stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 61f0a584dd137bff175213a381b34a64d648c5b4..def609d6c915b063db19fba3a135ea68c810261f 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,6 +1,4 @@
-#define VG_3D
-#define VG_FRAMEBUFFER_RESIZE 1
-#include "vg/vg.h"
+#include "common.h"
 
 /* Resources */
 vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
@@ -9,142 +7,56 @@ 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_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" })
-)
+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 sv_phys = 0;
-static int thirdperson = 0;
-static int clock_divider = 1;
-static int replay_record = 0;
-
-static m4x3f *replay_buffer = NULL;
-static int replay_buffer_frame = 0;
-
-#define REPLAY_LENGTH 120*60
 
 /* Components */
 #include "road.h"
 #include "scene.h"
 #include "ik.h"
-#include "character.h"
 #include "terrain.h"
+#include "character.h"
+#include "ragdoll.h"
+#include "rigidbody.h"
+#include "render.h"
+#include "gate.h"
+#include "water.h"
+#include "world.h"
+#include "player.h"
+
+#include "shaders/blit.h"
+#include "shaders/standard.h"
+#include "shaders/unlit.h"
 
-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,
-         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)
+void vg_register(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 );
+   shader_blit_register();
+   shader_standard_register();
+   shader_unlit_register();
+
+   terrain_register();
+   character_register();
+   water_register();
+   gate_register();
 }
 
-static int reset_player( int argc, char const *argv[] )
+vg_tex2d *texture_list[] =
 {
-   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;
+   &tex_norwey,
+   &tex_gradients,
+   &tex_grid,
+   &tex_sky,
+   &tex_cement,
+   &tex_water,
+   &tex_water_surf
+};
 
-   player_transform_update();
-   return 0;
+int main( int argc, char *argv[] )
+{ 
+   vg_init( argc, argv, "Voyager Game Engine" ); 
 }
 
 static int playermodel( int argc, char const *argv[] )
@@ -159,35 +71,8 @@ static int playermodel( int argc, char const *argv[] )
    return 1;
 }
 
-void vg_register(void)
-{
-   scene_register();
-   character_shader_register();
-   SHADER_INIT( shader_blit );
-}
-
 void vg_start(void)
 {
-   replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) );
-
-   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-   
-   vg_convar_push( (struct vg_convar){
-      .name = "frame",
-      .data = &replay_buffer_frame,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=REPLAY_LENGTH-1, .clamp=1 },
-      .persistent = 0
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "rec",
-      .data = &replay_record,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 0
-   });
-
    vg_convar_push( (struct vg_convar){
       .name = "freecam",
       .data = &freecam,
@@ -197,48 +82,32 @@ 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 },
-      .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,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .name = "walk_speed",
+      .data = &k_walkspeed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
       .persistent = 1
    });
 
    vg_convar_push( (struct vg_convar){
-      .name = "thirdperson",
-      .data = &thirdperson,
+      .name = "debugcam",
+      .data = &sv_debugcam,
       .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .opt_i32 = { .min=0, .max=1, .clamp=0 },
       .persistent = 1
    });
 
    vg_convar_push( (struct vg_convar){
-      .name = "div",
-      .data = &clock_divider,
+      .name = "debugview",
+      .data = &debugview,
       .data_type = k_convar_dtype_i32,
       .opt_i32 = { .min=0, .max=1, .clamp=0 },
       .persistent = 1
@@ -248,712 +117,38 @@ void vg_start(void)
                .name = "reset",
                .function = reset_player
        });
-   
-   v3f lightDir = { 0.1f, 0.8f, 0.2f };
-   v3_normalize( lightDir );
 
-   character_load( &player.mdl, "ch_default" );
-   
-   /* Setup scene */
-   scene_init( &world.geo );
-   model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
 
-   scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+   render_init();
+   gate_init();
+   terrain_init();
+   character_init();
 
