nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index d4bf10ca42d014aec0c14148abf60750ec634e3f..eb69bc7c18a1af50a71d3a9001044a3dcc9b8c3f 100644 (file)
@@ -2,7 +2,7 @@
  * =============================================================================
  *
  * Copyright  .        . .       -----, ,----- ,---.   .---.
- * 2021-2022  |\      /| |           /  |      |    | |    /|
+ * 2021-2023  |\      /| |           /  |      |    | |    /|
  *            | \    / | +--        /   +----- +---'  |   / |
  *            |  \  /  | |         /    |      |   \  |  /  |
  *            |   \/   | |        /     |      |    \ | /   |
  * =============================================================================
  */
 
-#define VG_STATIC static
-#define VG_GAME
 #define SR_NETWORKED
-
+#define VG_DEVWINDOW
 #include "common.h"
+#include "conf.h"
 #include "steam.h"
 #include "render.h"
 #include "audio.h"
 #include "world.h"
+#include "font.h"
 #include "player.h"
+
+VG_STATIC struct player_avatar localplayer_avatar;
+VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
+
 #include "network.h"
 #include "menu.h"
-
-static int cl_ui     = 1;
+#include "vehicle.h"
+
+#define DEV_AARON
+#ifdef DEV_AARON
+static rb_object aaron={
+   .type=k_rb_shape_box,
+   .rb.bbx = {{ -2.0f, -1.0f, -1.0f }, { 2.0f, 1.0f, 1.0f }}
+};
+#endif
 
 int main( int argc, char *argv[] )
 {
    vg_mem.use_libc_malloc = 0;
-   vg_set_mem_quota( 128*1024*1024 );
+   vg_set_mem_quota( 160*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 void vg_preload(void)
 {
-   vg_convar_push( (struct vg_convar){
-      .name = "cl_ui",
-      .data = &cl_ui,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "cl_fov",
-      .data = &g_fov_option,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
+   g_conf_init();
 
 vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
-vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| \n" );
+vg_info(" 2021-2023  |\\      /| |           /  |      |    | |    /| \n" );
 vg_info("            | \\    / | +--        /   +----- +---'  |   / | \n" );
 vg_info("            |  \\  /  | |         /    |      |   \\  |  /  | \n" );
 vg_info("            |   \\/   | |        /     |      |    \\ | /   | \n" );
@@ -75,35 +71,118 @@ 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 );
+
+#ifdef DEV_AARON
+   q_identity( aaron.rb.q );
+   v3_zero( aaron.rb.w );
+   v3_zero( aaron.rb.co );
+   v3_zero( aaron.rb.v );
+   rb_init_object( &aaron );
+#endif
+}
+
+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", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
+   mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
+   mdl_close( &ctx_default );
+
+   mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
+   mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
+   mdl_close( &ctx_outlaw );
+
+   mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
+   mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
+   mdl_load_mesh_block( &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_model_character_view_register();
+   vg_acquire_thread_sync();
+   {
+      vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
+   }
+   vg_release_thread_sync();
+}
+
+void temp_update_playermodel(void){
+   player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
 }
 
 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( vehicle_init, NULL );
+   vg_loader_step( font3d_init, NULL );
+
+   font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
+
+   vg_loader_step( player_init, NULL );
+   vg_loader_step( player_ragdoll_init, NULL );
+   
+   /* ----------------- */
+   vg_loader_step( load_playermodels, NULL );
+  
+   /* player setup */
+   player__create( &localplayer );
+   player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
+   player__use_avatar( &localplayer, &localplayer_avatar );
+   player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
+   player__use_texture( &localplayer, &localplayer_texture );
+   player__bind( &localplayer );
+
+   /* --------------------- */
 
    vg_bake_shaders();
-   vg_loader_highwater( audio_init, audio_free, NULL );
-   world_audio_init();
+   vg_loader_step( audio_init, audio_free );
 
    /* 'systems' are completely loaded now */
-   strcpy( world.world_name, "maps/mp_mtzero.mdl" );
-   world_load();
+
+   /* load home world */
+   world_load( 0, "maps/mp_spawn.mdl" );
+   world_load( 1, "maps/mp_mtzero.mdl" );
+
+#if 0
+   world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
+   world_link_nonlocal_gates( 0, 1 );
+   world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
+   world_link_nonlocal_gates( 0, 2 );
+#endif
+
    vg_console_load_autos();
 }
 
