whole
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 0b368990bd907ed5a278f3a0e121a030b43017d7..b46f3771b5a565abba28504e852f745fe97f5bfc 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,5 +1,8 @@
-#define VG_3D
-#include "vg/vg.h"
+/*
+ * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
+#include "common.h"
 
 /* Resources */
 vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
@@ -8,115 +11,104 @@ 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
-};
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
 
 /* Convars */
-static int freecam = 0;
 static int debugview = 0;
-static int debugsdf = 0;
 static int sv_debugcam = 0;
+static int lightedit = 0;
+static int sv_scene = 0;
+static int cl_ui = 1;
 
 /* Components */
-#include "road.h"
-#include "scene.h"
-#include "ik.h"
+//#define SR_NETWORKED
 
-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_last;
-
-   float iY;   /* Yaw inertia */
-   int in_air;
+/* uncomment this to run the game without any graphics being drawn */
+//#define SR_NETWORK_TEST
 
-   /* Input */
-   v2f joy_l;
+#include "steam.h"
+#include "network.h"
 
-   v3f view;
-   v2f look_dir;  /* TEMP */
-   float pitch;
+#include "model.h"
+//#include "road.h"
+#include "scene.h"
+//#include "ik.h"
+#include "audio.h"
+//#include "terrain.h"
+//#include "character.h"
+#include "ragdoll.h"
+#include "rigidbody.h"
+#include "render.h"
+#include "world.h"
+#include "player.h"
+
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/unlit.h"
+
+#include "physics_test.h"
+#include "anim_test.h"
+
+#include "gate.h"
+#include "water.h"
 
-   m4x3f to_world, to_local;
-   
-   v3f handl_target, handr_target,
-       handl, handr;
-
-   glmesh mesh;
-   submodel legl,
-            legu,
-            board,
-            torso,
-            wheels,
-            feet;
+void vg_register(void)
+{
+   shader_blit_register();
+   shader_standard_register();
+   shader_vblend_register();
+   shader_unlit_register();
+
+   world_register();
+   character_register();
+   water_register();
+   gate_register();
 }
-player;
 
-static struct gworld
+static void init_other(void)
 {
-   glmesh skydome;
-   glmesh cement;
-   
-   scene foliage,    /* Tree shader */
-         geo,        /* Std shader, collisions */
-         detail;     /* Std shader, no collisions */
-
-   submodel terrain,
-            terrain_rocks,
-            terrain_road;
+   player_init();
+   render_init();
+   gate_init();
+   world_init();
+   character_init();
+   audio_init();
 }
-world;
 
-static void player_transform_update(void)
+vg_tex2d *texture_list[] =
 {
-   q_m3x3( player.rot, player.to_world );
-   v3_copy( player.co, player.to_world[3] );
+   &tex_norwey,
+   &tex_gradients,
+   &tex_grid,
+   &tex_sky,
+   &tex_cement,
+   &tex_water,
+   &tex_water_surf
+};
 
-   v4f inv;
-   q_inv( player.rot, inv );
-   q_m3x3( inv, player.to_local );
-   v3_negate( player.co, player.to_local[3] );
+int main( int argc, char *argv[] )
+{ 
+   vg_init( argc, argv, "Voyager Game Engine" ); 
 }
 
-static int reset_player( int argc, char const *argv[] )
+static int playermodel( int argc, char const *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;
-}
+   if( argc < 1 ) return 0;
+   
+   glmesh old_mesh = player.mdl.mesh;
 
-void vg_register(void)
-{
-   scene_register();
+   if( character_load( &player.mdl, argv[0] ) )
+      mesh_free( &old_mesh );
+
+   return 1;
 }
 
 void vg_start(void)
 {
-   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-   
+   steam_init();
+
    vg_convar_push( (struct vg_convar){
-      .name = "freecam",
+      .name = "fc",
       .data = &freecam,
       .data_type = k_convar_dtype_i32,
       .opt_i32 = { .min=0, .max=1, .clamp=1 },
@@ -124,844 +116,404 @@ void vg_start(void)
    });
 
    vg_convar_push( (struct vg_convar){
-      .name = "debugcam",
-      .data = &sv_debugcam,
+      .name = "grid",
+      .data = &walk_grid_iterations,
       .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 },
+      .name = "fcs",
+      .data = &fc_speed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
       .persistent = 1
    });
 
    vg_convar_push( (struct vg_convar){
-      .name = "debugsdf",
-      .data = &debugsdf,
+      .name = "ledit",
+      .data = &lightedit,
       .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.feet = *submodel_get( char_dev, "feet" );
-   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 );
-
-   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
+   vg_convar_push( (struct vg_convar){
+      .name = "cl_ui",
+      .data = &cl_ui,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 1
+   });
 