-   free( mworld );
-   scene_upload( &world.geo );
-   bvh_create( &world.geo );
+   character_load( &player.mdl, "ch_default" );
+   character_init_ragdoll( &player.mdl );
 
+   world_load();
 
-   reset_player( 0, NULL );
+   reset_player( 1, (const char *[]){ "tutorial" } );
    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();
-   }
-}
-
-static float ktimestep = 1.0f/60.0f;
-
-static void player_freecam(void)
-{
-   m4x3f cam_rot;
-   m4x3_identity( cam_rot );
-   m4x3_rotate_y( cam_rot, -player.look_dir[0] );
-   m4x3_rotate_x( cam_rot, -player.look_dir[1] );
-
-   v3f lookdir = { 0.0f, 0.0f, -1.0f },
-       sidedir = { 1.0f, 0.0f,  0.0f };
-   
-   m4x3_mulv( cam_rot, lookdir, lookdir );
-   m4x3_mulv( cam_rot, sidedir, sidedir );
-   
-   float movespeed = 5.0f;
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
-
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
-
-      v2_muladds( view_vel, delta, 0.005f, view_vel );
-   }
-   
-   v2_muls( view_vel, 0.75f, view_vel );
-   v2_add( view_vel, player.look_dir, player.look_dir );
-   player.look_dir[1] = 
-      vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
-   if( vg_get_button( "forward" ) )
-      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
-   if( vg_get_button( "back" ) )
-      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "left" ) )
-      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "right" ) )
-      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
-   v3_muls( move_vel, 0.75f, move_vel );
-   v3_add( move_vel, player.view, player.view );
-}
-
-static void apply_gravity( v3f vel, float const timestep )
-{
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
-}
-
-static void player_start_air(void)
-{
-   player.in_air = 1;
-
-   float pstep = ktimestep*10.0f;
-
-   float best_velocity_mod = 0.0f,
-         best_velocity_delta = -9999.9f;
-
-   v3f axis, vup;
-   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
-   v3_cross( vup, player.v, axis );
-   v3_normalize( axis );
-   player.land_log_count = 0;
-   
-   m3x3_identity( player.vr );
-
-   for( int m=0;m<=5; m++ )
-   {
-      float vmod = ((float)m / 5.0f)*0.09f;
-
-      v3f pco, pco1, pv;
-      v3_copy( player.co, pco );
-      v3_copy( player.v, pv );
-
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
-
-      m3x3f vr;
-      v4f vr_q;
-
-      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;
-   v3_muls( player.v, best_velocity_mod, player.v );
 }
 
