new model loader
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index e34ca5fff6b823dd7ec08f2cf7b3b81ccf066e7c..fffa94b4c39de97d9a5c5a546c7ea9b16d8c0a65 100644 (file)
--- a/main.c
+++ b/main.c
@@ -4,26 +4,36 @@
 /* Resources */
 vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
 vg_tex2d tex_grid = { .path = "textures/grid.qoi" };
-vg_tex2d tex_road = { .path = "textures/road.qoi" };
+vg_tex2d tex_sky = { .path = "textures/sky.qoi" };
 vg_tex2d tex_gradients = { .path = "textures/gradients.qoi",
                            .flags = VG_TEXTURE_CLAMP };
+vg_tex2d tex_cement = { .path = "textures/cement512.qoi" };
+vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
+
 vg_tex2d *texture_list[] =
 {
    &tex_norwey,
    &tex_gradients,
    &tex_grid,
-   &tex_road
+   &tex_sky,
+   &tex_cement,
+   &tex_pallet
 };
 
 /* Convars */
 static int freecam = 0;
 static int debugview = 0;
 static int debugsdf = 0;
-static int debugroad = 0;
+static int sv_debugcam = 0;
+static int sv_phys = 0;
+static int thirdperson = 0;
+static int clock_divider = 1;
 
 /* Components */
 #include "road.h"
 #include "scene.h"
+#include "ik.h"
+#include "character.h"
 
 int main( int argc, char *argv[] )
 { 
@@ -32,43 +42,83 @@ int main( int argc, char *argv[] )
 
 m4x3f world_matrix;
 
-#if 0
-v3f player.co;
-v3f player.view;     /* Relative to pos */
-v3f player.v = { 0.0f, 0.0f, -0.2f };
-float player_yaw;
-v2f player.look_dir;
-v3f player.a;
-#endif
-
 static struct gplayer
 {
+   /* Physics */
    v3f co, v, a;
    v4f rot;
+   float vswitch, slip, slip_last;
+
+   float iY;   /* Yaw inertia */
+   int in_air;
+
+   /* Input */
+   v2f joy_l;
 
    v3f view;
    v2f look_dir;  /* TEMP */
+   v2f board_xy;
+   float grab;
+   float pitch;
+
+   v3f land_target;
+   v3f land_target_log[12];
+   int land_log_count;
+   m3x3f vr;
 
    m4x3f to_world, to_local;
+   
+   struct character mdl;
+
+   /* Opengl */
+#if 0
+   glmesh mesh;
+   submodel legl,
+            legu,
+            board,
+            torso,
+            wheels,
+            foot,
+            
+            /* NEW MODEL */
+            leg_r0, leg_r1, foot_r,
+            leg_l0, leg_l1, foot_l,
+            arm_r0, arm_r1, hand_r,
+            arm_l0, arm_l1, hand_l,
+            body, head;
+
+   /* Rendering */
+   m4x3f mleg_l, mknee_l, mleg_r, mknee_r, mboard;
+   m4x3f marm_l, melbow_l, marm_r, melbow_r, mbutt,
+         mfoot_l, mfoot_r;
+#endif
+
+   v3f handl_target, handr_target,
+       handl, handr;
 }
 player;
 
-road_patch road_main;
-scene test_scene;
-scene world_scene;
-scene player_scene;
-u32 world_terrain_count,
-    world_road_count;
+static struct gworld
+{
+   glmesh skydome;
+   glmesh cement;
+   
+   scene foliage,    /* Tree shader */
+         geo,        /* Std shader, collisions */
+         detail;     /* Std shader, no collisions */
+
+   submodel terrain,
+            terrain_rocks,
+            terrain_road;
+}
+world;
 
 static void player_transform_update(void)
 {
    q_m3x3( player.rot, player.to_world );
    v3_copy( player.co, player.to_world[3] );
 
