
-   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));
-
-   if( vg_maxf(lslip,grab) > 0.5f )
+   ui_checkbox( &ui_global_ctx, &c1 );
+   
+   if( lw->enabled )
    {
-      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;
-      }
+      struct ui_slider_vector 
+         colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
+         dir    = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
 
-      if( grab > 0.5f )
-      {
-         player.handr_target[0] =  -0.15f;
-         player.handr_target[1] =  0.1f;
-         player.handr_target[2] =  0.4f;
-      }
+      ui_slider_vector( &ui_global_ctx, &colour );
+      ui_global_ctx.cursor[1] += 4;
+      ui_slider_vector( &ui_global_ctx, &dir );
    }
-
-   #endif
 }
+#endif
 
-static void player_animate(void)
+VG_STATIC void run_debug_info(void)
 {
-   /* Camera position */
-   static v3f last_vel = { 0.0f, 0.0f, 0.0f };
-   static v3f momentum, bob;
-
-   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 );
-   v3f target;
+   char buf[40];
    
-   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 );
-
-   /* Head */
-   float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
-                              
-   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
-   player.grab = vg_lerpf( player.grab, grabt, 0.04f );
-
-   float kheight = 1.8f,
-         kleg = 0.6f;
-
-   v3f head;
-   head[0] = 0.0f;
-   head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
-   head[2] = 0.0f;
-
-   v3f offset;
-   m3x3_mulv( player.to_local, 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 );
-
-   m4x3_mulv( player.to_world, head, head );
-
-   v3_copy( head, player.view );
-
-   /* New board transformation */
-   v4f board_rotation; v3f board_location;
+   snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
+   ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
    
-   /* 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] );
-   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
-   q_mul( rx, rz, board_rotation );
-
-   q_m3x3( board_rotation, player.mboard );
-   m3x3_mulv( player.mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
-   v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
-
-   m3x3_mul( player.to_world, player.mboard, player.mboard );
-   m4x3_mulv( player.to_world, board_location, player.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;
+   snprintf( buf, 40, "%.2f %.2f %.2f m/s", 
+         player.phys.a[0], player.phys.a[1], player.phys.a[2] );
+   ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
 
-   player.handl_target[0] = 0.0f;
-   player.handl_target[1] = 0.0f;
-   player.handl_target[2] = 0.6f;
+   snprintf( buf, 40, "pos %.2f %.2f %.2f", 
+         player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
+   ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
 
-   player.handr_target[0] = 0.0f;
-   player.handr_target[1] = 0.0f;
-   player.handr_target[2] = -0.6f;
-   if( 1||player.in_air )
+   if( vg.gamepad_ready )
    {
-      float tuck = player.board_xy[1],
-            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-
-      if( tuck < 0.0f )
-      {
-         foot_l *= 1.0f-tuck_amt*1.5f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,0.6f}, 
-                  player.handl_target );
-            m4x3_mulv( player.to_local, 
-                  player.handl_target, player.handl_target );
-         }
-      }
-      else
+      for( int i=0; i<6; i++ )
       {
-         foot_r *= 1.0f-tuck_amt*1.4f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( player.mboard, (v3f){0.1f,0.14f,-0.6f}, 
-                  player.handr_target );
-            m4x3_mulv( player.to_local, 
-                  player.handr_target, player.handr_target );
-         }
+         snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
+         ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
       }
    }
    else
    {
+      ui_text( (ui_px [2]){ 0, 60 }, 
+            "Gamepad not ready", 1, k_text_align_left );
    }
+}
 