-static int sample_if_resistant( v3f pos )
+void vg_free(void)
 {
-   v3f ground, norm;
-   v3_copy( pos, ground );
-
-   if( bvh_scene_sample( &world.geo, ground, norm ) )
-   {
-      v3f angle;
-      v3_copy( player.v, angle );
-      v3_normalize( angle );
-      float resistance = v3_dot( norm, angle );
-
-      if( resistance < 0.25f )
-      {
-         v3_copy( ground, pos );
-         return 1;
-      }
-   }
-
-   return 0;
-}
-
-static float stable_force( float current, float diff )
-{
-   float new = current + diff;
-
-   if( new * current < 0.0f )
-      return 0.0f;
-
-   return new;
-}
-
-static void player_physics_ground(void)
-{
-   /* 
-    * Getting surface collision points,
-    * the contact manifold is a triangle for simplicity.
-    */
-   v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup, vside,
-       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 )
-   {
-      player_start_air();
-      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 );
-
-   /* Surface alignment */
-   float angle = v3_dot( vup, norm );
-   v3_cross( vup, norm, axis );
-
-   if( angle < 0.999f )
-   {
-      v4f correction;
-      q_axis_angle( correction, axis, acosf(angle) );
-      q_mul( correction, player.rot, player.rot );
-   }
-
-   float resistance = v3_dot( norm, player.v );
-
-   if( resistance >= 0.0f )
-   {
-      player_start_air();
-      return;
-   }
-   else
-   {
-      v3_muladds( player.v, norm, -resistance, player.v );
-   }
-   
-   /* This is where velocity integration used to be */
-
-   float slip = 0.0f;
-
-   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
-
-   v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
-
-   /* Calculate local forces */
-
-   slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
-   player.reverse = -vg_signf(vel[2]);
-
-   float substep = ktimestep * 0.2f;
-   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 );
-   }
-   
-   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;
-   
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
-   
-   /* Too much lean and it starts to look like a snowboard here */
-   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
-         ktimestep*5.0f, player.board_xy);
-}
-
-static void draw_cross(v3f pos,u32 colour)
-{
-   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 );
-}
-
-static void player_physics_air(void)
-{
-   /* Debug prediciton */
-
-   m3x3_mulv( player.vr, player.v, player.v );
-   for( int i=0; i<player.land_log_count; i++ )
-      draw_cross( player.land_target_log[i], 0xff00ffff );
-
-   draw_cross( player.land_target, 0xff0000ff );
-
-   v3f ground_pos, ground_norm;
-   v3_copy( player.co, ground_pos );
-
-   if( bvh_scene_sample( &world.geo, ground_pos, ground_norm ) )
-   {
-      if( ground_pos[1] > player.co[1] )
-      {
-         player.in_air = 0;
-         return;
-      }
-   }
-   
-   /* Prediction 
-    *
-    * TODO: Find best landing surface and guide player towords it
-    */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.co, pco );
-   v3_copy( player.v, pv );
-
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
-
-      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-
-      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;
-      }
-   }
-
-   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
-   
-   v2f target = {0.0f,0.0f};
-   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-               player.grab, target );
-   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
-}
-
-static void player_animate(void);
-static void player_update(void)
-{
-   static int clock = 0;
-
-   clock ++;
-   if( clock >= clock_divider )
-      clock = 0;
-   else
-      return;
-
-   /* temp */
-   if( freecam )
-   {
-      player_freecam();
-      return;
-   }
-   
-   if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
-   if( vg_get_button( "push" ) )
-   {
-      v3f dir = { 0.0f, 0.0f, -1.0f };
-
-      m3x3_mulv( player.to_world, dir, dir );
-      v3_muladds( player.v, dir, 5.0f * ktimestep, player.v );
-   }
-
-   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 )
-   {
-      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 );
-
-   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();
-   
-   /* Camera and character */
-
-   player_transform_update();
-   q_normalize(player.rot);
-   player_animate();
+   vg_tex2d_free( texture_list, vg_list_size(texture_list) );
 }
 
 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 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;
-   
-   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 = 2.0f,
-         kleg = 0.6f;
-
-   v3f head;
-   head[0] = 0.0f;
-   head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
-   head[2] = 0.0f;
-
-   v3f offset;
-   m3x3_mulv( player.to_local, bob, offset );
-
-   offset[0] *= 0.3333f;
-   offset[1] *= -0.25f;
-   offset[2] *= 0.7f;
-   v3_muladds( head, offset, 0.7f, head );
-   head[1] = vg_clampf( head[1], 0.3f, kheight );
-
-#if 0
-   if( !freecam )
-   {
-      v3_copy( head, player.view );
-      v3f camoffs = {-0.2f,-0.6f,0.00f};
-      v3_add( player.view, camoffs, player.view );
-   }
-#endif
-
-
-   /* 
-    * Animation blending
-    * ===========================================
-    */
-
-   static float fslide = 0.0f;
-   static float fdirz = 0.0f;
-   static float fdirx = 0.0f;
-   static float fstand = 0.0f;
-   static float ffly = 0.0f;
-
-   float speed = v3_length( player.v );
-   
-   fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
-   fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
-            0.0f,1.0f), 0.04f);
-   fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
-   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    1.0f: 0.0f, 0.04f );
-   ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
-
-   character_pose_reset( &player.mdl );
-
-   float amt_air = ffly*ffly,
-         amt_ground = 1.0f-amt_air,
-         amt_std = (1.0f-fslide) * amt_ground,
-         amt_stand = amt_std * fstand,
-         amt_aero = amt_std * (1.0f-fstand),
-         amt_slide = amt_ground * fslide;
-
-   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
-   character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
-   character_final_pose( &player.mdl, offset, 
-         &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
-   character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
-   character_final_pose( &player.mdl, offset, 
-         &pose_slide1, amt_slide*(1.0f-fdirx) );
-
-   character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, 
-         &pose_fly, amt_air );
-
-   if( !freecam )
-   {
-      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 );
+   render_fb_resize();
+   gate_fb_resize();
+   water_fb_resize();
 }
 
