df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index e1056218848286f9cec80ad27cad9dc3b6f02de7..518ac439995c8dd39c42764e4217b9ae4161ebd6 100644 (file)
  * =============================================================================
  *
  * Copyright  .        . .       -----, ,----- ,---.   .---.
- * 2021-2022  |\      /| |           /  |      |    | |    /|
+ * 2021-2023  |\      /| |           /  |      |    | |    /|
  *            | \    / | +--        /   +----- +---'  |   / |
  *            |  \  /  | |         /    |      |   \  |  /  |
  *            |   \/   | |        /     |      |    \ | /   |
  *            '        ' '--' [] '----- '----- '     ' '---'  SOFTWARE
  *
  * =============================================================================
- *
- * register: shader register & init scheduling
- * init:     initialization
- * update:   logic
- * render:   graphics
- * free:     resource free
- * 
  */
 
-#define VG_3D
-#define VG_STATIC static
-//#define VG_STATIC 
-
-//#define VG_MINIMAL_TEST
-#ifndef VG_MINIMAL_TEST
-
 #define SR_NETWORKED
-
 #include "common.h"
+#include "conf.h"
 #include "steam.h"
 #include "render.h"
 #include "audio.h"
 #include "world.h"
+
+#if 0
 #include "player.h"
+#else
+#include "player_interface.h"
+#include "player_device_walk.h"
+#include "player_device_skate.h"
+#include "player_model.h"
+
+/* temp */
+VG_STATIC player_interface localplayer;
+VG_STATIC struct player_device_walk localplayer_walk;
+VG_STATIC struct player_device_skate localplayer_skate;
+VG_STATIC struct player_avatar localplayer_avatar;
+VG_STATIC glmesh localplayer_meshes[3];
+
+#endif
+
 #include "network.h"
+
+#if 0
 #include "menu.h"
+#endif
+#include "vehicle.h"
 
-static int cl_ui     = 1;
+static int cl_ui      = 1,
+           cl_view_id = 0,
+           cl_light_edit = 0;
 
 int main( int argc, char *argv[] )
 {
    vg_mem.use_libc_malloc = 0;
    vg_set_mem_quota( 128*1024*1024 );
    vg_enter( argc, argv, "Voyager Game Engine" ); 
+
+   return 0;
 }
 
-VG_STATIC void highscores_save_at_exit(void*_)
+VG_STATIC void highscores_save_at_exit(void)
 {
    highscores_serialize_all();
 }
 
+VG_STATIC void vg_launch_opt(void)
+{
+
+}
+
+VG_STATIC int __respawn( int argc, const char *argv[] )
+{
+   struct respawn_point *rp = NULL, *r;
+
+   if( argc == 1 )
+   {
+      for( int i=0; i<world.spawn_count; i++ )
+      {
+         r = &world.spawns[i];
+         if( !strcmp( r->name, argv[0] ) )
+         {
+            rp = r;
+            break;
+         }
+      }
+
+      if( !rp )
+         vg_warn( "No spawn named '%s'\n", argv[0] );
+   }
+
+   if( !rp )
+   {
+      float min_dist = INFINITY;
+
+      for( int i=0; i<world.spawn_count; i++ )
+      {
+         r = &world.spawns[i];
+         float d = v3_dist2( r->co, localplayer.rb.co );
+         
+         vg_info( "Dist %s : %f\n", r->name, d );
+         if( d < min_dist )
+         {
+            min_dist = d;
+            rp = r;
+         }
+      }
+   }
+
+   if( !rp )
+   {
+      vg_error( "No spawn found\n" );
+
+      if( !world.spawn_count )
+         return 0;
+
+      rp = &world.spawns[0];
+   }
+
+   player_spawn( &localplayer, rp );
+   return 1;
+}
+
 VG_STATIC void vg_preload(void)
 {
+   g_conf_init();
+
+   common_var_temp();
 