-   m3x3_copy( player.mboard, player.mfoot_l );
-   m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_l }, player.mfoot_l[3] );
-
-   m3x3_copy( player.mboard, player.mfoot_r );
-   m4x3_mulv( player.mboard, (v3f){ 0.0f,0.16f,foot_r }, player.mfoot_r[3] );
-
-   float const kleg_upper = 0.53f,
-               kleg_lower = 0.5f,
-               karm_ratio = 0.75f,
-               karm_upper = kleg_upper*karm_ratio,
-               karm_lower = kleg_lower*karm_ratio;
-
-   /* Create IK targets */
-   struct ik_basic ik_leg_l = { .l1 = kleg_upper, .l2 = kleg_lower },
-                   ik_leg_r = { .l1 = kleg_upper, .l2 = kleg_lower },
-                   ik_arm_l = { .l1 = karm_upper, .l2 = karm_lower },
-                   ik_arm_r = { .l1 = karm_upper, .l2 = karm_lower };
-
-   v3f butt, fwd;
-   v4f hip_rotation;
-
-   /* create hip rotation */
-   q_axis_angle( hip_rotation, (v3f){0.0f,1.0f,0.0f}, sinf(vg_time) );
-   q_m3x3( hip_rotation, player.mbutt );
-   m3x3_mul( player.to_world, player.mbutt, player.mbutt );
-   
-   /* offset */
-   m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
-   v3_add( butt, player.view, butt );
-   v3_copy( butt, player.mbutt[3] );
-   
-   m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f,-0.1f}, ik_leg_r.base );
-   m4x3_mulv( player.mbutt, (v3f){0.0f,0.0f, 0.1f}, ik_leg_l.base );
-
-   m4x3_mulv( player.mboard, (v3f){  0.0f,0.16f, foot_r }, ik_leg_r.end );
-   m4x3_mulv( player.mboard, (v3f){  0.0f,0.16f, foot_l }, ik_leg_l.end );
-   m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f,-0.40f }, ik_leg_r.pole );
-   m4x3_mulv( player.mboard, (v3f){ -0.6f,0.50f, 0.35f }, ik_leg_l.pole );
-
-   /* Compute IK */
-   ik_basic( &ik_leg_r, player.mleg_r, player.mknee_r );
-   ik_basic( &ik_leg_l, player.mleg_l, player.mknee_l );
-
-   /* Arms */
-   v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
-               neckr = {0.0f, 0.5f,-0.2f};
-   
-   m4x3_mulv( player.mbutt, neckl, ik_arm_l.base );
-   m4x3_mulv( player.mbutt, neckr, ik_arm_r.base );
-
-   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
+#else
 
-   m4x3_mulv( player.to_world, player.handl, ik_arm_l.end );
-   m4x3_mulv( player.to_world, player.handr, ik_arm_r.end );
-   m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f, 0.4f  }, ik_arm_l.pole );
-   m4x3_mulv( player.to_world, (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r.pole );
-   
-   ik_basic( &ik_arm_l, player.marm_l, player.melbow_l );
-   ik_basic( &ik_arm_r, player.marm_r, player.melbow_r );
+#define VG_TIMESTEP_FIXED (1.0/60.0)
+#define VG_3D
+#define VG_FRAMEBUFFER_RESIZE 1
+#include "vg/vg.h"
 
-   if( thirdperson )
-   {
-      v3f nv;
-      v3_copy( player.v, nv );
-      v3_normalize( nv );
-      v3_muladds( player.view, nv, -3.0f, player.view );
-   }
+int main( int argc, char *argv[] )
+{
+   vg_prealloc_quota( 512*1024*1024 );
+   vg_enter( argc, argv, "Voyager Game Engine" ); 
 }
 
-static void draw_player(void)
+VG_STATIC void vg_preload(void)
 {
-   mesh_bind( &player.mesh );
-
-   /* Draw */
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
-
-   mesh_bind( &player.mesh );
-   m4x4f mat;
-
-   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 );
-   vg_tex2d_bind( &tex_grid, 0 );
-
-   GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
-   
-   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 );
-   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 );
-
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l );
-   submodel_draw( &player.leg_l0 );
-
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l );
-   submodel_draw( &player.leg_l1 );
-
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r );
-   submodel_draw( &player.leg_r0 );
-
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r );
-   submodel_draw( &player.leg_r1 );
-
-   /* arms */
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l );
-   submodel_draw( &player.arm_l0 );
-
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l );
-   submodel_draw( &player.arm_l1 );
+vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
+vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| \n" );
+vg_info("            | \\    / | +--        /   +----- +---'  |   / | \n" );
+vg_info("            |  \\  /  | |         /    |      |   \\  |  /  | \n" );
+vg_info("            |   \\/   | |        /     |      |    \\ | /   | \n" );
+vg_info("            '        ' '--' [] '----- '----- '     ' '---'  " 
+        "SOFTWARE\n" );
+}
 
