stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index b397e2e9ec759a7af26589d5df62ef540ce106c6..def609d6c915b063db19fba3a135ea68c810261f 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,84 +1,78 @@
-#define VG_3D
-#include "vg/vg.h"
+#include "common.h"
 
 /* Resources */
 vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
 vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
-vg_tex2d tex_road = { .path = "textures/road.qoi" };
+vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
 vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
                            .flags = VG_TEXTURE_CLAMP };
-vg_tex2d *texture_list[] =
-{
-   &tex_norwey,
-   &tex_gradients,
-   &tex_grid,
-   &tex_road
-};
+vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
+vg_tex2d tex_water = { .path = "textures/water.qoi" };
 
 /* Convars */
-static int freecam = 0;
 static int debugview = 0;
-static int debugsdf = 0;
-static int debugroad = 0;
+static int sv_debugcam = 0;
 
 /* Components */
 #include "road.h"
 #include "scene.h"
+#include "ik.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"
+
+void vg_register(void)
+{
+   shader_blit_register();
+   shader_standard_register();
+   shader_unlit_register();
+
+   terrain_register();
+   character_register();
+   water_register();
+   gate_register();
+}
+
+vg_tex2d *texture_list[] =
+{
+   &tex_norwey,
+   &tex_gradients,
+   &tex_grid,
+   &tex_sky,
+   &tex_cement,
+   &tex_water,
+   &tex_water_surf
+};
 
 int main( int argc, char *argv[] )
 { 
    vg_init( argc, argv, "Voyager Game Engine" ); 
 }
 
-m4x3f world_matrix;
-v3f player_pos;
-v3f player_head;     /* Relative to pos */
-v3f player_vel = { 0.0f, 0.0f, -0.2f };
-float player_yaw;
-v2f look_dir;
-v3f player_accel;
-
-float waves[128][128];
-
-road_patch road_main;
-scene test_scene;
-scene world_scene;
-scene player_scene;
-u32 world_terrain_count,
-    world_road_count;
-
-static int reset_player( int argc, char const *argv[] )
+static int playermodel( int argc, char const *argv[] )
 {
-   v3_zero( player_pos );
-   v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player_vel );
-   player_yaw = 0.0f;
+   if( argc < 1 ) return 0;
+   
+   glmesh old_mesh = player.mdl.mesh;
 
-   return 0;
-}
+   if( character_load( &player.mdl, argv[0] ) )
+      mesh_free( &old_mesh );
 
-void vg_register(void)
-{
-   scene_register();
+   return 1;
 }
 
 void vg_start(void)
 {
-   for( int y=0; y<128; y++ )
-   {
-      for( int x=0; x<128; x++ )
-      {
-         v2f pos = {x,y};
-
-         waves[x][y] = sinf( pos[0] * 0.1f ) * 
-                       cosf( pos[1] * 0.3f ) * 5.0f + x*-0.2f;
-      }
-   }
-
-   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-   
-   road_patch_init( &road_main );
-   road_generate( &road_main );
-
    vg_convar_push( (struct vg_convar){
       .name = "freecam",
       .data = &freecam,
@@ -88,26 +82,34 @@ void vg_start(void)
    });
 
    vg_convar_push( (struct vg_convar){
-      .name = "debugview",
-      .data = &debugview,
+      .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 = "debugsdf",
-      .data = &debugsdf,
+      .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 = "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 = "debugroad",
-      .data = &debugroad,
+      .name = "debugview",
+      .data = &debugview,
       .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .opt_i32 = { .min=0, .max=1, .clamp=0 },
       .persistent = 1
    });
 