-   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_convar_push( (struct vg_convar){
+      .name = "walk_speed",
+      .data = &k_walkspeed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
 
-   for( int i=0; i<kfoliage_count; i++ )
-   {
-      v3f pos = { vg_randf(), 0.0f, vg_randf() }, 
-          norm;
+   vg_convar_push( (struct vg_convar){
+      .name = "run_speed",
+      .data = &k_runspeed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
 
-      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_convar_push( (struct vg_convar){
+      .name = "walk_accel",
+      .data = &k_walk_accel,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
 
-   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 );
+   vg_convar_push( (struct vg_convar){
+      .name = "dt",
+      .data = &ktimestep,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 0
+   });
 
-   scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+   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
+   });
 
-   free( mtest );
-   free( mworld );
+   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
+   });
 
-   scene_compute_occlusion( &world.foliage );
+       vg_function_push( (struct vg_cmd){
+               .name = "reset",
+               .function = reset_player
+       });
 
-   scene_upload( &world.foliage );
-   scene_upload( &world.geo );
-   scene_upload( &world.detail );
+   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
    
-   reset_player( 0, NULL );
-   player_transform_update();
-}
+   init_other();
 
-static float ktimestep = 1.0f/60.0f;
+   /* 
+    * If we're in physics test mode we dont need to load anything else, this
+    * parameter is dev only. TODO: dev only cvars that don't ship with the game
+    * when building in release mode.
+    */
 
-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] );
+   if( sv_scene == 0 )
+   {
+      character_load( &player.mdl, "ch_new" );
+      character_init_ragdoll( &player.mdl );
 
-   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 };
+      world_load();
 
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
+      reset_player( 1, (const char *[]){ "start" } );
+      rb_init( &player.rb );
 
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-   else if( vg_get_button( "primary" ) )
+      network_init();
+   }
+   else if( sv_scene == 1 )
    {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
-
-      v2_muladds( view_vel, delta, 0.005f, view_vel );
+      physics_test_start();
+   }
+   else if( sv_scene == 2 )
+   {
+      anim_test_start();
    }
-   
-   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 )
+void vg_free(void)
 {
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
+   network_end();
+   vg_tex2d_free( texture_list, vg_list_size(texture_list) );
+   /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
+   steam_end();
 }
 
-static void player_physics_ground(void)
+void vg_update(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;
-
-   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 )
-   {
-      player.in_air = 1;
-      return;
-   }
-
-   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_line( contact_norm, contact_front, 0xff00ff00 );
-   vg_line( contact_back, contact_front, 0xff0000ff );
+   steam_update();
 
-   /* Surface alignment */
-   float angle = v3_dot( vup, norm );
-   v3_cross( vup, norm, axis );
-
-   if( angle < 0.999f )
+   if( sv_scene == 0 )
    {
-      v4f correction;
-      q_axis_angle( correction, axis, acosf(angle) );
-      q_mul( correction, player.rot, player.rot );
+      network_update();
+      player_update();
+      world_update();
+      //traffic_visualize( world.traffic, world.traffic_count );
+      //
+      /* TEMP */
+      if( glfwGetKey( vg_window, GLFW_KEY_J ))
+      {
+         v3_copy( player.camera_pos, world.mr_ball.co );
+      }
    }
-
-   float resistance = v3_dot( norm, player.v );
-
-   if( resistance >= 0.0f )
+   else if( sv_scene == 1 )
    {
-      player.in_air = 1;
-      return;
+      physics_test_update();
    }
-   else
+   else if( sv_scene == 2 )
    {
-      v3_muladds( player.v, norm, -resistance, player.v );
+      anim_test_update();
    }
-   
-   /* This is where velocity integration used to be */
+}
 
-   float slip = 0.0f;
+static void vg_framebuffer_resize( int w, int h )
+{
+   render_fb_resize();
+   gate_fb_resize();
+   water_fb_resize();
+}
 
-   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+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 );
+}
 
-   v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
+static void render_main_game(void)
+{
+   float speed = freecam? 0.0f: v3_length( player.rb.v );
+   v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
+   v3_muls( shake, speed*0.01f, shake );
 
-   /* Calculate local forces */
+   m4x4f world_4x4;
+   m4x3_expand( player.camera_inverse, world_4x4 );
 