 void vg_render(void) 
@@ -962,54 +157,21 @@ void vg_render(void)
    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;
-   static v3f cam_lerped = {0.0f,0.0f,0.0f};
-   v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
-
-   if( !freecam  )
-      m4x3_mulv( player.to_world, cam_lerped, pos_inv );
-   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] };
+   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
+   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
 
    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? 
-         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? 60.0f: 120.0f,
+   m4x3_expand( player.camera_inverse, world_4x4 );
+
+   gpipeline.fov = freecam? 60.0f: 120.0f; /* 120 */
+   m4x4_projection( vg_pv, gpipeline.fov, 
          (float)vg_window_x / (float)vg_window_y, 
-         0.01f, 1000.0f );
+         0.025f, 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 );
@@ -1021,47 +183,24 @@ void vg_render(void)
    /* 
     * Draw world
     */
-   SHADER_USE(shader_standard_lit);
-
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
 
-       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 );
+   render_world( vg_pv, player.camera );
+   render_water_texture( player.camera );
 
-   vg_tex2d_bind( &tex_grid, 0 );
-   glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
-   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
-         0.4f,0.4f,0.4f,1.0f );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   render_water_surface( vg_pv, player.camera );
 
-   scene_bind( &world.geo );
-   scene_draw( &world.geo );
+   vg_tex2d_bind( &tex_water, 1 );
 
-   if( !replay_record )
+   for( int i=0; i<world.gate_count; i++ )
    {
-      m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
-
-      for( int i=0; i<PART_COUNT; i++ )
-         m4x3_copy( base[i], player.mdl.matrices[i] );
-
-      replay_buffer_frame ++;
-
-      if( replay_buffer_frame == REPLAY_LENGTH )
-         replay_buffer_frame = 0;
-
-      vg_tex2d_bind( &tex_pallet, 0 );
-      character_draw( &player.mdl, 0.0f );
-      player_animate();
+      render_gate( &world.gates[i], player.camera );
    }
 
-
    
    /* Copy the RGB of what we have into the background buffer */
    glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
-   glBindFramebuffer( GL_DRAW_FRAMEBUFFER, render.fb_background );
+   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,
@@ -1071,81 +210,35 @@ void vg_render(void)
    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
+   if( !player.is_dead )
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+   else
+      glClear( GL_COLOR_BUFFER_BIT );
 
-   if( !freecam )
    draw_player();
 
-   /* Draw back in the background */
+   /* 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);
    
-   SHADER_USE( shader_blit );
-
-   glUniform1i( SHADER_UNIFORM(shader_blit,"uTexMain"), 0 );
+   shader_blit_use();
+   shader_blit_uTexMain( 0 );
    glActiveTexture(GL_TEXTURE0);
-   glBindTexture( GL_TEXTURE_2D, render.rgb_background );
-
-   glBindVertexArray( render.fsquad.vao );
-   glDrawArrays( GL_TRIANGLES, 0, 6 );
+   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
 
+   render_fsquad();
    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;
-
-   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)
@@ -1177,5 +270,3 @@ void vg_ui(void)
             "Gamepad not ready", 1, k_text_align_left );
    }
 }
-
-void vg_free(void){}