-   vg_convar_push( (struct vg_convar){
+   vg_var_push( (struct vg_var){
       .name = "cl_ui",
       .data = &cl_ui,
-      .data_type = k_convar_dtype_i32,
+      .data_type = k_var_dtype_i32,
       .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 1
+      .persistent = 0
+   });
+
+   vg_var_push( (struct vg_var){
+      .name = "cl_view_id",
+      .data = &cl_view_id,
+      .data_type = k_var_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 0
+   });
+
+   vg_var_push( (struct vg_var){
+      .name = "ledit",
+      .data = &cl_light_edit,
+      .data_type = k_var_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 0
+   });
+
+   vg_function_push( (struct vg_cmd) {
+      .name = "respawn",
+      .function = __respawn,
+      //.poll_suggest = reset_player_poll
    });
 
 vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
@@ -73,35 +166,95 @@ vg_info("            '        ' '--' [] '----- '----- '     ' '---'  "
    if( !highscores_read() )
       highscores_create_db();
 
-   vg_loader_highwater( NULL, highscores_save_at_exit, NULL );
-
-   //vg_sleep_ms(200);
+   vg_loader_step( NULL, highscores_save_at_exit );
 
    steam_init();
-   vg_loader_highwater( NULL, steam_end, NULL );
-   vg_loader_highwater( network_init, network_end, NULL );
+   vg_loader_step( NULL, steam_end );
+   vg_loader_step( network_init, network_end );
+}
+
+VG_STATIC void load_playermodels(void)
+{
+   vg_linear_clear( vg_mem.scratch );
+
+   /* 
+    * load in other player models. This may need to be more sophisticated in
+    * the futre if we have more of these guys
+    */
+   mdl_context ctx_default,
+               ctx_outlaw,
+               ctx_jordan;
+
+   mdl_open( &ctx_default, "models/ch_new.mdl" );
+   mdl_load_metadata( &ctx_default, vg_mem.scratch );
+   mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
+   mdl_close( &ctx_default );
+
+   mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
+   mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
+   mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
+   mdl_close( &ctx_outlaw );
+
+   mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
+   mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
+   mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
+   mdl_close( &ctx_jordan );
+   
+   vg_acquire_thread_sync();
+   {
+      mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
+      mdl_unpack_glmesh( &ctx_outlaw,  &localplayer_meshes[1] );
+      mdl_unpack_glmesh( &ctx_jordan,  &localplayer_meshes[2] );
+   }
+   vg_release_thread_sync();
+
+   /* FIXME: hack */
+   shader_viewchar_register();
+   vg_acquire_thread_sync();
+   {
+      vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+   }
+   vg_release_thread_sync();
 }
 
 VG_STATIC void vg_load(void)
 {
-   vg_loader_highwater( render_init, NULL, NULL );
-   vg_loader_highwater( menu_init, NULL, NULL );
-   vg_loader_highwater( world_init, NULL, NULL );
-   vg_loader_highwater( player_init, NULL, NULL );
+   vg_loader_step( render_init, NULL );
+   //vg_loader_step( menu_init, NULL );
+   vg_loader_step( world_init, NULL );
+   //vg_loader_step( player_init, NULL );
+   //vg_loader_step( vehicle_init, NULL );
+   //
+   //vg_loader_step( player_model_init, NULL );
+   
+   /* ----------------- */
+   vg_loader_step( load_playermodels, NULL );
+  
+   /* player setup */
+   player_interface_create_player( &localplayer );
+   
+   player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
+   player_use_avatar( &localplayer, &localplayer_avatar );
+   player_use_mesh( &localplayer, &localplayer_meshes[0] );
+   player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
+   player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
+
+   /* --------------------- */
 
    vg_bake_shaders();
-   vg_loader_highwater( audio_init, audio_free, NULL );
+   vg_loader_step( audio_init, audio_free );
    world_audio_init();
 
    /* 'systems' are completely loaded now */
-   strcpy( world.world_name, "models/mp_dev.mdl" );
+   strcpy( world.world_name, "maps/mp_mtzero.mdl" );
+   strcpy( world.world_name, "maps/mp_gridmap.mdl" );
    world_load();
    vg_console_load_autos();
 }
 