-   v4f inv;
-   q_inv( player.rot, inv );
-   q_m3x3( inv, player.to_local );
-   v3_negate( player.co, player.to_local[3] );
+   m4x3_invert_affine( player.to_world, player.to_local );
 }
 
 static int reset_player( int argc, char const *argv[] )
@@ -76,6 +126,8 @@ static int reset_player( 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;
@@ -90,9 +142,6 @@ void vg_start(void)
 {
    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,
@@ -101,6 +150,14 @@ void vg_start(void)
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "debugcam",
+      .data = &sv_debugcam,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=0 },
+      .persistent = 1
+   });
+
    vg_convar_push( (struct vg_convar){
       .name = "debugview",
       .data = &debugview,
@@ -118,13 +175,29 @@ void vg_start(void)
    });
 
    vg_convar_push( (struct vg_convar){
-      .name = "debugroad",
-      .data = &debugroad,
+      .name = "phys",
+      .data = &sv_phys,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "thirdperson",
+      .data = &thirdperson,
       .data_type = k_convar_dtype_i32,
       .opt_i32 = { .min=0, .max=1, .clamp=1 },
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "div",
+      .data = &clock_divider,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=0 },
+      .persistent = 1
+   });
+
        vg_function_push( (struct vg_cmd){
                .name = "reset",
                .function = reset_player
@@ -132,314 +205,812 @@ void vg_start(void)
    
    v3f lightDir = { 0.1f, 0.8f, 0.2f };
    v3_normalize( lightDir );
+
+   character_load( &player.mdl, "ch_default" );
    
-   scene_init( &world_scene );
-   scene_init( &test_scene );
-   scene_init( &player_scene );
-   model *world = vg_asset_read( "models/free_dev.mdl" );
-   model *test = vg_asset_read( "models/test.mdl" );
-   model *char_dev = vg_asset_read( "models/char_dev.mdl" );
-   scene_add_model( &player_scene, char_dev,
-         submodel_get( char_dev, "joint" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
-   free(char_dev);
+   /* 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" );
 
-   scene_add_model( &world_scene, world, 
-         submodel_get( world, "terrain" ),
+   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 );
 
-   int id_tree = submodel_get( test, "tree" ),
-       id_groundcover[] = 
+   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( test, "bush" ),
-         submodel_get( test, "grass" ),
-         submodel_get( test, "blubber" ),
-         submodel_get( test, "blubber" ),
-         submodel_get( test, "blubber" ),
-         submodel_get( test, "grassthin" )
+         submodel_get( mtest, "bush" ),
+         submodel_get( mtest, "bush" ),
+         submodel_get( mtest, "blubber" ),
        };
 
    /* Sprinkle some trees in the terrain areas */
    v3f range;
-   v3_sub( world_scene.bbx[1], world_scene.bbx[0], 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
 
-   for( int i=0; i<8000; i++ )
+   for( int i=0; i<ktree_count; i++ )
    {
-      v3f pos;
+      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 );
+         }
+      }
+   }
 
-      pos[0] = vg_randf();
-      pos[1] = 0.0f;
-      pos[2] = vg_randf();
-      v3_muladd( world_scene.bbx[0], pos, range, pos );
+   for( int i=0; i<kfoliage_count; i++ )
+   {
+      v3f pos = { vg_randf(), 0.0f, vg_randf() }, 
+          norm;
 
-      if( sample_scene_height( &world_scene, pos ) )
+      v3_muladd( world.geo.bbx[0], pos, range, pos );
+      
+      if( sample_scene_height( &world.geo, pos, norm ) )
       {
-         scene_add_model( &test_scene, test, 
-               id_tree,
-               pos, vg_randf() * VG_TAUf, vg_randf() * 0.5f + 0.5f );
+         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 );
+         }
       }
    }
 
-   world_terrain_count = world_scene.indice_count;
+   scene_add_model( &world.geo, mworld, submodel_get( mworld, "road" ),
+         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+   scene_copy_slice( &world.geo, &world.terrain_road );
 
-   scene_add_model( &world_scene, world, 
-         submodel_get( world, "road" ),
+   scene_add_model( &world.detail, mworld, submodel_get( mworld, "art" ),
          (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 );
+   free( mtest );
+   free( mworld );
 
-#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_compute_occlusion( &world.foliage );
 
-   scene_upload( &player_scene );
-   scene_upload( &world_scene );
-   scene_upload( &test_scene );
+   scene_upload( &world.foliage );
+   scene_upload( &world.geo );
+   scene_upload( &world.detail );
    
    reset_player( 0, NULL );
    player_transform_update();
 }
 
-v3f head;
+static float ktimestep = 1.0f/60.0f;
 
