cleanup+walgrid init
authorhgn <hgodden00@gmail.com>
Wed, 22 Jun 2022 02:00:15 +0000 (03:00 +0100)
committerhgn <hgodden00@gmail.com>
Wed, 22 Jun 2022 02:00:15 +0000 (03:00 +0100)
16 files changed:
character.h
common.h [new file with mode: 0644]
gate.h
main.c
player.h [new file with mode: 0644]
render.h
shaders/sky.fs
shaders/sky.h
shaders/terrain.fs
shaders/terrain.h
shaders/water.fs
shaders/water.h
shaders/water.vs
terrain.h
water.h
world.h

index 6a3a26b0764ef4e06babb3e6ca0ca84ca280858e..bc2ccb5a52c3f8c2d29d7f48de61f19ceb674f59 100644 (file)
@@ -1,16 +1,25 @@
 #ifndef CHARACTER_H
 #define CHARACTER_H
 
-/* TODO: -> Common.h */
-#define VG_3D
-#include "vg/vg.h"
-
+#include "common.h"
 #include "model.h"
 #include "scene.h"
 #include "ik.h"
 #include "rigidbody.h"
 #include "shaders/character.h"
 
+vg_tex2d tex_pallet = { .path = "textures/ch_gradient.qoi" };
+
+static void character_register(void)
+{
+   shader_character_register();
+}
+
+static void character_init(void)
+{
+   vg_tex2d_init( (vg_tex2d *[]){ &tex_pallet }, 1 );
+}
+
 #define FOREACH_PART(FN) \
    FN( foot_l ) \
    FN( foot_r ) \
@@ -39,6 +48,7 @@
 #define ADD_ONE(_) +1
 #define PART_COUNT FOREACH_PART(ADD_ONE)
 
+
 enum character_part
 {
    FOREACH_PART( MAKE_ENUM )
@@ -503,8 +513,9 @@ static void character_testpose( struct character *ch, float t )
 static void character_draw( struct character *ch, float temp )
 {
    shader_character_use();
-
    shader_character_uPv( vg_pv );
+
+   vg_tex2d_bind( &tex_pallet, 0 );
    shader_character_uTexMain( 0 );
    shader_character_uOpacity( temp );
    
@@ -536,12 +547,6 @@ static void character_draw( struct character *ch, float temp )
    }
 }
 
-static void character_register(void)
-{
-   shader_character_register();
-}
-
-
 /* 
  * Ragdoll Stuff
  */
diff --git a/common.h b/common.h
new file mode 100644 (file)
index 0000000..cc27202
--- /dev/null
+++ b/common.h
@@ -0,0 +1,10 @@
+#ifndef COMMON_H
+#define COMMON_H
+
+#define VG_3D
+#define VG_FRAMEBUFFER_RESIZE 1
+#include "vg/vg.h"
+
+static float ktimestep = 1.0f/60.0f;
+
+#endif /* COMMON_H */
diff --git a/gate.h b/gate.h
index 2f2b21ef096246537863ad80e2209b08cb9b1ac5..6a6a0a9f91c59e37f66d38db2535850f04d88c42 100644 (file)
--- a/gate.h
+++ b/gate.h
@@ -11,7 +11,7 @@ typedef struct teleport_gate teleport_gate;
 
 static struct
 {
-   GLuint fb, rgb, rb, vao, vbo;
+   GLuint fb, rgb, rb;
    glmesh mdl;
 }
 grender;
@@ -39,27 +39,9 @@ static void gate_register(void)
    shader_gate_register();
 }
 
-static void gate_init( void (*newfb)(GLuint*,GLuint*,GLuint*) )
+static void gate_init(void)
 {
-   newfb( &grender.fb, &grender.rgb, &grender.rb );
-   {
-      float ksz = 1.0f;
-      float quad[] = { -ksz,-ksz,0.0f,  ksz, ksz,0.0f, -ksz, ksz,0.0f,
-                       -ksz,-ksz,0.0f,  ksz,-ksz,0.0f,  ksz, ksz,0.0f,
-                       -ksz,-ksz,-0.1f,  ksz, ksz,-0.1f, -ksz, ksz,-0.1f,
-                       -ksz,-ksz,-0.1f,  ksz,-ksz,-0.1f,  ksz, ksz,-0.1f };
-
-      glGenVertexArrays( 1, &grender.vao );
-      glGenBuffers( 1, &grender.vbo );
-      glBindVertexArray( grender.vao );
-      glBindBuffer( GL_ARRAY_BUFFER, grender.vbo );
-      glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
-      glBindVertexArray( grender.vao );
-      glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 
-            sizeof(float)*3, (void*)0 );
-      glEnableVertexAttribArray( 0 );
-      VG_CHECK_GL();
-   }
+   create_renderbuffer_std( &grender.fb, &grender.rgb, &grender.rb );
 
    model *mgate = vg_asset_read( "models/rs_gate.mdl" );
    model_unpack( mgate, &grender.mdl );
@@ -228,9 +210,6 @@ static void render_gate( teleport_gate *gate, m4x3f camera )
    mesh_draw( &grender.mdl );
 
    glDisable(GL_BLEND);
-   return;
-   glBindVertexArray( grender.vao );
-   glDrawArrays( GL_TRIANGLES, 0, 12 );
 }
 
 static int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
diff --git a/main.c b/main.c
index aef6dabf24c49d8e46008c94410a79ed1a449f5e..55a8f5994581cd60eac60dfa82d8d2ace34316e1 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,6 +1,4 @@
-#define VG_3D
-#define VG_FRAMEBUFFER_RESIZE 1
-#include "vg/vg.h"
+#include "common.h"
 
 /* Resources */
 vg_tex2d tex_norwey = { .path = "textures/norway_foliage.qoi" };
@@ -9,23 +7,11 @@ 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 tex_water = { .path = "textures/water.qoi" };
 
 /* Convars */
-static int freecam = 0;
 static int debugview = 0;
-static int debugsdf = 0;
 static int sv_debugcam = 0;
-static int sv_phys = 0;
-static int thirdperson = 0;
-static int clock_divider = 1;
-static int replay_record = 0;
-
-static m4x3f *replay_buffer = NULL;
-static int replay_buffer_frame = 0;
-
-#define REPLAY_LENGTH 120*60
 
 /* Components */
 #include "road.h"
@@ -39,6 +25,7 @@ static int replay_buffer_frame = 0;
 #include "gate.h"
 #include "water.h"
 #include "world.h"
+#include "player.h"
 
 #include "shaders/blit.h"
 #include "shaders/standard.h"
@@ -63,7 +50,6 @@ vg_tex2d *texture_list[] =
    &tex_grid,
    &tex_sky,
    &tex_cement,
-   &tex_pallet,
    &tex_water,
    &tex_water_surf
 };
@@ -73,54 +59,6 @@ int main( int argc, char *argv[] )
    vg_init( argc, argv, "Voyager Game Engine" ); 
 }
 
-m4x3f world_matrix;
-
-static struct gplayer
-{
-   /* Physics */
-   v3f co, v, a, v_last, m, bob;
-   v4f rot;
-   float vswitch, slip, slip_last,
-         reverse;
-
-   float iY;   /* Yaw inertia */
-   int in_air, is_dead;
-
-   /* Input */
-   v2f joy_l;
-
-   v3f view;
-   v3f follow;
-   v2f look_dir;  /* TEMP */
-   v2f board_xy;
-   float grab;
-   float pitch;
-
-   v3f land_target;
-   v3f land_target_log[22];
-   u32 land_target_colours[22];
-   int land_log_count;
-   m3x3f vr;
-
-   m4x3f to_world, to_local;
-   
-   struct character mdl;
-
-   v3f handl_target, handr_target,
-       handl, handr;
-}
-player;
-
-
-static struct grender
-{
-   GLuint fb_background,
-          rgb_background;
-
-   glmesh fsquad;
-}
-render;
-
 #if 0
 rigidbody mr_box = {
    .bbx = {{ -1.0f, -0.25f, -0.25f }, { 1.0f, 0.25f, 0.25f }}
@@ -140,40 +78,6 @@ gate_b = {
 };
 #endif
 
-static void player_transform_update(void)
-{
-   q_normalize( player.rot );
-   q_m3x3( player.rot, player.to_world );
-   v3_copy( player.co, player.to_world[3] );
-
-   m4x3_invert_affine( player.to_world, player.to_local );
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
-   v3_zero( player.co );
-
-   if( argc == 1 )
-   {
-      if( !strcmp( argv[0], "tutorial" ))
-         v3_copy( world.tutorial, 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.is_dead = 0;
-   player.in_air = 1;
-   m3x3_identity( player.vr );
-
-   player.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
-
-   player_transform_update();
-   return 0;
-}
-
 static int playermodel( int argc, char const *argv[] )
 {
    if( argc < 1 ) return 0;
@@ -186,35 +90,8 @@ static int playermodel( int argc, char const *argv[] )
    return 1;
 }
 
-
 void vg_start(void)
 {
-   replay_buffer = malloc( sizeof(m4x3f) * REPLAY_LENGTH * (PART_COUNT) );
-
-   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-
-#if 0
-   rb_init( &mr_box );
-   rb_init( &mrs_box );
-   mrs_box.co[2] += 2.0f;
-#endif
-
-   vg_convar_push( (struct vg_convar){
-      .name = "frame",
-      .data = &replay_buffer_frame,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=REPLAY_LENGTH-1, .clamp=1 },
-      .persistent = 0
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "rec",
-      .data = &replay_record,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 0
-   });
-
    vg_convar_push( (struct vg_convar){
       .name = "freecam",
       .data = &freecam,
@@ -239,874 +116,35 @@ void vg_start(void)
       .persistent = 1
    });
 