-   slip = (-vel[0] / vel[2]) * player.vswitch;
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
+   gpipeline.fov = freecam? 60.0f: 125.0f; /* 120 */
+   m4x4_projection( vg_pv, gpipeline.fov, 
+         (float)vg_window_x / (float)vg_window_y, 
+         0.02f, 2100.0f );
 
+   m4x4_mul( vg_pv, world_4x4, vg_pv );
+
+   glEnable( GL_DEPTH_TEST );
    
-   if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
-   {
-      vg_warn( "SWITCH\n" );
-      player.vswitch = -player.vswitch;
-      slip = -slip;
-   }
+   /* 
+    * Draw world
+    */
 
-   player.slip_last = slip;
+   int draw_solid = player.is_dead | freecam;
+   
+   render_world( vg_pv, player.camera );
+   if( draw_solid )
+      draw_player();
+   render_water_texture( player.camera );
 
-   float substep = ktimestep * 0.2f;
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   render_water_surface( vg_pv, player.camera );
+
+   vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
+   render_world_gates( vg_pv, player.camera );
    
-   for( int i=0; i<5; i++ )
-   {
-      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;
-   }
+   /* 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 );
    
-   m3x3_mulv( player.to_world, vel, player.v );
+   /* Clear out the colour buffer, but keep depth */
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
 
-   if( vg_get_button( "yawl" ) )
-      player.iY +=  3.6f * ktimestep;
-   if( vg_get_button( "yawr" ) )
-      player.iY -=  3.6f * ktimestep;
+   if( !player.is_dead )
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+   else
+      glClear( GL_COLOR_BUFFER_BIT );
    
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 3.5f * ktimestep;
-}
-
-static void player_physics_air(void)
-{
-   v3f ground_pos, ground_norm;
-   v3_copy( player.co, ground_pos );
-
-   if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+   if( !draw_solid )
    {
-      if( ground_pos[1] > player.co[1] )
-      {
-         player.in_air = 0;
-         return;
-      }
+      m4x4_projection( vg_pv, gpipeline.fov, 
+            (float)vg_window_x / (float)vg_window_y, 
+            0.01f, 600.0f );
+      m4x4_mul( vg_pv, world_4x4, vg_pv );
+      draw_player();
    }
-   
-   /* Prediction 
+
+   /* Draw back in the background
     *
-    * TODO: Find best landing surface and guide player towords it
+    * TODO: need to disable alpha write in the terrain shader so this works 
+    *       again.
     */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.co, pco );
-   v3_copy( player.v, pv );
+   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, gpipeline.rgb_background );
 
-   v3f targetn;
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
+   render_fsquad();
+   glDisable(GL_BLEND);
 
-      vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      v3f sh;
-      v3_copy( pco, sh );
-      int hit = sample_scene_height( &world.geo, sh, targetn );
+   /* Other shite */
+   glDisable( GL_DEPTH_TEST );
+   vg_lines_drawall( (float *)vg_pv );
+   glViewport( 0,0, vg_window_x, vg_window_y );
+}
 
-      if( sh[1] >= pco[1] && hit )
-      {
-         v3f localup;
-         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
+void vg_render(void) 
+{
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glViewport( 0,0, vg_window_x, vg_window_y );
 
-         float angle = v3_dot( localup, targetn );
-         v3f axis; 
-         v3_cross( localup, targetn, axis );
+   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( angle < 0.99f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.01f );
-            q_mul( correction, player.rot, player.rot );
-         }
+#ifndef SR_NETWORK_TEST
+   draw_origin_axis();
 
-         break;
-      }
+   if( sv_scene == 0 )
+   {
+      render_main_game();
    }
-
-   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
-}
-
-static void player_update(void)
-{
-   /* temp */
-   if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
-   if( vg_get_button( "forward" ) )
+   else if( sv_scene == 1 )
    {
-      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 );
+      physics_test_render();
    }
-   
-
-   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( freecam )
+   else if( sv_scene == 2 )
    {
-      player_freecam();
-      return;
+      anim_test_render( &tex_characters );
    }
-   
-   /* Integrate velocity */
-   apply_gravity( player.v, ktimestep );
-   v3_muladds( player.co, player.v, ktimestep, player.co );
-
-   /* 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();
-   
-   /* Camera and character */
-   float kheight = 1.8f,
-         kleg = 0.6f;
-
-   v3f head;
-   head[0] =  0.0f;
-   head[1] =  kheight;
-   head[2] =  0.0f;
-
-   m4x3_mulv( player.to_world, head, head );
-   v3_copy( head, player.view );
-
-   player_transform_update();
-   q_normalize(player.rot);
+#endif
 }
 