-void vg_update(void)
+static void player_freecam(void)
 {
-   float timestep = 1.0f/60.0f;
+   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( freecam )
-   {
-      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 };
+   v3f lookdir = { 0.0f, 0.0f, -1.0f },
+       sidedir = { 1.0f, 0.0f,  0.0f };
+   
+   m4x3_mulv( cam_rot, lookdir, lookdir );
+   m4x3_mulv( cam_rot, sidedir, sidedir );
+   
+   float movespeed = 5.0f;
+   static v2f mouse_last,
+              view_vel = { 0.0f, 0.0f };
 
-      if( 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 );
+   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
 
-         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, 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.view, player.view );
+   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 );
 
-      return;
+      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 targetn;
+
+   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++ )
    {
-      v3f dir = { 0.0f, 0.0f, -1.0f };
+      float vmod = ((float)m / 5.0f)*0.15f;
 
-      m3x3_mulv( player.to_world, dir, dir );
-      v3_muladds( player.v, dir, 5.0f * timestep, player.v );
+      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 );
+
+         vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
+         
+         v3f sh;
+         v3_copy( pco, sh );
+         int hit = sample_scene_height( &world.geo, sh, targetn );
+
+         if( sh[1] >= pco[1] && hit )
+         {
+            float land_delta = v3_dot( pv, targetn );
+
+            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
+            {
+               best_velocity_delta = land_delta;
+               best_velocity_mod = vmod;
+
+               v3_copy( sh, player.land_target );
+
+               q_axis_angle( vr_q, axis, vmod*0.1f );
+               q_m3x3( vr_q, player.vr );
+            }
+            v3_copy( sh, player.land_target_log[player.land_log_count ++] );
+            break;
+         }
+      }
    }
 
-   /* Get front and back contact points */
-   v3f contact_front, contact_back, fwd, fwd1, contact_norm, vup;
+   //v3_rotate( player.v, best_velocity_mod, axis, player.v );
+   
+   return;
+   v3_muls( player.v, best_velocity_mod, player.v );
+}
 
-   m3x3_mulv( player.to_world, (v3f){0.0f,0.0f,-1.0f}, fwd );
-   m3x3_mulv( player.to_world, (v3f){0.03f,0.0f,-1.0f}, fwd1 );
-   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+static int sample_if_resistant( v3f pos )
+{
+   v3f ground, norm;
+   v3_copy( pos, ground );
+
+   if( sample_scene_height( &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;
+}
 
-   v3_muladds( player.co, fwd, 1.0f, contact_front );
-   v3_muladds( player.co, fwd,-1.0f, contact_back );
-   v3_muladds( player.co, fwd1, 1.0f, contact_norm );
+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;
+
+   m3x3_mulv( player.to_world, (v3f){ 0.0f, 0.0f,-1.0f}, fwd );
+   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-0.6f}, contact_norm );
+   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-0.6f}, contact_front );
+   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, 0.6f}, 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 );
    
-   sample_scene_height( &world_scene, contact_front );
-   sample_scene_height( &world_scene, contact_back );
-   sample_scene_height( &world_scene, contact_norm );
+   if( contact_count < 3 )
+   {
+      player_start_air();
+      return;
+   }
 
    v3f norm;
    v3f v0, v1;
-   v3_sub( contact_back, contact_norm, v0 );
-   v3_sub( contact_front, contact_norm, v1 );
+   v3_sub( contact_norm, contact_front, v0 );
+   v3_sub( contact_back, contact_front, v1 );
    v3_cross( v1, v0, norm );
    v3_normalize( norm );
 
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( player.v, gravity, timestep, player.v );
-
-   v3f ground_pos;
-   v3_copy( player.co, ground_pos );
-   sample_scene_height( &world_scene, ground_pos );
+   vg_line( contact_norm, contact_front, 0xff00ff00 );
+   vg_line( contact_back, contact_front, 0xff0000ff );
 
-   static int in_air = 1;
+   /* Surface alignment */
+   float angle = v3_dot( vup, norm );
+   v3_cross( vup, norm, axis );
 
-   if( in_air )
+   if( angle < 0.999f )
    {
-      if( ground_pos[1] > player.co[1] )
-         in_air = 0;
+      v4f correction;
+      q_axis_angle( correction, axis, acosf(angle) );
+      q_mul( correction, player.rot, player.rot );
    }
 
-   if( !in_air )
-   {
-      float resistance = v3_dot( norm, player.v );
+   float resistance = v3_dot( norm, player.v );
 