-   vg_convar_push( (struct vg_convar){
-      .name = "debugsdf",
-      .data = &debugsdf,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "phys",
-      .data = &sv_phys,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .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
        });
-   
-   v3f lightDir = { 0.1f, 0.8f, 0.2f };
-   v3_normalize( lightDir );
-
-   character_load( &player.mdl, "ch_default" );
-   character_init_ragdoll( &player.mdl );
-   
-   world_init_default();
 
-   reset_player( 1, (const char *[]){ "tutorial" } );
-   player_transform_update();
-
-   /* Create framebuffers */
-   glGenFramebuffers( 1, &render.fb_background );
-   glBindFramebuffer( GL_FRAMEBUFFER, render.fb_background );
-
-   glGenTextures( 1, &render.rgb_background );
-   glBindTexture( GL_TEXTURE_2D, render.rgb_background );
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 
-         0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
-
-   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
-         GL_TEXTURE_2D, 
-         render.rgb_background, 0);
+   vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
 
-   gate_init( create_renderbuffer_std );
+   render_init();
+   gate_init();
    terrain_init();
+   character_init();
 
-   {
-      float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
-                       0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
-
-      glGenVertexArrays( 1, &render.fsquad.vao );
-      glGenBuffers( 1, &render.fsquad.vbo );
-      glBindVertexArray( render.fsquad.vao );
-      glBindBuffer( GL_ARRAY_BUFFER, render.fsquad.vbo );
-      glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
-      glBindVertexArray( render.fsquad.vao );
-      glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
-            sizeof(float)*2, (void*)0 );
-      glEnableVertexAttribArray( 0 );
-      VG_CHECK_GL();
-   }
-}
-
-static float ktimestep = 1.0f/60.0f;
-
-static void player_freecam(void)
-{
-   m4x3f cam_rot;
-   m4x3_identity( cam_rot );
-   m4x3_rotate_y( cam_rot, -player.look_dir[0] );
-   m4x3_rotate_x( cam_rot, -player.look_dir[1] );
-
-   v3f lookdir = { 0.0f, 0.0f, -1.0f },
-       sidedir = { 1.0f, 0.0f,  0.0f };
-   
-   m4x3_mulv( cam_rot, lookdir, lookdir );
-   m4x3_mulv( cam_rot, sidedir, sidedir );
-   
-   float movespeed = 15.0f;
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
-
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
-
-      v2_muladds( view_vel, delta, 0.005f, view_vel );
-   }
-   
-   v2_muls( view_vel, 0.75f, view_vel );
-   v2_add( view_vel, player.look_dir, player.look_dir );
-   player.look_dir[1] = 
-      vg_clampf( player.look_dir[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
-   if( vg_get_button( "forward" ) )
-      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
-   if( vg_get_button( "back" ) )
-      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "left" ) )
-      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "right" ) )
-      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
-   v3_muls( move_vel, 0.75f, move_vel );
-   v3_add( move_vel, player.view, player.view );
-}
-
-static void apply_gravity( v3f vel, float const timestep )
-{
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
-}
-
-static void player_start_air(void)
-{
-   player.in_air = 1;
-
-   float pstep = ktimestep*10.0f;
-
-   float best_velocity_mod = 0.0f,
-         best_velocity_delta = -9999.9f;
-
-   v3f axis, vup;
-   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
-   v3_cross( vup, player.v, axis );
-   v3_normalize( axis );
-   player.land_log_count = 0;
-   
-   m3x3_identity( player.vr );
-
-   for( int m=-3;m<=12; m++ )
-   {
-      float vmod = ((float)m / 15.0f)*0.09f;
-
-      v3f pco, pco1, pv;
-      v3_copy( player.co, pco );
-      v3_copy( player.v, pv );
-      v3_muladds( pco, pv, ktimestep, pco );
-
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
-
-      m3x3f vr;
-      v4f vr_q;
-
-      q_axis_angle( vr_q, axis, vmod );
-      q_m3x3( vr_q, vr );
-
-      for( int i=0; i<50; i++ )
-      {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
-
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
-
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
-
-         if( ray_world( pco1, vdir, &contact ))
-         {
-            float land_delta = v3_dot( pv, contact.normal );
-            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
-            /* Bias prediction towords ramps */
-            if( ray_hit_is_ramp( &contact ) )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
-
-            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
-            {
-               best_velocity_delta = land_delta;
-               best_velocity_mod = vmod;
-
-               v3_copy( contact.pos, player.land_target );
-
-               q_axis_angle( vr_q, axis, vmod*0.1f );
-               q_m3x3( vr_q, player.vr );
-            }
-
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
-
-            player.land_log_count ++;
-
-            break;
-         }
-      }
-   }
-
-   //v3_rotate( player.v, best_velocity_mod, axis, player.v );
-   
-   return;
-   v3_muls( player.v, best_velocity_mod, player.v );
-}
-
-static int sample_if_resistant( v3f pos )
-{
-   v3f ground;
-   v3_copy( pos, ground );
-   ground[1] += 4.0f;
-   
-   ray_hit hit;
-   hit.dist = INFINITY;
-
-   if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-   {
-      v3f angle;
-      v3_copy( player.v, angle );
-      v3_normalize( angle );
-      float resistance = v3_dot( hit.normal, angle );
-
-      if( resistance < 0.25f )
-      {
-         v3_copy( hit.pos, pos );
-         return 1;
-      }
-   }
-
-   return 0;
-}
-
-static float stable_force( float current, float diff )
-{
-   float new = current + diff;
-
-   if( new * current < 0.0f )
-      return 0.0f;
-
-   return new;
-}
-
-static void player_physics_ground(void)
-{
-   /* 
-    * Getting surface collision points,
-    * the contact manifold is a triangle for simplicity.
-    */
-   v3f contact_front, contact_back, contact_norm, vup, vside,
-       axis;
-   
-   float klength = 0.65f;
-   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
-   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
-   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
-   m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
-   m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
-
-   v3f cn0, cn1, cn2;
-   
-   int contact_count = 
-      sample_if_resistant( contact_front ) +
-      sample_if_resistant( contact_back ) +
-      sample_if_resistant( contact_norm );
-   
-   if( contact_count < 3 )
-   {
-      player_start_air();
-      return;
-   }
-
-   v3f norm;
-   v3f v0, v1;
-   v3_sub( contact_norm, contact_front, v0 );
-   v3_sub( contact_back, contact_front, v1 );
-   v3_cross( v1, v0, norm );
-   v3_normalize( norm );
-
-   vg_line( contact_norm, contact_front, 0xff00ff00 );
-   vg_line( contact_back, contact_front, 0xff0000ff );
-
-   /* Surface alignment */
-   float angle = v3_dot( vup, norm );
-   v3_cross( vup, norm, axis );
-
-   if( angle < 0.999f )
-   {
-      v4f correction;
-      q_axis_angle( correction, axis, acosf(angle) );
-      q_mul( correction, player.rot, player.rot );
-   }
-
-   float resistance = v3_dot( norm, player.v );
-   if( resistance >= 0.0f )
-   {
-      player_start_air();
-      return;
-   }
-   else
-   {
-      v3_muladds( player.v, norm, -resistance, player.v );
-   }
-   
-   /* This is where velocity integration used to be */
-
-   float slip = 0.0f;
-
-   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
-
-   v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
-
-   /* Calculate local forces */
-   
-   if( fabsf(vel[2]) > 0.01f )
-      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
-   player.reverse = -vg_signf(vel[2]);
-
-   float substep = ktimestep * 0.2f;
-   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
-
-   for( int i=0; i<5; i++ )
-   {
-      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-      vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
-   }
-   
-   static double start_push = 0.0;
-   if( vg_get_button_down( "push" ) )
-      start_push = vg_time;
-
-   if( !vg_get_button("break") && vg_get_button( "push" ) )
-   {
-      float const k_maxpush = 16.0f,
-                  k_pushaccel = 5.0f;
-
-      float cycle_time = vg_time-start_push,
-            amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
-            current = v3_length( vel ),
-            new_vel = vg_minf( current + amt, k_maxpush );
-      new_vel -= vg_minf(current, k_maxpush);
-      vel[2] -= new_vel * player.reverse;
-   }
-   
-   m3x3_mulv( player.to_world, vel, player.v );
-
-   if( vg_get_button( "yawl" ) )
-      player.iY +=  3.6f * ktimestep;
-   if( vg_get_button( "yawr" ) )
-      player.iY -=  3.6f * ktimestep;
-   
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
-   
-   /* Too much lean and it starts to look like a snowboard here */
-   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
-         ktimestep*5.0f, player.board_xy);
-}
-
-static void draw_cross(v3f pos,u32 colour)
-{
-   v3f p0, p1;
-   v3_add( (v3f){ 1.0f,0.0f,0.0f}, pos, p0 );
-   v3_add( (v3f){-1.0f,0.0f,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f, 1.0f,0.0f}, pos, p0 );
-   v3_add( (v3f){0.0f,-1.0f,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f,0.0f, 1.0f}, pos, p0 );
-   v3_add( (v3f){0.0f,0.0f,-1.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-}
-
-static void player_physics_air(void)
-{
-   /* Debug prediciton */
-
-   m3x3_mulv( player.vr, player.v, player.v );
-   for( int i=0; i<player.land_log_count; i++ )
-      draw_cross( player.land_target_log[i], 
-            player.land_target_colours[i] );
-
-   draw_cross( player.land_target, 0xff0000ff );
-
-   v3f ground_pos;
-   v3_copy( player.co, ground_pos );
-   ground_pos[1] += 4.0f;
-   
-   ray_hit hit;
-   hit.dist = INFINITY;
-   if( ray_world( ground_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-   {
-      if( hit.pos[1] > player.co[1] )
-      {
-         player.in_air = 0;
-         
-         if( !ray_hit_is_ramp( &hit ) )
-         {
-            player.is_dead = 1;
-            m4x3_mulv( player.to_world, player.view, player.follow );
-            character_ragdoll_copypose( &player.mdl, player.v );
-         }
-
-         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 );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
-
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
-
-      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-      
-      float orig_dist = contact.dist;
-      if( ray_world( pco1, vdir, &contact ))
-      {
-         v3f localup;
-         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
-         float angle = v3_dot( localup, contact.normal );
-         v3f axis; 
-         v3_cross( localup, contact.normal, axis );
-
-         time_to_impact += (contact.dist/orig_dist)*pstep;
-         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
-         limiter = 1.0f-limiter;
-         limiter *= limiter;
-         limiter = 1.0f-limiter;
-
-         if( angle < 0.99f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
-            q_mul( correction, player.rot, player.rot );
-         }
-
-         draw_cross( contact.pos, 0xffff0000 );
-         break;
-      }
-      time_to_impact += pstep;
-   }
-
-
-   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
-   {
-
-      float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
-      static float siX = 0.0f;
-      siX = vg_lerpf( siX, iX, 0.3f );
-      
-      v4f rotate;
-      v3f vside;
-      
-      m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
-      q_axis_angle( rotate, vside, siX );
-      q_mul( rotate, player.rot, player.rot );
-   }
-   
-   v2f target = {0.0f,0.0f};
-   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-               player.grab, target );
-   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
-}
-
-static void player_animate(void);
-static void player_update(void)
-{
-   
-   if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
-   if( player.is_dead )
-      return;
-
-   static int clock = 0;
-
-   /* temp */
-   if( freecam )
-   {
-      player_freecam();
-      return;
-   }
-
-   clock ++;
-   if( clock >= clock_divider )
-      clock = 0;
-   else
-      return;
-   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 );
-
-   if( player.in_air )
-      player_physics_air();
-
-   if( !player.in_air )
-      player_physics_ground();
-   
-   /* Integrate velocity */
-   v3f prevco;
-   v3_copy( player.co, prevco );
-   if( sv_phys )
-   {
-      apply_gravity( player.v, ktimestep );
-      v3_muladds( player.co, player.v, ktimestep, player.co );
-   }
-
-   /* Integrate inertia */
-   v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
-   m3x3_mulv( player.to_world, vup, vup );
-
-   static float siY = 0.0f;
-
-   float lerpq = player.in_air? 0.04f: 0.3f;
-   siY = vg_lerpf( siY, player.iY, lerpq );
-
-   q_axis_angle( rotate, vup, siY );
-   q_mul( rotate, player.rot, player.rot );
-
-   player.iY = 0.0f; /* temp */
-
-#if 0
-   /* GATE COLLISION */
-   if( gate_intersect( &gate_a, player.co, prevco ) )
-   {
-      teleport_gate *gate = &gate_a;
-
-      m4x3f transport;
-      m4x3_mul( gate->other->to_world, gate->to_local, transport );
-      m4x3_mulv( transport, player.co, player.co );
-      m3x3_mulv( transport, player.v, player.v );
-      m3x3_mulv( transport, player.v_last, player.v_last );
-      m3x3_mulv( transport, player.m, player.m );
-      m3x3_mulv( transport, player.bob, player.bob );
+   character_load( &player.mdl, "ch_default" );
+   character_init_ragdoll( &player.mdl );
 