@@ -115,570 +117,156 @@ void vg_start(void)
                .name = "reset",
                .function = reset_player
        });
-   
-   v3f lightDir = { 0.1f, 0.8f, 0.2f };
-   v3_normalize( lightDir );
-   
-   scene_init( &world_scene );
-   scene_init( &test_scene );
-   scene_init( &player_scene );
-   model *world = vg_asset_read( "models/free_dev.mdl" );
-   model *test = vg_asset_read( "models/test.mdl" );
-   model *char_dev = vg_asset_read( "models/char_dev.mdl" );
-   scene_add_model( &player_scene, char_dev,
-         submodel_get( char_dev, "joint" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-   free(char_dev);
-
-   scene_add_model( &world_scene, world, 
-         submodel_get( world, "terrain" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-
-   int id_tree = submodel_get( test, "tree" ),
-       id_groundcover[] = 
-       {
-         submodel_get( test, "bush" ),
-         submodel_get( test, "grass" ),
-         submodel_get( test, "blubber" ),
-         submodel_get( test, "blubber" ),
-         submodel_get( test, "blubber" ),
-         submodel_get( test, "grassthin" )
-       };
-
-   /* Sprinkle some trees in the terrain areas */
-   v3f range;
-   v3_sub( world_scene.bbx[1], world_scene.bbx[0], range );
-
-   for( int i=0; i<8000; i++ )
-   {
-      v3f pos;
-
-      pos[0] = vg_randf();
-      pos[1] = 0.0f;
-      pos[2] = vg_randf();
-      v3_muladd( world_scene.bbx[0], pos, range, pos );
-
-      if( sample_scene_height( &world_scene, pos ) )
-      {
-         scene_add_model( &test_scene, test, 
-               id_tree,
-               pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
-      }
-   }
-
-   world_terrain_count = world_scene.indice_count;
-
-   scene_add_model( &world_scene, world, 
-         submodel_get( world, "road" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-   world_road_count = world_scene.indice_count-world_terrain_count;
 
-   free( test );
-   free( world );
-
-#if 0
-   scene_compute_occlusion( &test_scene );
-   scene_shadow_gradient( &test_scene, 1, 0.0f, 1.0f );
-   scene_shadow_sphere( &test_scene, (v3f){ 0.0f,4.0f,0.0f},
-         (v4f){1.0f, 2.0f, 0.0f, 0.0f}, lightDir );
-#endif
-
-   scene_upload( &player_scene );
-   scene_upload( &world_scene );
-   scene_upload( &test_scene );
-}
-
-static float sample_terrain( v3f pos )
-{
-   v3f local;
-   v3_muls( pos, 0.1f, local );
+   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
 
-   v2i ico = { local[0], local[2] };
-   for( int i=0; i<2; i++ )
-   {
-      if( ico[i] < 0 ) ico[i] = 0;
-      if( ico[i] > 126 ) ico[i] = 126;
-   }
+   render_init();
+   gate_init();
+   terrain_init();
+   character_init();
 
-   float hse = waves[ico[0]+1][ico[1]],
-         hsw = waves[ico[0]][ico[1]],
-         hne = waves[ico[0]+1][ico[1]+1],
-         hnw = waves[ico[0]][ico[1]+1];
+   character_load( &player.mdl, "ch_default" );
+   character_init_ragdoll( &player.mdl );
 
-   v3f subcoord;
-   v3_floor( local, subcoord );
-   v3_sub( local, subcoord, subcoord );
+   world_load();
 
-   float hs = vg_lerpf( hse, hsw, 1.0f-subcoord[0] ),
-         hn = vg_lerpf( hne, hnw, 1.0f-subcoord[0] ),
-         sampleh = vg_lerpf( hs, hn, subcoord[2] );
-   
-   return sampleh*10.0f;
+   reset_player( 1, (const char *[]){ "tutorial" } );
+   player_transform_update();
 }
 
-static void draw_terrain(void)
+void vg_free(void)
 {
-   float sf = 10.0f;
-
-   /* Draw waves
-    */
-   for( int y=0; y<63; y++ )
-   {
-      for( int x=0; x<63; x++ )
-      {
-         v2i pos = {x*2,y*2};
-         vg_line( (v3f){ pos[0]*sf, waves[pos[0]][pos[1]]*sf, pos[1]*sf },
-                  (v3f){ (pos[0]+2)*sf, waves[pos[0]+2][pos[1]]*sf, pos[1]*sf },
-                  0xa0ffffff );
-
-         vg_line( (v3f){ pos[1]*sf, waves[pos[1]][pos[0]]*sf, pos[0]*sf },
-                  (v3f){ pos[1]*sf, waves[pos[1]][pos[0]+2]*sf, (pos[0]+2)*sf },
-                  0xa0ffffff );
-      }
-   }
-
+   vg_tex2d_free( texture_list, vg_list_size(texture_list) );
 }
 