-      if( resistance >= 0.0f )
-         in_air = 1;
-      else
-      {
-         v3_muladds( player.v, norm, -resistance, player.v );
-      }
+   if( resistance >= 0.0f )
+   {
+      player_start_air();
+      return;
+   }
+   else
+   {
+      v3_muladds( player.v, norm, -resistance, player.v );
    }
-
-   /* vg_info( "%.3f | %.3f\n", player.v[1], resistance ); */
-   v3_muladds( player.co, player.v, timestep, player.co );
    
+   /* This is where velocity integration used to be */
+
    float slip = 0.0f;
-   float yawamt = 0.0f;
 
-   if( !in_air )
-   {
-      player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+
+   v3f vel;
+   m3x3_mulv( player.to_local, player.v, vel );
 
-      vg_line( player.co, contact_front, 0xff00ffff );
-      vg_line( player.co, contact_back, 0xff00ffa0 );
+   /* Calculate local forces */
 
-      /* Create the 'travel' vector */
-      v3f travel;
-      v3_sub( contact_front, contact_back, travel );
-      v3_normalize( travel );
+   slip = (-vel[0] / vel[2]) * player.vswitch;
+   if( fabsf( slip ) > 1.2f )
+      slip = vg_signf( slip ) * 1.2f;
+   player.slip = slip;
 
-      /* Apply gravity */
 #if 0
-      float gravity_conversion = -v3_dot( travel, gravity );
-      vel[2] += gravity_conversion * substep;
+   if( player.slip_last*slip < 0.0f && fabsf(slip) > 0.7f )
+   {
+      vg_warn( "SWITCH\n" );
+      player.vswitch = -player.vswitch;
+      slip = -slip;
+   }
+
+   player.slip_last = slip;
 #endif
 
-      /* Get localized (rotated) rigidbody forces 
-       *           -z
-       *            ^
-       *           -|-
-       *            |
-       *           +z
-       */
-      
-      v3f vel;
-      m3x3_mulv( player.to_local, player.v, vel );
+   float substep = ktimestep * 0.2f;
+   
+   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]) >= 7.0f*substep )
+         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;
+}
+
+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 */
 
-      /* Calculate local forces */
-      slip = -vel[0] / vel[2];
-      float substep = timestep * 0.2f;
+   m3x3_mulv( player.vr, player.v, player.v );
+   for( int i=0; i<player.land_log_count; i++ )
+      draw_cross( player.land_target_log[i], 0xff00ffff );
 
-      if( fabsf( slip ) > 1.2f )
+   draw_cross( player.land_target, 0xff0000ff );
+
+   v3f ground_pos, ground_norm;
+   v3_copy( player.co, ground_pos );
+
+   if( sample_scene_height( &world.geo, ground_pos, ground_norm ) )
+   {
+      if( ground_pos[1] > player.co[1] )
       {
-         slip = vg_signf( slip ) * 1.2f;
+         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 );
+
+   v3f targetn;
+   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 );
       
-      for( int i=0; i<5; i++ )
+      v3f sh;
+      v3_copy( pco, sh );
+      int hit = sample_scene_height( &world.geo, sh, targetn );
+
+      if( sh[1] >= pco[1] && hit )
       {
-         if( fabsf(vel[2]) >= 0.02f*substep )
-            vel[2] += vg_signf( vel[2] ) * -0.02f * substep;
-         if( fabsf(vel[0]) >= 6.0f*substep )
-            vel[0] += vg_signf( vel[0] ) * -6.0f * substep;
+         v3f localup;
+         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
+
+         float angle = v3_dot( localup, targetn );
+         v3f axis; 
+         v3_cross( localup, targetn, 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( sh, 0xffff0000 );
+
+         break;
       }
-      
-      m3x3_mulv( player.to_world, vel, player.v );
+   }
 
-      if( vg_get_button( "yawl" ) )
-         yawamt =  1.6f * timestep;
-      if( vg_get_button( "yawr" ) )
-         yawamt = -1.6f * timestep;
-      
-      yawamt -= vg_get_axis( "horizontal" ) * 1.6f * timestep;
+   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+}
 
-   }
+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" ) )
    {
-      yawamt -= vg_get_axis( "horizontal" ) * 3.6f * timestep;
+      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 );
    }
 