-      v4f transport_rotation;
-      m3x3_q( transport, transport_rotation );
-      q_mul( transport_rotation, player.rot, player.rot );
-   }
-#endif
+   world_load();
 
-   /* Camera and character */
+   reset_player( 1, (const char *[]){ "tutorial" } );
    player_transform_update();
-   player_animate();
-
-   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;
 }
 
 void vg_update(void)
 {
    player_update();
-
-   //rb_torque( &mr_box, (v3f){0.0f,0.0f,1.0f}, 0.01f );
-
-   if( glfwGetKey( vg_window, GLFW_KEY_F ) )
-      character_ragdoll_go( &player.mdl, player.view );
-
-   if( glfwGetKey( vg_window, GLFW_KEY_G ) )
-   {
-      player.is_dead = 1;
-      m4x3_mulv( player.to_world, player.view, player.follow );
-      character_ragdoll_copypose( &player.mdl, player.v );
-   }
-
-   static int clock = 0;
-
-   clock ++;
-   if( clock >= clock_divider )
-   {
-      character_debug_ragdoll( &player.mdl );
-
-      if( player.is_dead )
-         character_ragdoll_iter( &player.mdl );
-
-#if 0
-      rb_build_manifold( &mr_box, &world.geo );
-      rb_build_manifold( &mrs_box, &world.geo );
-      rb_constraint_manifold( &mr_box );
-      rb_constraint_manifold( &mrs_box );
-      
-      rb_iter( &mr_box );
-      rb_iter( &mrs_box );
-
-      rb_debug( &mr_box, 0xffffffff );
-      rb_debug( &mrs_box, 0xff00ff00 );
-
-      rb_update_transform( &mr_box );
-      rb_update_transform( &mrs_box );
-#endif
-
-      clock = 0;
-   }
-
-}
-
-static void player_animate(void)
-{
-   /* Camera position */
-   v3_sub( player.v, player.v_last, player.a );
-   v3_copy( player.v, player.v_last );
-
-   v3_add( player.m, player.a, player.m );
-   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-   v3f target;
-   
-   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
-   player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
-   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
-   v3_copy( player.m, target );
-   v3_lerp( player.bob, target, 0.2f, player.bob );
-
-   /* Head */
-   float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
-                              
-   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
-   player.grab = vg_lerpf( player.grab, grabt, 0.04f );
-
-   float kheight = 2.0f,
-         kleg = 0.6f;
-
-   v3f head;
-   head[0] = 0.0f;
-   head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
-   head[2] = 0.0f;
-
-   v3f offset;
-   m3x3_mulv( player.to_local, player.bob, offset );
-
-   offset[0] *= 0.3333f;
-   offset[1] *= -0.25f;
-   offset[2] *= 0.7f;
-   v3_muladds( head, offset, 0.7f, head );
-   head[1] = vg_clampf( head[1], 0.3f, kheight );
-
-#if 0
-   if( !freecam )
-   {
-      v3_copy( head, player.view );
-      v3f camoffs = {-0.2f,-0.6f,0.00f};
-      v3_add( player.view, camoffs, player.view );
-   }
-#endif
-
-
-   /* 
-    * Animation blending
-    * ===========================================
-    */
-
-   static float fslide = 0.0f;
-   static float fdirz = 0.0f;
-   static float fdirx = 0.0f;
-   static float fstand = 0.0f;
-   static float ffly = 0.0f;
-
-   float speed = v3_length( player.v );
-   
-   fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
-   fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
-            0.0f,1.0f), 0.04f);
-   fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
-   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    1.0f: 0.0f, 0.04f );
-   ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
-
-   character_pose_reset( &player.mdl );
-
-   float amt_air = ffly*ffly,
-         amt_ground = 1.0f-amt_air,
-         amt_std = (1.0f-fslide) * amt_ground,
-         amt_stand = amt_std * fstand,
-         amt_aero = amt_std * (1.0f-fstand),
-         amt_slide = amt_ground * fslide;
-
-   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
-   character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
-   character_final_pose( &player.mdl, offset, 
-         &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
-   character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
-   character_final_pose( &player.mdl, offset, 
-         &pose_slide1, amt_slide*(1.0f-fdirx) );
-
-   character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, 
-         &pose_fly, amt_air );
-
-   if( !freecam )
-   {
-      v3_copy( player.mdl.cam_pos, player.view );
-      v3_muladds( player.view, offset, 0.7f, player.view );
-      player.view[1] = vg_clampf( player.view[1], 0.3f, kheight );
-   }
-
-   /* 
-    * Additive effects
-    * ==========================
-    */
-   struct ik_basic *arm_l = &player.mdl.ik_arm_l,
-                   *arm_r = &player.mdl.ik_arm_r;
-
-   v3f localv;
-   m3x3_mulv( player.to_local, player.v, localv );
-   v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
-   v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
-
-   /* New board transformation */
-   v4f board_rotation; v3f board_location;
-
-   v4f rz, rx;
-   q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
-   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
-   q_mul( rx, rz, board_rotation );
-   
-   v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
-   q_m3x3( board_rotation, mboard );
-   m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
-   v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
-   v3_copy( board_location, mboard[3] );
-
-
-   float wheel_r = offset[0]*-0.4f;
-   v4f qwheel;
-   q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
-   
-   q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
-
-   m3x3_transpose( player.mdl.matrices[k_chpart_wb],
-                   player.mdl.matrices[k_chpart_wf] );
-   v3_copy( player.mdl.offsets[k_chpart_wb], 
-         player.mdl.matrices[k_chpart_wb][3] );
-   v3_copy( player.mdl.offsets[k_chpart_wf], 
-         player.mdl.matrices[k_chpart_wf][3] );
-   
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
-                     player.mdl.matrices[k_chpart_wb] );
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
-                     player.mdl.matrices[k_chpart_wf] );
-
-   m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
-   m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
-
-
-   v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
-   v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
-
-   if( 1||player.in_air )
-   {
-      float tuck = player.board_xy[1],
-            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-      
-      float crouch = player.grab*0.3f;
-      v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch, player.mdl.ik_body.base );
-      v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch*1.2f, player.mdl.ik_body.end );
-
-      if( tuck < 0.0f )
-      {
-         //foot_l *= 1.0f-tuck_amt*1.5f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
-                  player.handl_target );
-         }
-      }
-      else
-      {
-         //foot_r *= 1.0f-tuck_amt*1.4f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
-                  player.handr_target );
-         }
-      }
-   }
-
-   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
-
-   v3_copy( player.handl, player.mdl.ik_arm_l.end );
-   v3_copy( player.handr, player.mdl.ik_arm_r.end );
-
-   /* Head rotation */
-
-   static float rhead = 0.0f;
-   rhead = vg_lerpf( rhead,
-         vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
-   player.mdl.rhead = rhead;
-}
-
-static void draw_player(void)
-{
-   /* Draw */
-   vg_tex2d_bind( &tex_pallet, 0 );
-
-   m4x3_copy( player.to_world, player.mdl.mroot );
-
-   if( player.is_dead )
-      character_mimic_ragdoll( &player.mdl );
-   else
-      character_eval( &player.mdl );
-
-   character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
 }
 