-v3f head, butt, knee_r, knee_l, foot_r, foot_l, hand_r, hand_l,
-    shoulder_r, shoulder_l;
-
-
 void vg_update(void)
 {
-   float timestep = 1.0f/60.0f;
-
-   if( freecam )
-   {
-      m4x3f cam_rot;
-      m4x3_identity( cam_rot );
-      m4x3_rotate_y( cam_rot, -look_dir[0] );
-      m4x3_rotate_x( cam_rot, -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, look_dir, look_dir );
-      look_dir[1] = vg_clampf( look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
-      if( vg_get_button( "forward" ) )
-         v3_muladds( move_vel, lookdir, timestep * movespeed, move_vel );
-      if( vg_get_button( "back" ) )
-         v3_muladds( move_vel, lookdir, timestep *-movespeed, move_vel );
-      if( vg_get_button( "left" ) )
-         v3_muladds( move_vel, sidedir, timestep *-movespeed, move_vel );
-      if( vg_get_button( "right" ) )
-         v3_muladds( move_vel, sidedir, timestep * movespeed, move_vel );
-
-      v3_muls( move_vel, 0.75f, move_vel );
-      v3_add( move_vel, player_head, player_head );
-
-      return;
-   }
-
-   if( vg_get_button( "forward" ) )
-   {
-      v3f accel = { sinf( player_yaw ), 0.0f, -cosf( player_yaw ) };
-      v3_muladds( player_vel, accel, 5.0f * timestep, player_vel );
-   }
-   
-   m4x3f player_transform,
-         world_to_local, local_to_world;
-
-   m4x3_identity( player_transform );
-   m4x3_translate( player_transform, player_pos );
-   m4x3_rotate_y( player_transform, -player_yaw );
-
-   m4x3_identity( world_to_local );
-   m4x3_rotate_y( world_to_local, player_yaw );
-   
-   m4x3_identity( local_to_world );
-   m4x3_rotate_y( local_to_world, -player_yaw );
-
-   /* Get front and back contact points */
-   v3f contact_front, contact_back, fwd, fwd1, contact_norm;
-
-   m4x3_mulv( local_to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
-   m4x3_mulv( local_to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
-
-   v3_muladds( player_pos, fwd, 1.0f, contact_front );
-   v3_muladds( player_pos, fwd,-1.0f, contact_back );
-   v3_muladds( player_pos, fwd1, 1.0f, contact_norm );
-   
-#if 0
-   road_patch_setplayer( &road_main, player_pos );
-   sample_road_height( &road_main, contact_front );
-   sample_road_height( &road_main, contact_back );
-#else
-   sample_scene_height( &world_scene, contact_front );
-   sample_scene_height( &world_scene, contact_back );
-   sample_scene_height( &world_scene, contact_norm );
-#endif
-
-   v3f norm;
-   v3f v0, v1;
-   v3_sub( contact_back, contact_norm, v0 );
-   v3_sub( contact_front, contact_norm, v1 );
-   v3_cross( v1, v0, norm );
-   v3_normalize( norm );
-
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( player_vel, gravity, timestep, player_vel );
-
-   v3f ground_pos;
-   v3_copy( player_pos, ground_pos );
-   sample_scene_height( &world_scene, ground_pos );
-
-   static int in_air = 1;
-
-   if( in_air )
-   {
-      if( ground_pos[1] > player_pos[1] )
-         in_air = 0;
-   }
-
-   if( !in_air )
-   {
-      float resistance = v3_dot( norm, player_vel );
-
-      if( resistance >= 0.0f )
-         in_air = 1;
-      else
-      {
-         v3_muladds( player_vel, norm, -resistance, player_vel );
-      }
-   }
-
-   /* vg_info( "%.3f | %.3f\n", player_vel[1], resistance ); */
-   v3_muladds( player_pos, player_vel, timestep, player_pos );
-   
-   float slip = 0.0f;
-
-   if( !in_air )
-   {
-      player_pos[1] = (contact_front[1]+contact_back[1])*0.5f;
-
-   vg_line( player_pos, contact_front, 0xff00ffff );
-   vg_line( player_pos, contact_back, 0xff00ffa0 );
-