 VG_STATIC void vg_start(void)
 {
-   reset_player( 1, (const char *[]){ "start" } );
+   __respawn( 1, (const char *[]){ "start" } );
 }
 
 VG_STATIC void draw_origin_axis(void)
@@ -111,194 +264,248 @@ VG_STATIC void draw_origin_axis(void)
    vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
 }
 
-VG_STATIC void vg_update( int loaded )
+VG_STATIC void vg_update(void)
 {
    steam_update();
 
-   if( loaded )
+   if( vg.is_loaded )
    {
       draw_origin_axis();
       network_update();
+      
+#if 0
+      if( !gzoomer.inside )
+         player_update_pre();
+#endif
 
-      player_update_pre();
-      world_update( player.phys.rb.co );
+      player_pre_update( &localplayer );
+      world_update( localplayer.rb.co );
    }
 }
 
-VG_STATIC void vg_update_fixed( int loaded )
+VG_STATIC void vg_update_fixed(void)
 {
-   if( loaded )
+   if( vg.is_loaded )
    {
-      player_update_fixed();
+#if 0
+      if( !gzoomer.inside )
+         player_update_fixed();
+
+      vehicle_update_fixed();
+#endif
+
+      player_update( &localplayer );
    }
 }
 
-VG_STATIC void vg_update_post( int loaded )
+VG_STATIC void vg_update_post(void)
 {
-   if( loaded )
+   if( vg.is_loaded )
    {
-      player_update_post();
+#if 0
+      if( gzoomer.inside )
+      {
+         vehicle_camera();
+      }
+      else
+      {
+         player_update_post();
+      }
+#endif
+
+      player_post_update( &localplayer );
+
+#if 0
       menu_update();
+      vehicle_update_post();
+#endif
    }
 }
 
 VG_STATIC void vg_framebuffer_resize( int w, int h )
 {
    render_fb_resize();
-   water_fb_resize();
 }
 
-VG_STATIC void render_main_game(void)
+VG_STATIC void present_view_with_post_processing(void)
+{
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+   glEnable(GL_BLEND);
+   glDisable(GL_DEPTH_TEST);
+   glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
+
+   if( cl_blur )
+   {
+      shader_blitblur_use();
+      shader_blitblur_uTexMain( 0 );
+      shader_blitblur_uTexMotion( 1 );
+      shader_blitblur_uBlurStrength(cl_blur_strength / (vg.frame_delta*60.0f));
+
+      v2f menu_blurring;
+      //v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+      v2_muls( (v2f){ 0.04f, 0.001f }, 0.0f, menu_blurring );
+      shader_blitblur_uOverrideDir( menu_blurring );
+
+      if( cl_view_id == 0 )
+         render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+      else if( cl_view_id == 1 )
+         render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
+      else
+         render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+
+      render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
+   }
+   else
+   {
+      shader_blit_use();
+      shader_blit_uTexMain( 0 );
+      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+   }
+
+   render_fsquad();
+}
+
+VG_STATIC void render_player_transparent(void)
 {
-   m4x4f world_4x4;
-   m4x3_expand( camera_mtx_inverse, world_4x4 );
+   static camera small_cam;      /* DOES NOT NEED TO BE STATIC BUT MINGW 
+                                    SAIS OTHERWISE */
 
-   static float fov = 97.0f;
+   m4x3_copy( main_camera.transform, small_cam.transform );
 
-   float fov_target = 108.0f;
-   if( player.phys.on_board )
-      fov_target = 125.0f;
+   small_cam.fov = main_camera.fov;
+   small_cam.nearz = 0.05f;
+   small_cam.farz  = 60.0f;
 
-   if( cl_menu )
-      fov_target = menu_fov_target;
+   camera_update_view( &small_cam );
+   camera_update_projection( &small_cam );
+   camera_finalize( &small_cam );
 
-   fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
+   /* Draw player to window buffer and blend background ontop */
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   player_render( &small_cam, &localplayer );
+}
 