 static void vg_framebuffer_resize( int w, int h )
 {
-   glBindTexture( GL_TEXTURE_2D, render.rgb_background );
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, 
-         GL_RGB, GL_UNSIGNED_BYTE, NULL );
-
+   render_fb_resize();
    gate_fb_resize();
    water_fb_resize();
 }
@@ -1120,36 +158,13 @@ void vg_render(void)
    glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
 
-   v3f pos_inv;
-   static v3f cam_lerped = {0.0f,0.0f,0.0f};
-   v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
-
-   if( !freecam  )
-   {
-      m4x3_mulv( player.to_world, cam_lerped, pos_inv );
-      
-      static float air_blend = 0.0f;
-
-      air_blend = vg_lerpf( air_blend, player.in_air, 0.04f );
-      v3_muladds( pos_inv, player.v, -0.05f*air_blend, pos_inv );
-   }
-   else
-      v3_add( player.co, player.view, pos_inv );
-   v3_negate( pos_inv, pos_inv );
-
-   static float vertical_lerp = 0.0f;
-   vertical_lerp = vg_lerpf( vertical_lerp, pos_inv[1], 1.0f );
-   v3f final = { pos_inv[0], vertical_lerp, pos_inv[2] };
-
    float speed = freecam? 0.0f: v3_length( player.v );
    v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
    v3_muls( shake, speed*0.01f, shake );
 
-   static v2f cam_lerped_dir;
-   
-   m4x3_identity( world_matrix );
    if( player.is_dead )
    {
+#if 0
       v3f delta;
       v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta );
       v3_normalize(delta);
@@ -1165,27 +180,14 @@ void vg_render(void)
       float pitch = asinf( delta[1] );
       m4x3_rotate_x( world_matrix, -pitch );
       m4x3_rotate_y( world_matrix, yaw );
+#endif
    }
    else
    {
-      v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
-
-      m4x3_rotate_x( world_matrix, 
-            freecam? 
-            cam_lerped_dir[1]: 
-            0.6f+shake[1]*0.04f+player.look_dir[1] );
-
-      m4x3_rotate_y( world_matrix, 
-            freecam?
-            cam_lerped_dir[0]:
-            player.look_dir[0]+shake[0]*0.02f );
    }
 
-
-   m4x3_translate( world_matrix, final );
-   
    m4x4f world_4x4;
-   m4x3_expand( world_matrix, world_4x4 );
+   m4x3_expand( player.camera_inverse, world_4x4 );
 
    gpipeline.fov = freecam? 60.0f: 120.0f;
    m4x4_projection( vg_pv, gpipeline.fov, 
@@ -1204,11 +206,8 @@ void vg_render(void)
     * Draw world
     */
 
-   m4x3f cam_transform;
-   m4x3_invert_affine( world_matrix, cam_transform );
-
-   render_world( vg_pv, cam_transform );
-   render_water_texture( cam_transform );
+   render_world( vg_pv, player.camera );
+   render_water_texture( player.camera );
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    render_water_surface( vg_pv );
@@ -1221,7 +220,7 @@ void vg_render(void)
    
    /* Copy the RGB of what we have into the background buffer */
    glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
-   glBindFramebuffer( GL_DRAW_FRAMEBUFFER, render.fb_background );
+   glBindFramebuffer( GL_DRAW_FRAMEBUFFER, gpipeline.fb_background );
    glBlitFramebuffer( 0,0, vg_window_x, vg_window_y, 
                       0,0, vg_window_x, vg_window_y,
                       GL_COLOR_BUFFER_BIT,
@@ -1247,11 +246,9 @@ void vg_render(void)
    shader_blit_use();
    shader_blit_uTexMain( 0 );
    glActiveTexture(GL_TEXTURE0);
-   glBindTexture( GL_TEXTURE_2D, render.rgb_background );
-
-   glBindVertexArray( render.fsquad.vao );
-   glDrawArrays( GL_TRIANGLES, 0, 6 );
+   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
 
+   render_fsquad();
    glDisable(GL_BLEND);
 
    /* Other shite */
@@ -1259,6 +256,7 @@ void vg_render(void)
    vg_lines_drawall( (float *)vg_pv );
 
    /* Debugger camera */
+#if 0
    glViewport( 0,0, 800, 800 );
    glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
    glClear( GL_DEPTH_BUFFER_BIT );
@@ -1284,26 +282,12 @@ void vg_render(void)
       glEnable( GL_DEPTH_TEST );
       draw_player();
    }
+#endif
 
    glDisable( GL_DEPTH_TEST );
    vg_lines_drawall( (float *)vg_pv );
 
    glViewport( 0,0, vg_window_x, vg_window_y );
-
-#if 0
-   if( replay_record )
-   {
-      m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
-
-      for( int i=0; i<PART_COUNT; i++ )
-         m4x3_copy( player.mdl.matrices[i], base[i] );
-
-      replay_buffer_frame ++;
-
-      if( replay_buffer_frame == REPLAY_LENGTH )
-         replay_buffer_frame = 0;
-   }
-#endif
 }
 