-void vg_update(void)
+static void run_light_widget( struct light_widget *lw )
 {
-   player_update();
-
-   /* Creating a skeleton of the player dynamically */
-
-   v2f ac;
+   struct ui_checkbox c1 = { .data=&lw->enabled };
 
-   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;
+   ui_checkbox( &ui_global_ctx, &c1 );
    
-   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 */
-#if 0
-   float lslip = fabsf(slip); //vg_minf( 0.4f, slip );
-                              
-   static float grab = 0.0f;
-   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
-   grab = vg_lerpf( grab, grabt, 0.04f );
-
-   v3f head;
-   head[0] =  0.0f;//(-sinf(lslip)*0.9f * kheight) * 0.44f;
-   head[1] =  (0.3f + cosf(lslip)*0.5f) * kheight - grab*0.7f; 
-   head[2] =  0.0f;
-
-   v3f offset;
-   m3x3_mulv( player.to_local, bob, offset );
-   offset[0] *= 0.25f;
-   offset[1] *= -0.25f;
-   offset[2] *= 0.7f;
-   v3_muladds( head, offset, 0.7f, head );
-
-   head[1] = vg_clampf( head[1], 0.3f, 20.0f );
-
-   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 )
+   if( lw->enabled )
    {
-      if( slip < 0.0f && 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
-
 }
 
-static void debug_grid( v3f at )
+static void run_debug_info(void)
 {
-   v3f base;
-   v3_floor( at, base );
+   char buf[40];
+   
+   snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
+   gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
+   
+   snprintf( buf, 40, "%.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 );
 
-   for( int y=0; y<16; y++ )
+   snprintf( buf, 40, "pos %.2f %.2f %.2f", 
+         player.rb.co[0], player.rb.co[1], player.rb.co[2] );
+   gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
+
+   if( vg_gamepad_ready )
    {
-      vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 },
-               (v3f){ base[0] + 8, base[1], base[2]+y-8 },
-               0x40ffffff );
+      for( int i=0; i<6; i++ )
+      {
+         snprintf( buf, 40, "%.2f", vg_gamepad.axes[i] );
+         gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
+      }
    }
-   for( int x=0; x<16; x++ )
+   else
    {
-      vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
-               (v3f){ base[0]+x-8, base[1], base[2]+8 },
-               0x40ffffff );
+      gui_text( (ui_px [2]){ 0, 60 }, 
+            "Gamepad not ready", 1, k_text_align_left );
    }
 }
 
-static void draw_player(void)
-{
-   mesh_bind( &player.mesh );
-   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;
-
-   m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f,-0.4f }, ik_leg_r.end );
-   m4x3_mulv( player.to_world, (v3f){ 0.0f,0.16f, 0.3f }, ik_leg_l.end );
-   m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,-0.4f }, ik_leg_r.pole );
-   m4x3_mulv( player.to_world, (v3f){ -0.6f,0.5f,0.35f }, ik_leg_l.pole );
-
-   m3x3_mulv( player.to_world, (v3f){ 0.2f,-0.55f,0.0f}, butt );
-   v3_add( butt, player.view, butt );
-
-   m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
-   v3_muladds( butt, fwd, 0.1f, ik_leg_r.base );
-   v3_muladds( butt, fwd,-0.1f, ik_leg_l.base );
-
-   /* Compute IK */
-   m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
-
-   ik_basic( &ik_leg_r, mleg_r, mknee_r );
-   ik_basic( &ik_leg_l, mleg_l, mknee_l );
-
-   /* Arms */
-   v3f hl, hr, neckl = {0.2f,-0.1f, 0.2f},
-               neckr = {0.2f,-0.1f,-0.2f};
-   
-   v3_lerp( player.handl, player.handl_target, 0.04f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 0.04f, player.handr );
-
-   m3x3_mulv( player.to_world, neckl, neckl );
-   m3x3_mulv( player.to_world, neckr, neckr );
-
-   v3_add( player.view, neckl, ik_arm_l.base );
-   v3_add( player.view, neckr, ik_arm_r.base );
-   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 );
-   
-   m4x3f marm_l, melbow_l, marm_r, melbow_r;
-   ik_basic( &ik_arm_l, marm_l, melbow_l );
-   ik_basic( &ik_arm_r, marm_r, melbow_r );
-   m4x3_scale( marm_l, karm_ratio );
-   m4x3_scale( marm_r, karm_ratio );
-   m4x3_scale( melbow_l, karm_ratio );
-   m4x3_scale( melbow_r, karm_ratio );
-
-   /* 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 );
-
-   m4x3_expand( player.to_world, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   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 );
-
-   submodel_draw( &player.feet );
-
-   m4x3_expand( mleg_l, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legu );
-
-   m4x3_expand( mknee_l, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legl );
-
-   m4x3_expand( mleg_r, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legu );
-
-   m4x3_expand( mknee_r, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legl );
-
-   /* arms */
-   m4x3_expand( marm_l, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legu );
-
-   m4x3_expand( melbow_l, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legl );
-
-   m4x3_expand( marm_r, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legu );
-
-   m4x3_expand( melbow_r, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.legl );
-
-   /* body */
-   m4x3f mbutt;
-   m3x3_copy( player.to_world, mbutt );
-   v3_copy( butt, mbutt[3] );
-
-   m4x3_expand( mbutt, mat );
-       glUniformMatrix4fv( kuMdl, 1, GL_FALSE, (float *)mat );
-   submodel_draw( &player.torso );
-
-   glDisable(GL_BLEND);
-   glEnable( GL_DEPTH_TEST );
-}
-
-void vg_render(void) 
+void vg_ui(void)
 {
-   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 );
-   
-   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();
-   m4x4f temp1;
-   m4x4_identity( temp1 );
-       glUniformMatrix4fv( 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);
-   m4x4f temp2;
-   m4x4_identity(temp2);
-   //m4x4_translate( temp2, player.co );
-       glUniformMatrix4fv( 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 );
+   if( lightedit )
+   {
+      ui_global_ctx.cursor[0] = 10;
+      ui_global_ctx.cursor[1] = 10;
+      ui_global_ctx.cursor[2] = 200;
+      ui_global_ctx.cursor[3] = 20;
 