-   gpipeline.fov = freecam? 60.0f: fov; /* 120 */
-   m4x4_projection( vg.pv, gpipeline.fov, 
-         (float)vg.window_x / (float)vg.window_y, 
-         0.1f, 2100.0f );
+VG_STATIC void render_scene(void)
+{
+   render_fb_bind( gpipeline.fb_main );
+   glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
 
-   m4x4_mul( vg.pv, world_4x4, vg.pv );
+   /* Draw world */
    glEnable( GL_DEPTH_TEST );
-   
-   /* 
-    * Draw world
-    */
+   render_world( &main_camera );
 
-   int draw_solid = player.is_dead | freecam;
-   
-   render_world( vg.pv, camera_mtx );
-   if( draw_solid )
-      draw_player( camera_mtx );
 
-   render_water_texture( camera_mtx );
 
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   render_water_surface( vg.pv, camera_mtx );
-   render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
+   int player_transparent = 1,
+       player_draw        = 1;
+
+   if( !player_transparent && player_draw )
+      player_render( &main_camera, &localplayer );
+
+   render_water_texture( &main_camera );
+   render_fb_bind( gpipeline.fb_main );
+   render_water_surface( &main_camera );
+   render_world_gates( &main_camera );
+
+   if( player_transparent && player_draw )
+      render_player_transparent();
+}
+
+VG_STATIC void render_menu(void)
+{
+   glClear( GL_DEPTH_BUFFER_BIT );
+#if 0
+   menu_render( &main_camera );
+#endif
+}
+
+VG_STATIC void render_main_game(void)
+{
+#if 0
+   static float fov = 60.0f;
+   float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
+
+   if( player.controller == k_player_controller_skate )
+      fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
 
    if( cl_menu )
-   {
-      glClear( GL_DEPTH_BUFFER_BIT );
-      menu_render( vg.pv );
-   }
-   
-   /* Copy the RGB of what we have into the background buffer */
-   glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
-   glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
-   glBlitFramebuffer( 0,0, vg.window_x, vg.window_y, 
-                      0,0, vg.window_x, vg.window_y,
-                      GL_COLOR_BUFFER_BIT,
-                      GL_LINEAR );
-   
-   /* Clear out the colour buffer, but keep depth */
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
+      fov_target = menu_fov_target;
+   fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
+   fov = freecam? 60.0f: fov;
 
-   if( !player.is_dead )
-      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-   else
-      glClear( GL_COLOR_BUFFER_BIT );
-   
-   if( !draw_solid )
+   main_camera.fov   = fov;
+#endif
+
+   /* copy camera from player.
+    * TODO: blend with camera from menu */
+
+   /* FIXME: TEMP!! */
+   player_pre_render( &localplayer );
+
+   v3_copy( localplayer.cam.pos, main_camera.pos );
+   v3_copy( localplayer.cam.angles, main_camera.angles );
+   main_camera.fov = localplayer.cam.fov;
+   main_camera.nearz = 0.1f;
+   main_camera.farz  = 2100.0f;
+
+   camera_update_transform( &main_camera );
+   camera_update_view( &main_camera );
+   camera_update_projection( &main_camera );
+   camera_finalize( &main_camera );
+
+   /* ========== Begin Frame ========== */
+
+   render_scene();
+   present_view_with_post_processing();
+
+#if 0
+   if( cl_menu ) 
    {
-      m4x4_projection( vg.pv, gpipeline.fov, 
-            (float)vg.window_x / (float)vg.window_y, 
-            0.05f, 60.0f );
-      m4x4_mul( vg.pv, world_4x4, vg.pv );
-      draw_player( camera_mtx );
+      render_menu();
+      render_player_transparent();
    }
+#endif
 
-   /* 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_blit_use();
-   shader_blit_uTexMain( 0 );
-   glActiveTexture(GL_TEXTURE0);
-   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
-
-   render_fsquad();
+   /* =========== End Frame =========== */
 }
 