 void vg_ui(void)
diff --git a/player.h b/player.h
new file mode 100644 (file)
index 0000000..377156d
--- /dev/null
+++ b/player.h
@@ -0,0 +1,951 @@
+#ifndef PLAYER_H
+#define PLAYER_H
+
+#include "common.h"
+#include "character.h"
+
+static int freecam = 0;
+
+static struct gplayer
+{
+   /* Physics */
+   v3f co, v, a, v_last, m, bob;
+   v4f rot;
+   float vswitch, slip, slip_last,
+         reverse;
+
+   float iY;   /* Yaw inertia */
+   int in_air, is_dead, on_board;
+
+   /* Input */
+   v2f joy_l;
+
+   v2f board_xy;
+   float grab;
+   float pitch;
+
+   v3f land_target;
+   v3f land_target_log[22];
+   u32 land_target_colours[22];
+   int land_log_count;
+   m3x3f vr;
+
+   m4x3f to_world, to_local;
+   
+   struct character mdl;
+
+   v3f handl_target, handr_target,
+       handl, handr;
+   
+   /* Camera */
+   float air_blend;
+   
+   v3f camera_pos, smooth_localcam;
+   v2f angles;
+   m4x3f camera, camera_inverse;
+}
+player;
+
+static void player_transform_update(void)
+{
+   q_normalize( player.rot );
+   q_m3x3( player.rot, player.to_world );
+   v3_copy( player.co, player.to_world[3] );
+
+   m4x3_invert_affine( player.to_world, player.to_local );
+}
+
+static int reset_player( int argc, char const *argv[] )
+{
+   v3_zero( player.co );
+
+   if( argc == 1 )
+   {
+      if( !strcmp( argv[0], "tutorial" ))
+         v3_copy( world.tutorial, 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.is_dead = 0;
+   player.in_air = 1;
+   m3x3_identity( player.vr );
+
+   player.mdl.shoes[0] = 1;
+   player.mdl.shoes[1] = 1;
+
+   player_transform_update();
+   return 0;
+}
+
+static void player_mouseview(void)
+{
+   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 );
+
+      v2_muladds( view_vel, delta, 0.005f, view_vel );
+   }
+   
+   v2_muls( view_vel, 0.7f, view_vel );
+   v2_add( view_vel, player.angles, player.angles );
+   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+
+}
+
+static void player_freecam(void)
+{
+   player_mouseview();
+
+   float movespeed = 25.0f;
+   v3f lookdir = { 0.0f, 0.0f, -1.0f },
+       sidedir = { 1.0f, 0.0f,  0.0f };
+   
+   m3x3_mulv( player.camera, lookdir, lookdir );
+   m3x3_mulv( player.camera, sidedir, sidedir );
+   
+   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
+   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, 0.7f, move_vel );
+   v3_add( move_vel, player.camera_pos, player.camera_pos );
+}
+
+static void apply_gravity( v3f vel, float const timestep )
+{
+   v3f gravity = { 0.0f, -9.6f, 0.0f };
+   v3_muladds( vel, gravity, timestep, vel );
+}
+
+static void player_start_air(void)
+{
+   player.in_air = 1;
+
+   float pstep = ktimestep*10.0f;
+
+   float best_velocity_mod = 0.0f,
+         best_velocity_delta = -9999.9f;
+
+   v3f axis, vup;
+   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
+   v3_cross( vup, player.v, axis );
+   v3_normalize( axis );
+   player.land_log_count = 0;
+   
+   m3x3_identity( player.vr );
+
+   for( int m=-3;m<=12; m++ )
+   {
+      float vmod = ((float)m / 15.0f)*0.09f;
+
+      v3f pco, pco1, pv;
+      v3_copy( player.co, pco );
+      v3_copy( player.v, pv );
+
+      /* 
+       * Try different 'rotations' of the velocity to find the best possible
+       * landing normal. This conserves magnitude at the expense of slightly
+       * unrealistic results
+       */
+
+      m3x3f vr;
+      v4f vr_q;
+
+      q_axis_angle( vr_q, axis, vmod );
+      q_m3x3( vr_q, vr );
+
+      m3x3_mulv( vr, pv, pv );
+      v3_muladds( pco, pv, ktimestep, pco );
+
+      for( int i=0; i<50; i++ )
+      {
+         v3_copy( pco, pco1 );
+         apply_gravity( pv, pstep );
+
+         m3x3_mulv( vr, pv, pv );
+         v3_muladds( pco, pv, pstep, pco );
+         
+         ray_hit contact;
+         v3f vdir;
+
+         v3_sub( pco, pco1, vdir );
+         contact.dist = v3_length( vdir );
+         v3_divs( vdir, contact.dist, vdir);
+
+         if( ray_world( pco1, vdir, &contact ))
+         {
+            float land_delta = v3_dot( pv, contact.normal );
+            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
+
+            /* Bias prediction towords ramps */
+            if( ray_hit_is_ramp( &contact ) )
+            {
+               land_delta *= 0.1f;
+               scolour |= 0x0000a000;
+            }
+
+            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
+            {
+               best_velocity_delta = land_delta;
+               best_velocity_mod = vmod;
+
+               v3_copy( contact.pos, player.land_target );
+
+               q_axis_angle( vr_q, axis, vmod*0.1f );
+               q_m3x3( vr_q, player.vr );
+            }
+
+            v3_copy( contact.pos, 
+                  player.land_target_log[player.land_log_count] );
+            player.land_target_colours[player.land_log_count] = 
+               0xff000000 | scolour;
+
+            player.land_log_count ++;
+
+            break;
+         }
+      }
+   }
+
+   //v3_rotate( player.v, best_velocity_mod, axis, player.v );
+   
+   return;
+   v3_muls( player.v, best_velocity_mod, player.v );
+}
+
+static int sample_if_resistant( v3f pos )
+{
+   v3f ground;
+   v3_copy( pos, ground );
+   ground[1] += 4.0f;
+   
+   ray_hit hit;
+   hit.dist = INFINITY;
+
+   if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+   {
+      v3f angle;
+      v3_copy( player.v, angle );
+      v3_normalize( angle );
+      float resistance = v3_dot( hit.normal, angle );
+
+      if( resistance < 0.25f )
+      {
+         v3_copy( hit.pos, pos );
+         return 1;
+      }
+   }
+
+   return 0;
+}
+
+static float stable_force( float current, float diff )
+{
+   float new = current + diff;
+
+   if( new * current < 0.0f )
+      return 0.0f;
+
+   return new;
+}
+
+static void player_physics_ground(void)
+{
+   /* 
+    * Getting surface collision points,
+    * the contact manifold is a triangle for simplicity.
+    */
+   v3f contact_front, contact_back, contact_norm, vup, vside,
+       axis;
+   
+   float klength = 0.65f;
+   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
+   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
+   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
+   m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
+   m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
+
+   v3f cn0, cn1, cn2;
+   
+   int contact_count = 
+      sample_if_resistant( contact_front ) +
+      sample_if_resistant( contact_back ) +
+      sample_if_resistant( contact_norm );
+   
+   if( contact_count < 3 )
+   {
+      player_start_air();
+      return;
+   }
+
+   v3f norm;
+   v3f v0, v1;
+   v3_sub( contact_norm, contact_front, v0 );
+   v3_sub( contact_back, contact_front, v1 );
+   v3_cross( v1, v0, norm );
+   v3_normalize( norm );
+
+   vg_line( contact_norm, contact_front, 0xff00ff00 );
+   vg_line( contact_back, contact_front, 0xff0000ff );
+
+   /* Surface alignment */
+   float angle = v3_dot( vup, norm );
+   v3_cross( vup, norm, axis );
+
+   if( angle < 0.999f )
+   {
+      v4f correction;
+      q_axis_angle( correction, axis, acosf(angle) );
+      q_mul( correction, player.rot, player.rot );
+   }
+
+   float resistance = v3_dot( norm, player.v );
+   if( resistance >= 0.0f )
+   {
+      player_start_air();
+      return;
+   }
+   else
+   {
+      v3_muladds( player.v, norm, -resistance, player.v );
+   }
+   
+   /* This is where velocity integration used to be */
+
+   float slip = 0.0f;
+
+   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
+
+   v3f vel;
+   m3x3_mulv( player.to_local, player.v, vel );
+
+   /* Calculate local forces */
+   
+   if( fabsf(vel[2]) > 0.01f )
+      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+
+   if( fabsf( slip ) > 1.2f )
+      slip = vg_signf( slip ) * 1.2f;
+   player.slip = slip;
+   player.reverse = -vg_signf(vel[2]);
+
+   float substep = ktimestep * 0.2f;
+   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+
+   for( int i=0; i<5; i++ )
+   {
+      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
+      vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
+   }
+   
+   static double start_push = 0.0;
+   if( vg_get_button_down( "push" ) )
+      start_push = vg_time;
+
+   if( !vg_get_button("break") && vg_get_button( "push" ) )
+   {
+      float const k_maxpush = 16.0f,
+                  k_pushaccel = 5.0f;
+
+      float cycle_time = vg_time-start_push,
+            amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
+            current = v3_length( vel ),
+            new_vel = vg_minf( current + amt, k_maxpush );
+      new_vel -= vg_minf(current, k_maxpush);
+      vel[2] -= new_vel * player.reverse;
+   }
+   
+   m3x3_mulv( player.to_world, vel, player.v );
+
+   if( vg_get_button( "yawl" ) )
+      player.iY +=  3.6f * ktimestep;
+   if( vg_get_button( "yawr" ) )
+      player.iY -=  3.6f * ktimestep;
+   
+   float steer = vg_get_axis( "horizontal" );
+   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
+   
+   /* Too much lean and it starts to look like a snowboard here */
+   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
+         ktimestep*5.0f, player.board_xy);
+}
+
+static void draw_cross(v3f pos,u32 colour, float scale)
+{
+   v3f p0, p1;
+   v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
+   v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
+   v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
+   vg_line( p0, p1, colour );
+   v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
+   v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
+   vg_line( p0, p1, colour );
+}
+
+static void player_physics_air(void)
+{
+   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], player.land_target_colours[i], 1);
+
+   draw_cross( player.land_target, 0xff0000ff, 1 );
+
+   v3f ground_pos;
+   v3_copy( player.co, ground_pos );
+   ground_pos[1] += 4.0f;
+   
+   ray_hit hit;
+   hit.dist = INFINITY;
+   if( ray_world( ground_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+   {
+      if( hit.pos[1] > player.co[1] )
+      {
+         player.in_air = 0;
+         
+         if( !ray_hit_is_ramp( &hit ) )
+         {
+            player.is_dead = 1;
+            character_ragdoll_copypose( &player.mdl, player.v );
+         }
+
+         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 );
+   
+   float time_to_impact = 0.0f;
+   float limiter = 1.0f;
+
+   for( int i=0; i<50; i++ )
+   {
+      v3_copy( pco, pco1 );
+      apply_gravity( pv, pstep );
+      v3_muladds( pco, pv, pstep, pco );
+
+      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
+      
+      ray_hit contact;
+      v3f vdir;
+
+      v3_sub( pco, pco1, vdir );
+      contact.dist = v3_length( vdir );
+      v3_divs( vdir, contact.dist, vdir);
+      
+      float orig_dist = contact.dist;
+      if( ray_world( pco1, vdir, &contact ))
+      {
+         v3f localup;
+         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
+
+         float angle = v3_dot( localup, contact.normal );
+         v3f axis; 
+         v3_cross( localup, contact.normal, axis );
+
+         time_to_impact += (contact.dist/orig_dist)*pstep;
+         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
+         limiter = 1.0f-limiter;
+         limiter *= limiter;
+         limiter = 1.0f-limiter;
+
+         if( angle < 0.99f )
+         {
+            v4f correction;
+            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
+            q_mul( correction, player.rot, player.rot );
+         }
+
+         draw_cross( contact.pos, 0xffff0000, 1 );
+         break;
+      }
+      time_to_impact += pstep;
+   }
+
+   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
+   {
+
+      float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
+      static float siX = 0.0f;
+      siX = vg_lerpf( siX, iX, 0.3f );
+      
+      v4f rotate;
+      v3f vside;
+      
+      m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
+
+      q_axis_angle( rotate, vside, siX );
+      q_mul( rotate, player.rot, player.rot );
+   }
+   
+   v2f target = {0.0f,0.0f};
+   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+               player.grab, target );
+   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
+}
+
+static void player_do_motion(void)
+{
+   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 );
+
+   if( player.in_air )
+      player_physics_air();
+
+   if( !player.in_air )
+      player_physics_ground();
+   
+   /* Integrate velocity */
+   v3f prevco;
+   v3_copy( player.co, prevco );
+   
+   apply_gravity( player.v, ktimestep );
+   v3_muladds( player.co, player.v, ktimestep, player.co );
+
+   /* Integrate inertia */
+   v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
+   m3x3_mulv( player.to_world, vup, vup );
+
+   static float siY = 0.0f;
+
+   float lerpq = player.in_air? 0.04f: 0.3f;