-   v4f rotate;
-   q_axis_angle( rotate, vup, yawamt );
+   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 );
+
+   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 */
+
+   player_transform_update();
+   q_normalize(player.rot);
+   player_animate();
+}
+
+void vg_update(void)
+{
+   player_update();
+
    /* Creating a skeleton of the player dynamically */
-   float kheight = 1.8f,
-         kleg = 0.6f;
 
-   v2f ac;
 
+   #if 0
+   player.handl_target[0] = head[0] + 0.2f;
+   player.handl_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
+   player.handl_target[2] = head[2] + 0.2f + 0.7f*fabsf(slip);
+
+   player.handr_target[0] = head[0] + 0.2f;
+   player.handr_target[1] = head[1] - 0.8f*(1.0f-fabsf(slip));
+   player.handr_target[2] = head[2] - (0.2f + 0.7f*fabsf(slip));
+
+   if( vg_maxf(lslip,grab) > 0.5f )
+   {
+      if( player.slip < 0.0f && player.in_air )
+      {
+         player.handl_target[0] = 0.15f;
+         player.handl_target[1] = 0.1f;
+         player.handl_target[2] = 0.4f;
+      }
+      else
+      {
+         player.handr_target[0] =  0.15f;
+         player.handr_target[1] =  0.1f;
+         player.handr_target[2] = -0.4f;
+      }
+
+      if( grab > 0.5f )
+      {
+         player.handr_target[0] =  -0.15f;
+         player.handr_target[1] =  0.1f;
+         player.handr_target[2] =  0.4f;
+      }
+   }
+
+   #endif
+}
+
+static void player_animate(void)
+{
+   /* Camera position */
    static v3f last_vel = { 0.0f, 0.0f, 0.0f };
-   static v3f bob, bob1;
+   static v3f momentum, bob;
 
    v3_sub( player.v, last_vel, player.a );
    v3_copy( player.v, last_vel );
-   v3_add( bob, player.a, 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 );
+   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 */
-   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;
+   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 );
 
-   m4x3_mulv( player.to_world, head, head );
    v3_copy( head, player.view );
 
-   player_transform_update();
-}
+   /* New board transformation */
+   v4f board_rotation; v3f board_location;
+   
+   /* TODO: Move this out of animate into update */
+   v2_lerp( player.board_xy, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+         ktimestep*3.0f, player.board_xy );
+
+   v4f rz, rx;
+   q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
+   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
+   q_mul( rx, rz, board_rotation );
+   
+   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] );
 
-static void debug_grid( v3f at )
-{
-   v3f base;
-   v3_floor( at, base );
+   /* In the air, the dude should grab with the side thats highest,
+    * while also sliding the same foot downwards a bit */
+
+   float foot_l =  0.3f,
+         foot_r = -0.4f;
 