-   /* Create the 'travel' vector */
-   v3f travel;
-   v3_sub( contact_front, contact_back, travel );
-   v3_normalize( travel );
-
-   /* Apply gravity */
-#if 0
-   float gravity_conversion = -v3_dot( travel, gravity );
-   vel[2] += gravity_conversion * substep;
-#endif
-
-   /* Get localized (rotated) rigidbody forces 
-    *           -z
-    *            ^
-    *           -|-
-    *            |
-    *           +z
-    */
-   
-   v3f vel;
-   m4x3_mulv( world_to_local, player_vel, vel );
-
-   /* Calculate local forces */
-   slip = -vel[0] / vel[2];
-   float substep = timestep * 0.2f;
-
-   if( fabsf( slip ) > 1.2f )
-   {
-      slip = vg_signf( slip ) * 1.2f;
-   }
-   
-   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]) >= 6.0f*substep )
-         vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
-   }
-   
-   m4x3_mulv( local_to_world, vel, player_vel );
-
-   if( vg_get_button( "yawl" ) )
-      player_yaw -= 1.6f * timestep;
-   if( vg_get_button( "yawr" ) )
-      player_yaw += 1.6f * timestep;
-
-   player_yaw += vg_get_axis( "horizontal" ) * 1.6f * timestep;
-   }
-   else
-   {
-      player_yaw += vg_get_axis( "horizontal" ) * 3.6f * timestep;
-      look_dir[0] = player_yaw;
-   }
-
-   look_dir[0] = atan2f( player_vel[0], -player_vel[2] );
-   
-   /* Creating a skeleton of the player dynamically */
-   float kheight = 1.8f,
-         kleg = 0.6f;
-
-   v2f ac;
-
-   static v3f last_vel = { 0.0f, 0.0f, 0.0f };
-   static v3f bob, bob1;
-
-   v3_sub( player_vel, last_vel, player_accel );
-   v3_copy( player_vel, last_vel );
-   v3_add( bob, player_accel, bob );
-
-   bob[0] = vg_clampf( bob[0], -0.4f, 1.0f );
-   bob[1] = vg_clampf( bob[1], -0.4f, 1.3f );
-   bob[2] = vg_clampf( bob[2], -0.4f, 1.0f );
-   
-   v3_lerp( bob, (v3f){ 0.0f, 0.0f, 0.0f }, 0.1f, bob );
-   v3_lerp( bob1, bob, 0.1f, bob1 );
-   
-   /* Feet */
-   foot_r[0] =  0.0f;
-   foot_r[1] =  0.0f;
-   foot_r[2] =  0.3f;
-
-   foot_l[0] =  0.0f;
-   foot_l[1] =  0.0f;
-   foot_l[2] = -0.3f;
-   
-   /* Head */
-   head[0] =  (-sinf(slip)*0.9f * kheight + bob1[0]*0.6f) * 0.54f;
-   head[1] =  cosf(slip)*0.9f * kheight +-bob1[1]*1.4f;
-   head[2] =  0.0f;
-
-   /* Hips */
-   butt[0] = -sinf(slip)*0.2f;
-   butt[1] =  cosf(slip);
-   butt[2] =  0.0f;
-   v2_normalize(butt);
-   v2_muls( butt, -0.7f, butt );
-   v2_add( head, butt, butt );
-   
-   /* Knees */
-   v2_sub( butt, (v2f){0.0f,0.0f}, ac );
-   float cl = v2_length( ac ),
-          d = acosf( (2.0f * kleg*kleg - cl*cl) / 2.0f * kleg*kleg ),
-          x = atan2f( ac[0], ac[1] ),
-          ad = (-VG_PIf-d)/2.0f;
-
-   v2_muladds( (v2f){0.0f,0.0f}, 
-               (v2f){ sinf( ad+x ), cosf( ad + x ) },
-               kleg, knee_l );
-   knee_l[2] = -0.3f;
-
-   v2_copy( knee_l, knee_r );
-   knee_r[2] = 0.3f;
-
-   /* shoulders */
-   v3_add( (v3f){0.0f,-0.1f,-0.2f}, head, shoulder_r );
-
-   /* Hands */
-   hand_r[0] =  sinf( slip ) * 0.1f;
-   hand_r[1] = -cosf( slip*5.0f ) * 0.5f - 0.5f;
-   hand_r[2] = -sinf( fabsf(slip) * 2.4f );
-   v3_add( shoulder_r, hand_r, hand_r );
-
-   m4x3_mulv( player_transform, head, head );
-   m4x3_mulv( player_transform, butt, butt );
-   m4x3_mulv( player_transform, knee_l, knee_l );
-   m4x3_mulv( player_transform, knee_r, knee_r );
-   m4x3_mulv( player_transform, foot_l, foot_l );
-   m4x3_mulv( player_transform, foot_r, foot_r );
-   m4x3_mulv( player_transform, hand_r, hand_r );
-   m4x3_mulv( player_transform, shoulder_r, shoulder_r );
-
-   v3_copy( head, player_head );
-   
+   player_update();
 }
 