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r );
-   submodel_draw( &player.arm_r0 );
+VG_STATIC void vg_load(void)
+{
+   vg_bake_shaders();
+   vg_console_load_autos();
+}
 
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r );
-   submodel_draw( &player.arm_r1 );
+VG_STATIC void vg_start(void)
+{
+}
 
-   /* body */
-       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt );
-   submodel_draw( &player.body );
+VG_STATIC void vg_update( int loaded )
+{
+}
 
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f );
-   submodel_draw( &player.head );
+VG_STATIC void vg_update_fixed( int loaded )
+{
+}
 
-   glDisable(GL_BLEND);
-   glEnable( GL_DEPTH_TEST );
+VG_STATIC void vg_update_post( int loaded )
+{
 }
 
-void vg_render(void) 
+VG_STATIC void vg_framebuffer_resize( int w, int h )
 {
-   glViewport( 0,0, vg_window_x, vg_window_y );
+}
 
+VG_STATIC 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);
-   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
-   v3f pos_inv;
-   v3_negate( player.view, pos_inv );
-
-   float speed = 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 look_lerped = {0.0f,0.0f};
-   v2_lerp( look_lerped, player.look_dir, 0.03f, look_lerped );
 
-   m4x3_identity( world_matrix );
-   m4x3_rotate_x( world_matrix, 
-         freecam? look_lerped[1]: 0.6f+shake[1]*0.04f+look_lerped[1] );
-
-   m4x3_rotate_y( world_matrix, look_lerped[0]+shake[0]*0.02f );
-   m4x3_translate( world_matrix, pos_inv );
+   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
+   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
    
-   m4x4f world_4x4;
-   m4x3_expand( world_matrix, world_4x4 );
-   m4x4_projection( vg_pv, 
-         freecam? 90.0f: 130.0f,
-         (float)vg_window_x / (float)vg_window_y, 
-         0.01f, 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 );
-   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 );
-
-   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);
-   //m4x4_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 );
-
-#if 0
-   vg_tex2d_bind( &tex_cement, 0 );
-   mesh_bind( &world.cement );
-   mesh_draw( &world.cement );
-#endif
-
-   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 );
-       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 
-         1, GL_FALSE, (float *)temp1 );
-
-   vg_tex2d_bind( &tex_grid, 0 );
-
-   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 );
-
-   draw_player();
-
-   glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)vg_pv );
-
-   /* Debugger camera */
-   glViewport( 0,0, 800, 800 );
-   glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
-   glClear( GL_DEPTH_BUFFER_BIT );
-
-   m4x3_identity( world_matrix );
-
-   v3f debugcam;
-   v3_negate( player.co, debugcam );
-   debugcam[2] -= 2.0f;
-   debugcam[1] -= 0.7f;
-
-   m4x3_translate( world_matrix, debugcam );
-   m4x3_expand( world_matrix, world_4x4 );
-
-   m4x4_projection( vg_pv, 
-         100.0f,
-         (float)128.0f / (float)128.0f,
-         0.01f, 1000.0f );
-   m4x4_mul( vg_pv, world_4x4, vg_pv );
-
-   if(sv_debugcam)
-   {
-      glEnable( GL_DEPTH_TEST );
-
-      draw_player();
-   }
-
+   /* Other shite */
+   glDisable(GL_BLEND);
    glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)vg_pv );
-
-   glViewport( 0,0, vg_window_x, vg_window_y );
+   vg_lines_drawall( (float *)vg.pv );
+   glViewport( 0,0, vg.window_x, vg.window_y );
 }
 
-void vg_ui(void)
+VG_STATIC void vg_ui(void)
 {
-   char buf[20];
-
-   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.a[0], player.a[1], player.a[2] );
-
-   gui_text( (ui_px [2]){ 0, 20 }, 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 );
-      }
-   }
-   else
-   {
-      gui_text( (ui_px [2]){ 0, 40 }, 
-            "Gamepad not ready", 1, k_text_align_left );
-   }
 }
 
-void vg_free(void){}
+#endif