-   mesh_bind( &world.skydome );
-   mesh_draw( &world.skydome );
+      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 };
 
-   vg_tex2d_bind( &tex_cement, 0 );
-   mesh_bind( &world.cement );
-   mesh_draw( &world.cement );
+      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 };
 
-   SHADER_USE(shader_standard_lit);
+      for( int i=0; i<3; i++ )
+         run_light_widget( &gpipeline.widgets[i] );
 
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
-         1, GL_FALSE, (float *)vg_pv );
-   glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
+      gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
+      ui_global_ctx.cursor[1] += 16;
+      ui_slider_vector( &ui_global_ctx, &s5 );
 
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 
-         1, GL_FALSE, (float *)temp1 );
+      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 );
 
-   vg_tex2d_bind( &tex_grid, 0 );
+      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 );
 
-   scene_bind( &world.geo );
-#if 0
-   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
+      render_update_lighting_ub();
+   }
    
-   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, 512, 512 );
-   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)
+   //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+   if( cl_ui )
    {
-      glEnable( GL_DEPTH_TEST );
-      draw_player();
+      render_world_routes_ui();
    }
+   //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
 
-   glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)vg_pv );
+#if 0
+   static double last_b_press = 0.0;
 
-   glViewport( 0,0, vg_window_x, vg_window_y );
-}
+   double localtime = vg_time - last_b_press;
 
-void vg_ui(void)
-{
-   char buf[20];
+   world_routes_ui_updatetime( 0, localtime );
+   world_routes_ui_draw( 0, (v4f){ 1.0f,0.0f,1.0f,1.0f}, 9.0f );
 
-   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] );
+   if( glfwGetKey(vg_window,GLFW_KEY_B) )
+      world_routes_ui_notch( 0, localtime );
 
-   gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
+   if( vg_time-last_b_press > 1.0 )
+      if( glfwGetKey(vg_window,GLFW_KEY_N) )
+      {
+         last_b_press = vg_time;
+         world_routes_ui_newseg( 0 );
+      }
 
-   if( vg_gamepad_ready )
-   {
-      for( int i=0; i<6; i++ )
+   static double last_m_press;
+   if( vg_time-last_m_press > 1.0 )
+      if( glfwGetKey( vg_window, GLFW_KEY_M) )
       {
-         snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
-         gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left );
+         last_m_press = vg_time;
+
+         vg_info( "start: %u\n",world.routes.routes[0].ui.segment_count );
+         for( int i=0; i<world.routes.routes[0].ui.segment_count; i++ )
+            world_routes_ui_popfirst(0);
+
+         vg_info( "new: %u\n",world.routes.routes[0].ui.segment_count );
       }
-   }
-   else
-   {
-      gui_text( (ui_px [2]){ 0, 40 }, 
-            "Gamepad not ready", 1, k_text_align_left );
-   }
+#endif
 }
-
-void vg_free(void){}