-static void debug_grid( v3f at )
+static void vg_framebuffer_resize( int w, int h )
 {
-   v3f base;
-   v3_floor( at, base );
-
-   for( int y=0; y<16; y++ )
-   {
-      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 x=0; x<16; x++ )
-   {
-      vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
-               (v3f){ base[0]+x-8, base[1], base[2]+8 },
-               0x40ffffff );
-   }
+   render_fb_resize();
+   gate_fb_resize();
+   water_fb_resize();
 }
 
 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 );
-   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
-   v3f pos_inv;
-   v3_negate( player_head, pos_inv );
+   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
+   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
 
-   float speed = v3_length( player_vel );
+   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 );
 
-   m4x3_identity( world_matrix );
-   m4x3_rotate_x( world_matrix, freecam? look_dir[1]: 0.3f+shake[1]*0.04f );
-   m4x3_rotate_y( world_matrix, look_dir[0]+shake[0]*0.02f );
-   m4x3_translate( world_matrix, pos_inv );
-   
    m4x4f world_4x4;
-   m4x3_expand( world_matrix, world_4x4 );
+   m4x3_expand( player.camera_inverse, world_4x4 );
 
-   m4x4_projection( vg_pv, 
-         freecam? 90.0f: 130.0f,
+   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 );
-   m4x4_mul( vg_pv, world_4x4, vg_pv );
+         0.025f, 1000.0f );
 
-   if( debugroad )
-      draw_road_patch_dev( &road_main );
+   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 );
 
-   v3f board_fwd = { -sinf( player_yaw ), 0.0f, cosf( player_yaw ) };
-   v3f board_side = { -board_fwd[2], 0.0f, board_fwd[0] };
-   v3f bnw, bne, bse, bsw;
-   
-   v3_muladds( player_pos, board_fwd, 0.75f, bnw );
-   v3_muladds( player_pos, board_fwd, -0.75f, bsw );
-   v3_muladds( bnw, board_side,  0.1f, bne );
-   v3_muladds( bnw, board_side, -0.1f, bnw );
-   v3_muladds( bsw, board_side,  0.1f, bse );
-   v3_muladds( bsw, board_side, -0.1f, bsw );
-
-   vg_line( bnw, bne, 0xff00ff00 );
-   vg_line( bne, bse, 0xff00ff00 );
-   vg_line( bse, bsw, 0xff00ff00 );
-   vg_line( bsw, bnw, 0xff00ff00 );
-
    glEnable( GL_DEPTH_TEST );
+   
+   /* 
+    * Draw world
+    */
 