-   for( int y=0; y<16; y++ )
+   player.handl_target[0] = 0.0f;
+   player.handl_target[1] = 0.0f;
+   player.handl_target[2] = 0.6f;
+
+   player.handr_target[0] = 0.0f;
+   player.handr_target[1] = 0.0f;
+   player.handr_target[2] = -0.6f;
+
+   if( 1||player.in_air )
    {
-      vg_line( (v3f){ base[0] - 8, base[1], base[2]+y-8 },
-               (v3f){ base[0] + 8, base[1], base[2]+y-8 },
-               0x40ffffff );
+      float tuck = player.board_xy[1],
+            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
+
+      if( tuck < 0.0f )
+      {
+         foot_l *= 1.0f-tuck_amt*1.5f;
+
+         if( player.grab > 0.1f )
+         {
+            m4x3_mulv( 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 );
+         }
+      }
    }
-   for( int x=0; x<16; x++ )
+   else
+   {
+   }
+
+   v3f fwd;
+   
+   /* offset */
+   float *hips = player.mdl.ik_body.base,
+         *collar = player.mdl.ik_body.end,
+         *pole = player.mdl.ik_body.pole;
+   
+   v3_add( hips, collar, pole );
+   v3_muls( pole, 0.5f, pole );
+   v3_add( pole, (v3f){ 1.0f, 0.0f, 0.0f }, pole );
+
+   v3_copy( player.view, collar );
+   v3_add( (v3f){ 0.2f,-0.45f,0.0f}, collar, hips );
+   
+   player.mdl.rhip = sinf(vg_time);
+   player.mdl.rcollar = sinf(vg_time)*0.5f;
+
+   struct ik_basic *ik_leg_l = &player.mdl.ik_leg_l,
+                   *ik_leg_r = &player.mdl.ik_leg_r,
+                   *ik_arm_l = &player.mdl.ik_arm_l,
+                   *ik_arm_r = &player.mdl.ik_arm_r;
+
+   m4x3_mulv( mboard, (v3f){  0.0f,0.16f, foot_r }, ik_leg_r->end );
+   m4x3_mulv( mboard, (v3f){  0.0f,0.16f, foot_l }, ik_leg_l->end );
+
+   m4x3f tomp;
+   m4x3_identity(tomp);
+   m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.50f },  ik_leg_r->pole );
+   m4x3_mulv( tomp, (v3f){ -0.4f,0.50f,-0.3f },  ik_leg_l->pole );
+
+   /* Arms */
+   v3f hl, hr, neckl = {0.0f, 0.5f, 0.2f},
+               neckr = {0.0f, 0.5f,-0.2f};
+   
+   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, ik_arm_l->end );
+   v3_copy( player.handr, ik_arm_r->end );
+   v3_copy( (v3f){ 0.6f,0.7f, 0.4f  }, ik_arm_l->pole );
+   v3_copy( (v3f){ 0.6f,0.7f,-0.35f }, ik_arm_r->pole );
+   
+   if( thirdperson )
    {
-      vg_line( (v3f){ base[0]+x-8, base[1], base[2]-8 },
-               (v3f){ base[0]+x-8, base[1], base[2]+8 },
-               0x40ffffff );
+      v3f nv;
+      v3_copy( player.v, nv );
+      v3_normalize( nv );
+      v3_muladds( player.view, nv, -3.0f, player.view );
    }
+   
+   v3f camoffs = {-0.3f,0.0f,0.3f};
+   v3_add( player.view, camoffs, player.view );
+
+   m4x3_copy( mboard, player.mdl.matrices[k_chpart_wheels] );
+}
+
+static void draw_player(void)
+{
+   /* Draw */
+   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 );
+
+   GLint kuMdl = SHADER_UNIFORM( shader_standard_lit, "uMdl" );
+   
+#if 0
+   float kscale = 0.7f;
+   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
+         0.35f*kscale,0.35f*kscale,0.35f*kscale,1.0f );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mboard );
+   submodel_draw( &player.board );
+
+   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
+         0.7f*kscale,0.7f*kscale,0.7f*kscale,1.0f );
+   submodel_draw( &player.wheels );
+
+   glEnable(GL_BLEND);
+   glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+   glBlendEquation(GL_FUNC_ADD);
+   glDisable( GL_DEPTH_TEST );
+#endif
+#if 0
+   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
+         0.2f*kscale,0.8f*kscale,0.4f*kscale,0.14f );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_l );
+   submodel_draw( &player.foot_l );
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mfoot_r );
+   submodel_draw( &player.foot_r );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_l );
+   submodel_draw( &player.leg_l0 );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_l );
+   submodel_draw( &player.leg_l1 );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mleg_r );
+   submodel_draw( &player.leg_r0 );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mknee_r );
+   submodel_draw( &player.leg_r1 );
+
+   /* arms */
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_l );
+   submodel_draw( &player.arm_l0 );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_l );
+   submodel_draw( &player.arm_l1 );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.marm_r );
+   submodel_draw( &player.arm_r0 );
+
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.melbow_r );
+   submodel_draw( &player.arm_r1 );
+
+   /* body */
+       glUniformMatrix4x3fv( kuMdl, 1, GL_FALSE, (float *)player.mbutt );
+   submodel_draw( &player.body );
+
+   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
+         0.2f*kscale,0.2f*kscale,0.2f*kscale,0.14f );
+   submodel_draw( &player.head );
+
+   glDisable(GL_BLEND);
+   glEnable( GL_DEPTH_TEST );
+#endif
+
+   vg_tex2d_bind( &tex_pallet, 0 );
+   //m4x3_identity( player.mdl.mroot );
+   //character_testpose( &player.mdl, vg_time );
+   m4x3_copy( player.to_world, player.mdl.mroot );
+   character_eval( &player.mdl );
+   character_draw( &player.mdl, kuMdl );
 }
 
 void vg_render(void) 
@@ -448,10 +1019,12 @@ void vg_render(void)
 