 VG_STATIC void vg_render(void)
 {
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
    glViewport( 0,0, vg.window_x, vg.window_y );
    glDisable( GL_DEPTH_TEST );
 
-   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
-   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
+   glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    render_main_game();
    
-   
    /* Other shite */
    glDisable(GL_BLEND);
    glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)vg.pv );
+   vg_lines_drawall( (float *)main_camera.mtx.pv );
    glViewport( 0,0, vg.window_x, vg.window_y );
 }
 
+VG_STATIC void run_light_widget( struct light_widget *lw );
 VG_STATIC void vg_ui(void)
 {
+   player_ui( &localplayer );
+
 #if 0
-   if( cl_menu )
-   {
-      ui_rect menu =
-      {
-         vg.window_x / 2 - 150,
-         vg.window_y / 2 - 50,
-         300,
-         130
-      };
-
-      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
-
-      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1]+6, 0, 0 },
-                               steam_username_at_startup, 
-                               1, k_text_align_center );
-      menu[1] += 24;
-      menu[3] -= 30;
-
-      ui_rect_pad( menu, 8 );
-      ui_fill_rect( &ui_global_ctx, menu, 0x90ffffff );
-      ui_rect_pad( menu, 2 );
-      ui_fill_rect( &ui_global_ctx, menu, 0xa0000000 );
-
-      menu[1] += 32;
-      ui_text( &ui_global_ctx, (ui_rect){ menu[0]+menu[2]/2,menu[1], 0, 0 },
-                               "Exit", 2, k_text_align_center );
-
-      if( vg_get_button_down( "jump" ) )
-      {
-         glfwSetWindowShouldClose( vg.window, 1 );
-      }
-   }
-   
-   if( lightedit )
+   menu_crap_ui();
+#endif
+
+   if( cl_light_edit )
    {
-      ui_global_ctx.cursor[0] = 10;
-      ui_global_ctx.cursor[1] = 10;
-      ui_global_ctx.cursor[2] = 200;
-      ui_global_ctx.cursor[3] = 20;
+      vg_uictx.cursor[0] = 10;
+      vg_uictx.cursor[1] = 10;
+      vg_uictx.cursor[2] = 200;
+      vg_uictx.cursor[3] = 20;
 
       struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
       struct ui_slider_vector 
@@ -310,24 +517,23 @@ VG_STATIC void vg_ui(void)
 
       for( int i=0; i<3; i++ )
          run_light_widget( &gpipeline.widgets[i] );
-
-      gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
-      ui_global_ctx.cursor[1] += 16;
-      ui_slider_vector( &ui_global_ctx, &s5 );
-
-      gui_text( ui_global_ctx.cursor, "Shadows", 1, 0 );
-      ui_global_ctx.cursor[1] += 16;
-      ui_slider( &ui_global_ctx, &s8 );
-      ui_slider( &ui_global_ctx, &s9 );
-
-      gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
-      ui_global_ctx.cursor[1] += 16;
+      
+      ui_text( vg_uictx.cursor, "Ambient", 1, 0 );
+      vg_uictx.cursor[1] += 16;
+      ui_slider_vector( &s5 );
+
+      ui_text( vg_uictx.cursor, "Shadows", 1, 0 );
+      vg_uictx.cursor[1] += 16;
+      ui_slider( &s8 );
+      ui_slider( &s9 );
+
+      ui_text( vg_uictx.cursor, "Misc", 1, 0 );
+      vg_uictx.cursor[1] += 16;
       struct ui_checkbox c1 = {.data = &wl->g_light_preview};
-      ui_checkbox( &ui_global_ctx, &c1 );
+      ui_checkbox( &c1 );
 
       render_update_lighting_ub();
    }
-#endif
    
    //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
    if( cl_ui )
@@ -337,14 +543,18 @@ VG_STATIC void vg_ui(void)
    //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
    
    audio_debug_soundscapes();
-}
+   render_view_framebuffer_ui();
 