 VG_STATIC void vg_start(void)
 {
-   reset_player( 1, (const char *[]){ "start" } );
+   localplayer.viewable_world = get_active_world();
+   localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
 }
 
 VG_STATIC void draw_origin_axis(void)
@@ -113,250 +192,294 @@ 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();
+      
+      player__pre_update( &localplayer );
 
-      player_update_pre();
-      world_update( player.phys.rb.co );
+      world_update( get_active_world(), localplayer.rb.co );
+      audio_ambient_sprites_update( get_active_world(), localplayer.rb.co );
    }
 }
 
-VG_STATIC void vg_update_fixed( int loaded )
+VG_STATIC void vg_update_fixed(void)
 {
-   if( loaded )
-   {
-      player_update_fixed();
+   if( vg.is_loaded ){
+      world_routes_fixedupdate( get_active_world() );
+
+      player__update( &localplayer );
+      vehicle_update_fixed();
+
+#ifdef DEV_AARON
+      world_instance *world = get_active_world();
+      rb_solver_reset();
+      rb_ct *buf = rb_global_buffer();
+
+      int l = rb_box__scene( aaron.rb.to_world, aaron.rb.bbx,
+                             NULL, &world->rb_geo.inf.scene, buf );
+      for( int j=0; j<l; j++ ){
+         buf[j].rba = &aaron.rb;
+         buf[j].rbb = &world->rb_geo.rb;
+      }
+      rb_contact_count += l;
+      rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
+
+      for( int j=0; j<8; j++ ){
+         rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+      }
+
+      rb_iter( &aaron.rb );
+      rb_update_transform( &aaron.rb );
+#endif
+
    }
 }
 
-VG_STATIC void vg_update_post( int loaded )
+VG_STATIC void vg_update_post(void)
 {
-   if( loaded )
-   {
-      player_update_post();
+   if( vg.is_loaded ){
+      player__post_update( &localplayer );
+
+      float dist;
+      int sample_index;
+      world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
+
+      audio_lock();
+      vg_dsp.echo_distances[sample_index] = dist;
+
+      v3f ears = { 1.0f,0.0f,0.0f };
+      m3x3_mulv( main_camera.transform, ears, ears );
+      v3_copy( ears, vg_audio.external_listener_ears );
+      v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
+
+      if( localplayer.gate_waiting ){
+         m4x3_mulv( localplayer.gate_waiting->transport,
+                    vg_audio.external_listener_pos, 
+                    vg_audio.external_listener_pos );
+      }
+
+      v3_copy( localplayer.rb.v, vg_audio.external_lister_velocity );
+      audio_unlock();
+
       menu_update();
+      vehicle_update_post();
+
+#ifdef DEV_AARON
+      SDL_Scancode sc = SDL_GetScancodeFromKey( SDLK_q );
+      if( vg_input.sdl_keys[sc] ){
+         m4x3_mulv( main_camera.transform, (v3f){0.0f,0.0f,-3.0f}, 
+                    aaron.rb.co );
+
+         v3_zero( aaron.rb.v );
+         v3_zero( aaron.rb.w );
+         rb_update_transform( &aaron.rb );
+      }
+
+      rb_object_debug( &aaron, VG__PINK );
+#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)
 {
-   m4x4f world_4x4;
-   m4x3_expand( camera_mtx_inverse, world_4x4 );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glViewport( 0,0, vg.window_x, vg.window_y );
 
-   static float fov = 60.0f;
+   glEnable(GL_BLEND);
+   glDisable(GL_DEPTH_TEST);
+   glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
 
-   float fov_target = vg_lerpf( 90.0f, 110.0f, g_fov_option );
+   v2f inverse;
+   render_fb_inverse_ratio( gpipeline.fb_main, inverse );
 
-   if( player.phys.on_board )
-      fov_target = vg_lerpf( 97.0f, 135.0f, g_fov_option );
+   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));
+      shader_blitblur_uInverseRatio( inverse );
 
-   if( cl_menu )
-      fov_target = menu_fov_target;
+      v2f menu_blurring;
+      v2_muls( (v2f){ 0.04f, 0.001f }, menu_opacity, menu_blurring );
+      shader_blitblur_uOverrideDir( menu_blurring );
 
-   fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
+      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 );
+      shader_blit_uInverseRatio( inverse );
+      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
+   }
 
-   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 );
+   render_fsquad();
+}
 
-   m4x4_mul( vg.pv, world_4x4, vg.pv );
-   glEnable( GL_DEPTH_TEST );
-   
-   /* 
-    * Draw world
-    */
+VG_STATIC void render_player_transparent(void)
+{
+   static camera small_cam;      /* DOES NOT NEED TO BE STATIC BUT MINGW 
+                                    SAIS OTHERWISE */
 