+   siY = vg_lerpf( siY, player.iY, lerpq );
+
+   q_axis_angle( rotate, vup, siY );
+   q_mul( rotate, player.rot, player.rot );
+
+   player.iY = 0.0f; /* temp */
+
+#if 0
+   /* GATE COLLISION */
+   if( gate_intersect( &gate_a, player.co, prevco ) )
+   {
+      teleport_gate *gate = &gate_a;
+
+      m4x3f transport;
+      m4x3_mul( gate->other->to_world, gate->to_local, transport );
+      m4x3_mulv( transport, player.co, player.co );
+      m3x3_mulv( transport, player.v, player.v );
+      m3x3_mulv( transport, player.v_last, player.v_last );
+      m3x3_mulv( transport, player.m, player.m );
+      m3x3_mulv( transport, player.bob, player.bob );
+
+      v4f transport_rotation;
+      m3x3_q( transport, transport_rotation );
+      q_mul( transport_rotation, player.rot, player.rot );
+   }
+#endif
+
+   /* Camera and character */
+   player_transform_update();
+
+   player.angles[0] = atan2f( player.v[0], -player.v[2] );
+   player.angles[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
+                                       player.v[2]*player.v[2]) ) * 0.3f;
+
+   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.04f );
+   v3_muladds( player.camera_pos, player.v, -0.05f*player.air_blend, 
+         player.camera_pos );
+}
+
+static void player_walkgrid(void)
+{
+   float const k_gridscale = 0.5f;
+   float const k_stepheight = 0.5f;
+   float const k_walkspeed = 6.0f;
+   float const k_miny = 0.6f;
+   float const k_height = 1.78f;
+   int const k_gridamt = 8;
+
+   v3f cell;
+   v3_muls( player.co, 1.0f/k_gridscale, cell );
+   v3_floor( cell, cell );
+   v3_muls( cell, k_gridscale, cell );
+   
+   struct grid_sample
+   {
+      ray_hit hit;
+      int valid;
+   }
+   samples[ k_gridamt ][ k_gridamt ];
+
+   v3f grid_origin;
+   v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, 
+         (float)(k_gridamt/2) * k_gridscale, grid_origin );
+
+   /* 
+    * Get sample 'poles'
+    */
+   for( int y=0; y<k_gridamt; y++ )
+   {
+      for( int x=0; x<k_gridamt; x++ )
+      {
+         v3f sample_coord;
+         v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord );
+         sample_coord[1] += k_height;
+
+         struct grid_sample *sample = &samples[y][x];
+         sample->valid = 0;
+         sample->hit.dist = k_stepheight+k_height;
+
+         if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit ))
+         {
+            if( sample->hit.normal[1] >= k_miny &&
+                ray_hit_is_ramp( &sample->hit ))
+            {
+               sample->valid = 1;
+               draw_cross( sample->hit.pos, 0xff00ff00, 0.1f );
+            }
+            else
+               draw_cross( sample->hit.pos, 0xff0000ff, 0.1f );
+         }
+      }
+   }
+
+   /*
+    * Clip grid intersections with triangle edges
+    */
+   for( int x=0; x<k_gridamt; x++ )
+   {
+      for( int y=0; y<k_gridamt-1; y++ )
+      {
+         struct grid_sample *sa = &samples[y][x],
+                            *sb = &samples[y+1][x];
+
+         if( (sa->valid != sb->valid) && (sa->valid||sb->valid) )
+         {
+            v3f tri[3];
+            ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri );
+
+            v3f sample;
+            v3_muladds( grid_origin, (v3f){ x, 0, y }, 
+                  k_gridscale, sample);
+            
+            /* Clip triangles until we find an edge inside the cell */
+            int axis = 0;
+            float offset = sample[axis==0?0:2],
+                  basis = sample[axis==0?2:0];
+
+            for( int i=0; i<3; i++ )
+            {
+               int ia = i,
+                   ib = (i+1)%3;
+               float pa = tri[ia][axis],
+                     pb = tri[ib][axis];
+
+               vg_line( tri[ia],tri[ib],0xffaaaaaa );
+
+               if( (pa-offset)*(pb-offset) > 0.0f )
+                  continue;
+
+               float d = pb-pa,
+                    qa = (offset-pa)/d,
+                     h = qa*tri[ib][2] + (1.0f-qa)*tri[ia][2],
+                     q = (h-basis)/k_gridscale;
+
+               if( q >= 0.0f && q <= 1.0f )
+               {
+                  float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1];
+
+                  v3f intersection = { offset, height, h };
+                  draw_cross( intersection, 0xffff0000, 0.06f );
+                  break;
+               }
+            }
+         }
+      }
+   }
+
+   v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
+       side = { -fwd[2], 0.0f, fwd[0] };
+
+   /* Temp */
+   if( glfwGetKey( vg_window, GLFW_KEY_W ) )
+      v3_muladds( player.co, fwd,  ktimestep*k_walkspeed, player.co );
+   if( glfwGetKey( vg_window, GLFW_KEY_S ) )
+      v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co );
+
+   if( glfwGetKey( vg_window, GLFW_KEY_A ) )
+      v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co );
+   if( glfwGetKey( vg_window, GLFW_KEY_D ) )
+      v3_muladds( player.co, side,  ktimestep*k_walkspeed, player.co );
+   
+   m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
+   player_mouseview();
+   player_transform_update();
+}
+
+static void player_animate(void)
+{
+   /* Camera position */
+   v3_sub( player.v, player.v_last, player.a );
+   v3_copy( player.v, player.v_last );
+
+   v3_add( player.m, player.a, player.m );
+   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
+   v3f target;
+   
+   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
+   player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
+   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
+   v3_copy( player.m, target );
+   v3_lerp( player.bob, target, 0.2f, player.bob );
+
+   /* Head */
+   float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
+                              
+   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
+   player.grab = vg_lerpf( player.grab, grabt, 0.04f );
+
+   float kheight = 2.0f,
+         kleg = 0.6f;
+
+   v3f head;
+   head[0] = 0.0f;
+   head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
+   head[2] = 0.0f;
+
+   v3f offset;
+   m3x3_mulv( player.to_local, player.bob, offset );
+
+   offset[0] *= 0.3333f;
+   offset[1] *= -0.25f;
+   offset[2] *= 0.7f;
+   v3_muladds( head, offset, 0.7f, head );
+   head[1] = vg_clampf( head[1], 0.3f, kheight );
+
+#if 0
+   if( !freecam )
+   {
+      v3_copy( head, player.view );
+      v3f camoffs = {-0.2f,-0.6f,0.00f};
+      v3_add( player.view, camoffs, player.view );
+   }
+#endif
+
+   /* 
+    * Animation blending
+    * ===========================================
+    */
+
+   static float fslide = 0.0f;
+   static float fdirz = 0.0f;
+   static float fdirx = 0.0f;
+   static float fstand = 0.0f;
+   static float ffly = 0.0f;
+
+   float speed = v3_length( player.v );
+   
+   fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
+   fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
+            0.0f,1.0f), 0.04f);
+   fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
+   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    1.0f: 0.0f, 0.04f );
+   ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
+
+   character_pose_reset( &player.mdl );
+
+   float amt_air = ffly*ffly,
+         amt_ground = 1.0f-amt_air,
+         amt_std = (1.0f-fslide) * amt_ground,
+         amt_stand = amt_std * fstand,
+         amt_aero = amt_std * (1.0f-fstand),
+         amt_slide = amt_ground * fslide;
+
+   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
+   character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
+   character_final_pose( &player.mdl, offset, 
+         &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
+   character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
+   character_final_pose( &player.mdl, offset, 
+         &pose_slide1, amt_slide*(1.0f-fdirx) );
+
+   character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, 
+         &pose_fly, amt_air );
+
+   /* Camera position */
+   v3_lerp( player.smooth_localcam, player.mdl.cam_pos, 0.08f, 
+            player.smooth_localcam );
+   v3_muladds( player.smooth_localcam, offset, 0.7f, player.camera_pos );
+   player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight );
+   m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos );
+
+   /* 
+    * Additive effects
+    * ==========================
+    */
+   struct ik_basic *arm_l = &player.mdl.ik_arm_l,
+                   *arm_r = &player.mdl.ik_arm_r;
+
+   v3f localv;
+   m3x3_mulv( player.to_local, player.v, localv );
+   v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
+   v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
+
+   /* New board transformation */
+   v4f board_rotation; v3f board_location;
+
+   v4f rz, rx;
+   q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
+   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
+   q_mul( rx, rz, board_rotation );
+   
+   v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
+   q_m3x3( board_rotation, mboard );
+   m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
+   v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
+   v3_copy( board_location, mboard[3] );
+
+
+   float wheel_r = offset[0]*-0.4f;
+   v4f qwheel;
+   q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
+   
+   q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
+
+   m3x3_transpose( player.mdl.matrices[k_chpart_wb],
+                   player.mdl.matrices[k_chpart_wf] );
+   v3_copy( player.mdl.offsets[k_chpart_wb], 
+         player.mdl.matrices[k_chpart_wb][3] );
+   v3_copy( player.mdl.offsets[k_chpart_wf], 
+         player.mdl.matrices[k_chpart_wf][3] );
+   
+   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
+                     player.mdl.matrices[k_chpart_wb] );
+   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
+                     player.mdl.matrices[k_chpart_wf] );
+
+   m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
+   m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
+
+
+   v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
+   v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
+
+   if( 1||player.in_air )
+   {
+      float tuck = player.board_xy[1],
+            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
+      
+      float crouch = player.grab*0.3f;
+      v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, 
+            crouch, player.mdl.ik_body.base );
+      v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, 
+            crouch*1.2f, player.mdl.ik_body.end );
+
+      if( tuck < 0.0f )
+      {
+         //foot_l *= 1.0f-tuck_amt*1.5f;
+
+         if( player.grab > 0.1f )
+         {
+            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
+                  player.handl_target );
+         }
+      }
+      else
+      {
+         //foot_r *= 1.0f-tuck_amt*1.4f;
+
+         if( player.grab > 0.1f )
+         {
+            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
+                  player.handr_target );
+         }
+      }
+   }
+
+   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
+   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
+
+   v3_copy( player.handl, player.mdl.ik_arm_l.end );
+   v3_copy( player.handr, player.mdl.ik_arm_r.end );
+
+   /* Head rotation */
+
+   static float rhead = 0.0f;
+   rhead = vg_lerpf( rhead,
+         vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
+   player.mdl.rhead = rhead;
+}
+
+static void player_update(void)
+{
+   if( vg_get_axis("grabl")>0.0f)
+      reset_player(0,NULL);
+
+   if( freecam )
+   {
+      player_freecam();
+   }
+   else
+   {
+      if( player.is_dead )
+      {
+         character_ragdoll_iter( &player.mdl );
+         character_debug_ragdoll( &player.mdl );
+      }
+      else
+      {
+         if( player.on_board )
+         {
+            player_do_motion();
+            player_animate();
+         }
+         else
+         {
+            player_walkgrid();
+         }
+      }
+   }
+
+   /* Update camera matrices */
+   m4x3_identity( player.camera );
+   m4x3_rotate_y( player.camera, -player.angles[0] );
+   m4x3_rotate_x( player.camera, -0.33f -player.angles[1] );
+   v3_copy( player.camera_pos, player.camera[3] );
+   m4x3_invert_affine( player.camera, player.camera_inverse );
+}
+
+static void draw_player(void)
+{
+   /* Draw */
+   m4x3_copy( player.to_world, player.mdl.mroot );
+
+   if( player.is_dead )
+      character_mimic_ragdoll( &player.mdl );
+   else
+      character_eval( &player.mdl );
+
+   character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
+}
+
+#endif /* PLAYER_H */
index 493ed3b6d4520c8954bc7860e4702c28fb9b9893..ef7a82fb73f9986b5568c72cee08f7caf2b70294 100644 (file)
--- a/render.h
+++ b/render.h
@@ -1,11 +1,16 @@
 #ifndef RENDER_H
 #define RENDER_H
-#define VG_3D
-#include "vg/vg.h"
+
+#include "common.h"
+#include "model.h"
 