-   v3f leg_dr, leg_dl, leg_ar, leg_al;
-
-   v3_sub( foot_l, butt, leg_dl );
-   v3_sub( foot_r, butt, leg_dr );
-   leg_dl[1] = 0.0f;
-   leg_dr[1] = 0.0f;
-   v3_normalize( leg_dl );
-   v3_normalize( leg_dr );
-
-   v3f v0;
-   v3_sub( butt, knee_l, v0 );
-   float leg_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) );
-
-   v3_sub( knee_l, foot_l, v0 );
-   float knee_pl = atan2f( v0[1], v3_dot( v0, leg_dl ) );
+   render_world( vg_pv, player.camera );
+   render_water_texture( player.camera );
 
-   float leg_yl = -atan2f( leg_dl[2], leg_dl[0] ),
-         leg_yr = atan2f( leg_dr[2], leg_dr[0] );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   render_water_surface( vg_pv, player.camera );
 
-   SHADER_USE( shader_debug_vcol );
-   m4x3f temp;
-   m4x4f temp1;
+   vg_tex2d_bind( &tex_water, 1 );
 
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
+   for( int i=0; i<world.gate_count; i++ )
+   {
+      render_gate( &world.gates[i], player.camera );
+   }
 
-   vg_line( head, butt, 0xff0000ff );
-   vg_line( butt, knee_l, 0xff0000ff );
-   vg_line( butt, knee_r, 0xff0000ff );
-   vg_line( foot_l, knee_l, 0xff00a0ff );
-   vg_line( foot_r, knee_r, 0xff00a0ff );
-   vg_line( head, shoulder_r, 0xa0ff00ff );
-   vg_line( shoulder_r, hand_r, 0xffff00ff );
-   m4x3_identity( temp );
+   
+   /* 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 );
 
-   m4x3_translate( temp, knee_l );
-   m4x3_rotate_x( temp, knee_pl );
-   m4x3_rotate_y( temp, leg_yl );
+   if( !player.is_dead )
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+   else
+      glClear( GL_COLOR_BUFFER_BIT );
 
-   m4x3_expand( temp, temp1 );
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
-         1, GL_FALSE, (float *)temp1 );
+   draw_player();
 
-   scene_draw( &player_scene, -1, 0 );
+   /* 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);
    
-   m4x3_identity( temp );
-   m4x3_expand( temp, 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_draw( &test_scene, -1, 0 );
-
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
-   scene_draw( &world_scene, world_terrain_count, 0 );
+   shader_blit_use();
+   shader_blit_uTexMain( 0 );
+   glActiveTexture(GL_TEXTURE0);
+   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
 
-   vg_tex2d_bind( &tex_road, 0 );
-   scene_draw( &world_scene, world_road_count, world_terrain_count );
+   render_fsquad();
+   glDisable(GL_BLEND);
 
+   /* Other shite */
    glDisable( GL_DEPTH_TEST );
+   vg_lines_drawall( (float *)vg_pv );
+   glViewport( 0,0, vg_window_x, vg_window_y );
 }
 
 void vg_ui(void)
 {
    char buf[20];
 
-   snprintf( buf, 20, "%.2fm/s", v3_length( player_vel ) );
+   snprintf( buf, 20, "%.2fm/s", v3_length( player.v ) );
    gui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
    
    snprintf( buf, 20, "%.2f %.2f %.2f m/s", 
-         player_accel[0], player_accel[1], player_accel[2] );
-
+         player.a[0], player.a[1], player.a[2] );
    gui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
 
+   snprintf( buf, 20, "pos %.2f %.2f %.2f", 
+         player.co[0], player.co[1], player.co[2] );
+   gui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
+
    if( vg_gamepad_ready )
    {
       for( int i=0; i<6; i++ )
       {
          snprintf( buf, 20, "%.2f", vg_gamepad.axes[i] );
-         gui_text( (ui_px [2]){ 0, (i+2)*20 }, buf, 1, k_text_align_left );
+         gui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
       }
    }
    else
    {
-      gui_text( (ui_px [2]){ 0, 40 }, 
+      gui_text( (ui_px [2]){ 0, 60 }, 
             "Gamepad not ready", 1, k_text_align_left );
    }
 }
-
-void vg_free(void){}