 #if 0
+   player_physics_gui();
+#endif
+}
+
 VG_STATIC void run_light_widget( struct light_widget *lw )
 {
    struct ui_checkbox c1 = { .data=&lw->enabled };
 
-   ui_checkbox( &ui_global_ctx, &c1 );
+   ui_checkbox( &c1 );
    
    if( lw->enabled )
    {
@@ -352,18 +562,18 @@ VG_STATIC void run_light_widget( struct light_widget *lw )
          colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
          dir    = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
 
-      ui_slider_vector( &ui_global_ctx, &colour );
-      ui_global_ctx.cursor[1] += 4;
-      ui_slider_vector( &ui_global_ctx, &dir );
+      ui_slider_vector( &colour );
+      vg_uictx.cursor[1] += 4;
+      ui_slider_vector( &dir );
    }
 }
-#endif
 
 VG_STATIC void run_debug_info(void)
 {
+#if 0
    char buf[40];
    
-   snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
+   snprintf( buf, 40, "%.2fm/s", v3_length( player.rb.v ) );
    ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
    
    snprintf( buf, 40, "%.2f %.2f %.2f m/s", 
@@ -374,11 +584,11 @@ VG_STATIC void run_debug_info(void)
          player.phys.rb.co[0], player.phys.rb.co[1], player.phys.rb.co[2] );
    ui_text( (ui_px [2]){ 0, 40 }, buf, 1, k_text_align_left );
 
-   if( vg.gamepad_ready )
+   if( vg_input.controller_handle )
    {
-      for( int i=0; i<6; i++ )
+      for( int i=0; i<vg_list_size(vg_input.controller_axises); i++ )
       {
-         snprintf( buf, 40, "%.2f", vg.gamepad.axes[i] );
+         snprintf( buf, 40, "%.2f", vg_input.controller_axises[i] );
          ui_text( (ui_px [2]){ 0, (i+3)*20 }, buf, 1, k_text_align_left );
       }
    }
@@ -387,76 +597,5 @@ VG_STATIC void run_debug_info(void)
       ui_text( (ui_px [2]){ 0, 60 }, 
             "Gamepad not ready", 1, k_text_align_left );
    }
-}
-
-#else
-
-#define VG_TIMESTEP_FIXED (1.0/60.0)
-#define VG_3D
-#define VG_FRAMEBUFFER_RESIZE 1
-#include "vg/vg.h"
-
-int main( int argc, char *argv[] )
-{
-   vg_prealloc_quota( 512*1024*1024 );
-   vg_enter( argc, argv, "Voyager Game Engine" ); 
-}
-
-VG_STATIC void vg_preload(void)
-{
-vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
-vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| \n" );
-vg_info("            | \\    / | +--        /   +----- +---'  |   / | \n" );
-vg_info("            |  \\  /  | |         /    |      |   \\  |  /  | \n" );
-vg_info("            |   \\/   | |        /     |      |    \\ | /   | \n" );
-vg_info("            '        ' '--' [] '----- '----- '     ' '---'  " 
-        "SOFTWARE\n" );
-}
-
-VG_STATIC void vg_load(void)
-{
-   vg_bake_shaders();
-   vg_console_load_autos();
-}
-
-VG_STATIC void vg_start(void)
-{
-}
-
-VG_STATIC void vg_update( int loaded )
-{
-}
-
-VG_STATIC void vg_update_fixed( int loaded )
-{
-}
-
-VG_STATIC void vg_update_post( int loaded )
-{
-}
-
-VG_STATIC void vg_framebuffer_resize( int w, int h )
-{
-}
-
-VG_STATIC void vg_render(void)
-{
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   glViewport( 0,0, vg.window_x, vg.window_y );
-   glDisable( GL_DEPTH_TEST );
-
-   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
-   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
-   
-   /* Other shite */
-   glDisable(GL_BLEND);
-   glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)vg.pv );
-   glViewport( 0,0, vg.window_x, vg.window_y );
-}
-
-VG_STATIC void vg_ui(void)
-{
-}
-
 #endif
+}