 static struct pipeline
 {
    float fov;
+   glmesh fsquad;
+
+   GLuint fb_background,
+          rgb_background;
 }
 gpipeline;
 
@@ -79,4 +84,48 @@ static void resize_renderbuffer_std( GLuint *fb, GLuint *rgb, GLuint *rb )
          vg_window_x, vg_window_y );
 }
 
+static void render_fb_resize(void)
+{
+   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0, 
+         GL_RGB, GL_UNSIGNED_BYTE, NULL );
+}
+
+static void render_init(void)
+{
+   glGenFramebuffers( 1, &gpipeline.fb_background );
+   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+
+   glGenTextures( 1, &gpipeline.rgb_background );
+   glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 
+         0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+         GL_TEXTURE_2D, 
+         gpipeline.rgb_background, 0);
+
+   float quad[] = { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f,
+                    0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f };
+
+   glGenVertexArrays( 1, &gpipeline.fsquad.vao );
+   glGenBuffers( 1, &gpipeline.fsquad.vbo );
+   glBindVertexArray( gpipeline.fsquad.vao );
+   glBindBuffer( GL_ARRAY_BUFFER, gpipeline.fsquad.vbo );
+   glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
+   glBindVertexArray( gpipeline.fsquad.vao );
+   glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, 
+         sizeof(float)*2, (void*)0 );
+   glEnableVertexAttribArray( 0 );
+   VG_CHECK_GL();
+}
+
+static void render_fsquad(void)
+{
+   glBindVertexArray( gpipeline.fsquad.vao );
+   glDrawArrays( GL_TRIANGLES, 0, 6 );
+}
+
 #endif /* RENDER_H */
index b8d4fc74d21fc21739873af87a6fcfd9736e2a70..9e08967b1a741cdfaa6fdd14e909667737423600 100644 (file)
@@ -1,6 +1,8 @@
 out vec4 FragColor;
 
 uniform vec4 uColour;
+uniform sampler2D uTexGarbage;
+uniform float uTime;
 
 in vec4 aColour;
 in vec2 aUv;
@@ -16,5 +18,19 @@ void main()
    vec3 skycolour = vec3(0.4,0.5,0.8);
    vec3 diffuse = mix( skycolour, horizon, fblend );
 
-   FragColor = vec4(diffuse,1.0);
+   float fmove = uTime * 0.001;
+   vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;
+   vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );
+   vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );
+
+   float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);
+   float cloud_e = pow(cloud_d,1.8)*pow(abs(aNorm.y),0.3)*2.0;
+
+   vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );
+   float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );
+
+   vec3 skycomp = mix(diffuse, vec3(1.0), cloud_e);
+   skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);
+
+   FragColor = vec4(skycomp, 1.0);
 }
index 55a2046ba92e1b85711138730201cd5eaf93387b..920036a0110f0ecb9be9dd11b4e78e23a5a7a967 100644 (file)
@@ -40,6 +40,8 @@ static struct vg_shader _shader_sky = {
 "out vec4 FragColor;\n"
 "\n"
 "uniform vec4 uColour;\n"
+"uniform sampler2D uTexGarbage;\n"
+"uniform float uTime;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -55,7 +57,21 @@ static struct vg_shader _shader_sky = {
 "   vec3 skycolour = vec3(0.4,0.5,0.8);\n"
 "   vec3 diffuse = mix( skycolour, horizon, fblend );\n"
 "\n"
-"   FragColor = vec4(diffuse,1.0);\n"
+"   float fmove = uTime * 0.001;\n"
+"   vec2 cloudplane = (aCo.xz / (aCo.y*sign(aNorm.y))) * 0.03;\n"
+"   vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
+"   vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
+"\n"
+"   float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
+"   float cloud_e = pow(cloud_d,1.8)*pow(abs(aNorm.y),0.3)*2.0;\n"
+"\n"
+"   vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
+"   float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
+"\n"
+"   vec3 skycomp = mix(diffuse, vec3(1.0), cloud_e);\n"
+"   skycomp = mix(mix(pow(colour_ocean,vec3(6.0))*0.6,skycomp, 0.7),skycomp,fhorizon);\n"
+"\n"
+"   FragColor = vec4(skycomp, 1.0);\n"
 "}\n"
 ""},
 };
@@ -63,6 +79,8 @@ static struct vg_shader _shader_sky = {
 static GLuint _uniform_sky_uPv;
 static GLuint _uniform_sky_uMdl;
 static GLuint _uniform_sky_uColour;
+static GLuint _uniform_sky_uTexGarbage;
+static GLuint _uniform_sky_uTime;
 static void shader_sky_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
 }
@@ -72,6 +90,12 @@ static void shader_sky_uMdl(m4x3f m){
 static void shader_sky_uColour(v4f v){
    glUniform4fv( _uniform_sky_uColour, 1, v );
 }
+static void shader_sky_uTexGarbage(int i){
+   glUniform1i( _uniform_sky_uTexGarbage, i );
+}
+static void shader_sky_uTime(float f){
+   glUniform1f( _uniform_sky_uTime, f );
+}
 static void shader_sky_register(void){
    vg_shader_register( &_shader_sky );
 }
@@ -80,5 +104,7 @@ static void shader_sky_link(void){
    _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
    _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
    _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
+   _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
+   _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );
 }
 #endif /* SHADER_sky_H */
index 10e5d9d524a9cb40e23ddb9d050b04f7180e3281..fbfa276767f2f7a4f9e6de2dfe9584e27376edf9 100644 (file)
@@ -2,6 +2,7 @@ out vec4 FragColor;
 
 uniform sampler2D uTexGarbage;
 uniform sampler2D uTexGradients;
+uniform vec3 uCamera;
 
 in vec4 aColour;
 in vec2 aUv;
@@ -23,8 +24,15 @@ void main()
    vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;
    vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;
    