    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 );
+   m4x3_mulv( player.to_world, player.view, pos_inv );
+   v3_negate( pos_inv, pos_inv );
 
    float speed = v3_length( player.v );
    v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
@@ -459,78 +1032,126 @@ void vg_render(void)
 
    m4x3_identity( world_matrix );
    m4x3_rotate_x( world_matrix, 
-         freecam? player.look_dir[1]: 0.3f+shake[1]*0.04f );
+         freecam? 
+         player.look_dir[1]: 
+         0.6f+shake[1]*0.04f+player.look_dir[1] );
+
    m4x3_rotate_y( world_matrix, player.look_dir[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 );
 
-   if( debugroad )
-      draw_road_patch_dev( &road_main );
-
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
 
-   v3f board_fwd = { 0.0f, 0.0f, -1.0f };
-   v3f board_side = { 1.0f, 0.0f, 0.0f };
+   glEnable( GL_DEPTH_TEST );
+   
+   scene_foliage_shader_use();
+   m4x3f temp1;
+   m4x3_identity( temp1 );
+       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
+         1, GL_FALSE, (float *)temp1 );
 
-   m3x3_mulv( player.to_world, board_fwd, board_fwd );
-   m3x3_mulv( player.to_world, board_side, board_side );
+   vg_tex2d_bind( &tex_norwey, 0 );
+   scene_tree_sway = 0.1f;
 
-   v3f bnw, bne, bse, bsw;
+   scene_bind( &world.foliage );
+   scene_draw( &world.foliage );
+   if( debugsdf )
+      scene_debugsdf( &world.foliage );
    
-   v3_muladds( player.co, board_fwd, 0.75f, bnw );
-   v3_muladds( player.co, 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 );
+   SHADER_USE(shader_unlit);
+   m4x3f temp2;
+   m4x3_identity(temp2);
+   m4x3_translate( temp2, player.co );
+       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ), 
+         1, GL_FALSE, (float *)temp2 );
+       glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ), 
+         1, GL_FALSE, (float *)vg_pv );
 
-   vg_line( bnw, bne, 0xff00ff00 );
-   vg_line( bne, bse, 0xff00ff00 );
-   vg_line( bse, bsw, 0xff00ff00 );
-   vg_line( bsw, bnw, 0xff00ff00 );
+   glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
+   vg_tex2d_bind( &tex_sky, 0 );
 
-   glEnable( GL_DEPTH_TEST );
+   mesh_bind( &world.skydome );
+   mesh_draw( &world.skydome );
 
-   SHADER_USE( shader_debug_vcol );
-   m4x3f temp;
-   m4x4f temp1;
+#if 0
+   vg_tex2d_bind( &tex_cement, 0 );
+   mesh_bind( &world.cement );
+   mesh_draw( &world.cement );
+#endif
 
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
+   SHADER_USE(shader_standard_lit);
 
-   m4x3_identity( temp );
-   m4x3_expand( temp, temp1 );
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
+       glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ), 
+         1, GL_FALSE, (float *)vg_pv );
+   glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
+       glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ), 
          1, GL_FALSE, (float *)temp1 );
-   scene_draw( &player_scene, -1, 0 );
+
+   vg_tex2d_bind( &tex_grid, 0 );
+
+   scene_bind( &world.geo );
+#if 1
+   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
+         0.2f,0.36f,0.25f,1.0f );
+   submodel_draw( &world.terrain );
+
+   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
+         0.2f,0.2f,0.21f,1.0f );
+   submodel_draw( &world.terrain_rocks );
+   glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"), 
+         0.4f,0.4f,0.4f,1.0f );
+   submodel_draw( &world.terrain_road );
+#endif
    
-   m4x3_identity( temp );
-   m4x3_expand( temp, temp1 );
-       glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ), 
-         1, GL_FALSE, (float *)temp1 );
+   scene_bind( &world.detail );
+   scene_draw( &world.detail );
 
-   vg_tex2d_bind( &tex_norwey, 0 );
-   scene_tree_sway = 0.1f;
-   scene_draw( &test_scene, -1, 0 );
+   draw_player();
 
-   vg_tex2d_bind( &tex_grid, 0 );
-   scene_tree_sway = 0.0f;
-   scene_draw( &world_scene, world_terrain_count, 0 );
+   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 );
 
-   vg_tex2d_bind( &tex_road, 0 );
-   scene_draw( &world_scene, world_road_count, world_terrain_count );
+   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 );
 }
 
 void vg_ui(void)