-   int draw_solid = player.is_dead | freecam;
-   render_world( vg.pv, camera_mtx );
+   m4x3_copy( main_camera.transform, small_cam.transform );
 
-   if( draw_solid )
-      draw_player( camera_mtx );
+   small_cam.fov = main_camera.fov;
+   small_cam.nearz = 0.05f;
+   small_cam.farz  = 60.0f;
 
-   render_water_texture( camera_mtx );
+   camera_update_view( &small_cam );
+   camera_update_projection( &small_cam );
+   camera_finalize( &small_cam );
 
+   /* Draw player to window buffer and blend background ontop */
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   render_water_surface( vg.pv, camera_mtx );
-   render_world_gates( vg.pv, player.phys.rb.co, camera_mtx );
+   glViewport( 0,0, vg.window_x, vg.window_y );
+   player__render( &small_cam, &localplayer );
+}
 
-   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 );
+VG_STATIC void render_scene(void)
+{
+   render_fb_bind( gpipeline.fb_main, 1 );
+   glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
 
-   if( !player.is_dead )
-      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-   else
-      glClear( GL_COLOR_BUFFER_BIT );
-   
-   if( !draw_solid )
-   {
-      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 );
+   /* Draw world */
+   glEnable( GL_DEPTH_TEST );
+
+   world_instance *view_world = localplayer.viewable_world;
+
+   if( view_world == NULL ){
+      glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
+      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+      return;
    }
 
-   /* 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 );
+   world_prerender( view_world );
+   render_world( view_world, &main_camera, 0 );
 
-   render_fsquad();
+   render_water_texture( view_world, &main_camera, 0 );
+   render_fb_bind( gpipeline.fb_main, 1 );
+   render_water_surface( view_world, &main_camera );
 }
 
-VG_STATIC void vg_render(void)
+VG_STATIC void render_scene_gate_subview(void)
 {
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   glViewport( 0,0, vg.window_x, vg.window_y );
-   glDisable( GL_DEPTH_TEST );
+   render_fb_bind( gpipeline.fb_main, 1 );
+   world_instance *view_world = localplayer.viewable_world;
 
-   glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
-   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
-
-   render_main_game();
-   
-   
-   /* Other shite */
-   glDisable(GL_BLEND);
-   glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)vg.pv );
-   glViewport( 0,0, vg.window_x, vg.window_y );
+   int depth = 1;
+   if( localplayer.gate_waiting ) depth = 0;
+   render_world_gates( view_world, &main_camera, depth );
 }
 
-VG_STATIC void vg_ui(void)
+VG_STATIC void render_main_game(void)
 {
-   menu_crap_ui();
-
 #if 0
-   if( lightedit )
-   {
-      ui_global_ctx.cursor[0] = 10;
-      ui_global_ctx.cursor[1] = 10;
-      ui_global_ctx.cursor[2] = 200;
-      ui_global_ctx.cursor[3] = 20;
+   static float fov = 60.0f;
+   float fov_target = vg_lerpf( 90.0f, 110.0f, cl_fov );
 
-      struct ub_world_lighting *wl = &gpipeline.ub_world_lighting;
-      struct ui_slider_vector 
-         s5 = { .min=0.0f, .max=2.0f, .len=3, .data=wl->g_ambient_colour };
+   if( player.controller == k_player_controller_skate )
+      fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov );
 
-      struct ui_slider
-         s8 = { .min=0.0f, .max=2.0f, .data = &gpipeline.shadow_spread },
-         s9 = { .min=0.0f, .max=25.0f, .data = &gpipeline.shadow_length };
+   if( cl_menu )
+      fov_target = menu_fov_target;
+   fov = vg_lerpf( fov, fov_target, vg.frame_delta * 2.0f );
+   fov = freecam? 60.0f: fov;
 
-      for( int i=0; i<3; i++ )
-         run_light_widget( &gpipeline.widgets[i] );
+   main_camera.fov   = fov;
+#endif
+
+   player__pre_render( &localplayer );
 
-      gui_text( ui_global_ctx.cursor, "Ambient", 1, 0 );
-      ui_global_ctx.cursor[1] += 16;
-      ui_slider_vector( &ui_global_ctx, &s5 );
+   v3_lerp( localplayer.cam.pos, menu_camera_pos, menu_opacity, 
+            main_camera.pos );
+   main_camera.angles[0] = 
+      vg_alerpf(  localplayer.cam.angles[0], menu_camera_angles[0], 
+                  menu_opacity );
+   main_camera.angles[1] = 
+      vg_lerpf ( localplayer.cam.angles[1], menu_camera_angles[1], 
+                 menu_opacity );
 
-      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 );
+   main_camera.fov = vg_lerpf( localplayer.cam.fov, menu_smooth_fov,
+                               menu_opacity );
+   main_camera.nearz = 0.1f;
+   main_camera.farz  = 2100.0f;
 
-      gui_text( ui_global_ctx.cursor, "Misc", 1, 0 );
-      ui_global_ctx.cursor[1] += 16;
-      struct ui_checkbox c1 = {.data = &wl->g_light_preview};
-      ui_checkbox( &ui_global_ctx, &c1 );
+   camera_update_transform( &main_camera );
 
-      render_update_lighting_ub();
+   if( localplayer.gate_waiting ){
+      m3x3_mul( localplayer.basis_gate, main_camera.transform, 
+                main_camera.transform );
    }
-#endif
-   
-   //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-   if( cl_ui )
-   {
-      render_world_routes_ui();
+   else{
+      m3x3_mul( localplayer.basis, main_camera.transform, 
+                main_camera.transform );
    }
-   //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
    
-   audio_debug_soundscapes();
-}
+   camera_update_view( &main_camera );
+   camera_update_projection( &main_camera );
+   camera_finalize( &main_camera );
 
-#if 0
-VG_STATIC void run_light_widget( struct light_widget *lw )
-{
-   struct ui_checkbox c1 = { .data=&lw->enabled };
+   /* ========== Begin Frame ========== */
 
-   ui_checkbox( &ui_global_ctx, &c1 );
-   
-   if( lw->enabled )
-   {
-      struct ui_slider_vector 
-         colour = { .min=0.0f, .max=2.0f, .len=3, .data=lw->colour },
-         dir    = { .min=-VG_PIf, .max=VG_PIf, .len=2, .data=lw->dir };
+   render_scene();
 
-      ui_slider_vector( &ui_global_ctx, &colour );
-      ui_global_ctx.cursor[1] += 4;
-      ui_slider_vector( &ui_global_ctx, &dir );
+   if( cl_menu ) {
+      //glClear( GL_DEPTH_BUFFER_BIT );
+      menu_render_bg();
+      glEnable( GL_DEPTH_TEST );
    }
+
+   render_player_transparent();
+   render_scene_gate_subview();
+
+   present_view_with_post_processing();
+
+   if( cl_menu )
+      menu_render_fg( &main_camera );
+
+   /* =========== End Frame =========== */
 }
-#endif
 
-VG_STATIC void run_debug_info(void)
+VG_STATIC void vg_render(void)
 {
-   char buf[40];
-   
-   snprintf( buf, 40, "%.2fm/s", v3_length( player.phys.rb.v ) );
-   ui_text( (ui_px [2]){ 0, 0 }, buf, 1, k_text_align_left );
-   
-   snprintf( buf, 40, "%.2f %.2f %.2f m/s", 
-         player.phys.a[0], player.phys.a[1], player.phys.a[2] );
-   ui_text( (ui_px [2]){ 0, 20 }, buf, 1, k_text_align_left );
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
-   snprintf( buf, 40, "pos %.2f %.2f %.2f", 
-         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 );
+   glViewport( 0,0, vg.window_x, vg.window_y );
+   glDisable( GL_DEPTH_TEST );
 
-   if( vg_input.controller_handle )
-   {
-      for( int i=0; i<vg_list_size(vg_input.controller_axises); 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 );
-      }
-   }
-   else
-   {
-      ui_text( (ui_px [2]){ 0, 60 }, 
-            "Gamepad not ready", 1, k_text_align_left );
-   }
+   glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+
+   render_main_game();
+
+   m4x4_copy( main_camera.mtx.pv, vg.pv );
+   
+   /* Other shite */
+   glDisable(GL_BLEND);
+   glDisable(GL_DEPTH_TEST);
+   vg_lines_drawall();
+   glViewport( 0,0, vg.window_x, vg.window_y );
+}
+
+VG_STATIC void vg_ui(void)
+{
+#if 0
+   player__im_gui( &localplayer );
+#endif
+   world_instance *world = get_active_world();
+   menu_crap_ui();
+   
+   render_view_framebuffer_ui();
 }