+   vec3 lightdir = vec3(0.95,0.0,-0.3);
    vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));
-   float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);
-
-   FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);
+   float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5);
+   
+   qnorm = floor(aNorm*8.0)*0.125;
+   vec3 viewdelta = normalize( uCamera - aCo );
+   vec3 specdir = reflect( -lightdir, qnorm );
+   float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;
+   
+   diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;
+   FragColor = vec4(diffuse+spec, 1.0);
 }
index 42e87aa62a98397ac40339c4c8503fa48b2943bf..0e22487735ffd46a0fa56fe2246f479faabb1653 100644 (file)
@@ -41,6 +41,7 @@ static struct vg_shader _shader_terrain = {
 "\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
+"uniform vec3 uCamera;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -62,10 +63,17 @@ static struct vg_shader _shader_terrain = {
 "   vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
 "   vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
 "   \n"
+"   vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
 "   vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n"
-"   float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);\n"
-"\n"
-"   FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);\n"
+"   float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5);\n"
+"   \n"
+"   qnorm = floor(aNorm*8.0)*0.125;\n"
+"   vec3 viewdelta = normalize( uCamera - aCo );\n"
+"   vec3 specdir = reflect( -lightdir, qnorm );\n"
+"   float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;\n"
+"   \n"
+"   diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;\n"
+"   FragColor = vec4(diffuse+spec, 1.0);\n"
 "}\n"
 ""},
 };
@@ -74,6 +82,7 @@ static GLuint _uniform_terrain_uPv;
 static GLuint _uniform_terrain_uMdl;
 static GLuint _uniform_terrain_uTexGarbage;
 static GLuint _uniform_terrain_uTexGradients;
+static GLuint _uniform_terrain_uCamera;
 static void shader_terrain_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
 }
@@ -86,6 +95,9 @@ static void shader_terrain_uTexGarbage(int i){
 static void shader_terrain_uTexGradients(int i){
    glUniform1i( _uniform_terrain_uTexGradients, i );
 }
+static void shader_terrain_uCamera(v3f v){
+   glUniform3fv( _uniform_terrain_uCamera, 1, v );
+}
 static void shader_terrain_register(void){
    vg_shader_register( &_shader_terrain );
 }
@@ -95,5 +107,6 @@ static void shader_terrain_link(void){
    _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
    _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
    _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
+   _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
 }
 #endif /* SHADER_terrain_H */
index b352e39922ed6edb04894f9f285cba99dad9130c..da92d134e8e3bda2c3098b32a88bf3c154190f6e 100644 (file)
@@ -2,19 +2,33 @@ out vec4 FragColor;
 
 uniform sampler2D uTexMain;
 uniform sampler2D uTexDudv;
+uniform sampler2D uTexDepth;
 uniform vec2 uInvRes;
 uniform float uTime;
 
-in vec2 aUv;
+in vec4 aUv;
+in vec3 aCo;
 
 void main()
 {
    vec2 ssuv = gl_FragCoord.xy*uInvRes;
-   vec4 dudva = texture( uTexDudv, aUv + vec2(uTime*0.04f,uTime*0.03f) );
-   vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) );
+   vec4 dudva = texture( uTexDudv, aUv.xy + vec2(uTime*0.04f,uTime*0.03f) );
+   vec4 dudvb = texture( uTexDudv, aUv.xy - vec2(uTime*0.1,uTime*0.054) );
 
    vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;
 
    vec4 reflected = texture( uTexMain, ssuv+distortamt );
-   FragColor = vec4(reflected.rgb*1.0,reflected.a);
+   float depthvalue = texture( uTexDepth, aUv.zw ).r;
+   float opacity = smoothstep( 0.0, 0.1, depthvalue );
+
+   vec3 colour_shore = vec3( 0.96, 0.98, 0.9 );
+   vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );
+   vec3 surface_tint = mix( colour_shore, colour_ocean, depthvalue );
+
+   vec3 comp_surf = mix(pow(surface_tint,vec3(6.0))*0.6,reflected.rgb, 0.7);
+   
+   float band = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );
+   band = step( band + dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);
+
+   FragColor = vec4(comp_surf + band*0.2,opacity+band*0.2);
 }
index e50253c9854de1bf6d232e375385c186c646d426..85726132fa6472e1d25a4a91fd4e18093f64b3f1 100644 (file)
@@ -18,14 +18,19 @@ static struct vg_shader _shader_water = {
 "\n"
 "uniform mat4 uPv;\n"
 "uniform mat4x3 uMdl;\n"
+"uniform vec4 uDepthBounds;\n"
 "\n"
-"out vec2 aUv;\n"
+"out vec4 aUv;\n"
+"out vec3 aCo;\n"
 "\n"
 "void main()\n"
 "{\n"
 "   vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
 "   gl_Position = uPv * vec4(world_pos,1.0);\n"
-"   aUv = vec2(world_pos[0],world_pos[2])*0.15;\n"
+"\n"
+"   vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
+"   aUv = vec4(world_pos.xz*0.1,depth_coords);\n"
+"   aCo = world_pos;\n"
 "}\n"
 ""},
    .fs = 
@@ -36,29 +41,45 @@ static struct vg_shader _shader_water = {
 "\n"
 "uniform sampler2D uTexMain;\n"
 "uniform sampler2D uTexDudv;\n"
+"uniform sampler2D uTexDepth;\n"
 "uniform vec2 uInvRes;\n"
 "uniform float uTime;\n"
 "\n"
-"in vec2 aUv;\n"
+"in vec4 aUv;\n"
+"in vec3 aCo;\n"
 "\n"
 "void main()\n"
 "{\n"
 "   vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
-"   vec4 dudva = texture( uTexDudv, aUv + vec2(uTime*0.04f,uTime*0.03f) );\n"
-"   vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) );\n"
+"   vec4 dudva = texture( uTexDudv, aUv.xy + vec2(uTime*0.04f,uTime*0.03f) );\n"
+"   vec4 dudvb = texture( uTexDudv, aUv.xy - vec2(uTime*0.1,uTime*0.054) );\n"
 "\n"
 "   vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;\n"
 "\n"
 "   vec4 reflected = texture( uTexMain, ssuv+distortamt );\n"
-"   FragColor = vec4(reflected.rgb*1.0,reflected.a);\n"
+"   float depthvalue = texture( uTexDepth, aUv.zw ).r;\n"
+"   float opacity = smoothstep( 0.0, 0.1, depthvalue );\n"
+"\n"
+"   vec3 colour_shore = vec3( 0.96, 0.98, 0.9 );\n"
+"   vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
+"   vec3 surface_tint = mix( colour_shore, colour_ocean, depthvalue );\n"
+"\n"
+"   vec3 comp_surf = mix(pow(surface_tint,vec3(6.0))*0.6,reflected.rgb, 0.7);\n"
+"   \n"
+"   float band = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );\n"
+"   band = step( band + dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);\n"
+"\n"
+"   FragColor = vec4(comp_surf + band*0.2,opacity+band*0.2);\n"
 "}\n"
 ""},
 };
 
 static GLuint _uniform_water_uPv;
 static GLuint _uniform_water_uMdl;
+static GLuint _uniform_water_uDepthBounds;
 static GLuint _uniform_water_uTexMain;
 static GLuint _uniform_water_uTexDudv;
+static GLuint _uniform_water_uTexDepth;
 static GLuint _uniform_water_uInvRes;
 static GLuint _uniform_water_uTime;
 static void shader_water_uPv(m4x4f m){
@@ -67,12 +88,18 @@ static void shader_water_uPv(m4x4f m){
 static void shader_water_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
 }
+static void shader_water_uDepthBounds(v4f v){
+   glUniform4fv( _uniform_water_uDepthBounds, 1, v );
+}
 static void shader_water_uTexMain(int i){
    glUniform1i( _uniform_water_uTexMain, i );
 }
 static void shader_water_uTexDudv(int i){
    glUniform1i( _uniform_water_uTexDudv, i );
 }
+static void shader_water_uTexDepth(int i){
+   glUniform1i( _uniform_water_uTexDepth, i );
+}
 static void shader_water_uInvRes(v2f v){
    glUniform2fv( _uniform_water_uInvRes, 1, v );
 }
@@ -86,8 +113,10 @@ static void shader_water_use(void){ glUseProgram(_shader_water.id); }
 static void shader_water_link(void){
    _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
    _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" );
+   _uniform_water_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" );
    _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
    _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
+   _uniform_water_uTexDepth = glGetUniformLocation( _shader_water.id, "uTexDepth" );
    _uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" );
    _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
 }
index dd8b661fd61ee1b403285a0c8bae73962a6c11e4..3d6372c57f76f4000bf8fc8811e68160f06d71a4 100644 (file)
@@ -2,12 +2,17 @@
 
 uniform mat4 uPv;
 uniform mat4x3 uMdl;
+uniform vec4 uDepthBounds;
 
-out vec2 aUv;
+out vec4 aUv;
+out vec3 aCo;
 
 void main()
 {
    vec3 world_pos = uMdl * vec4( a_co, 1.0 );
    gl_Position = uPv * vec4(world_pos,1.0);
-   aUv = vec2(world_pos[0],world_pos[2])*0.15;
+
+   vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;
+   aUv = vec4(world_pos.xz*0.1,depth_coords);
+   aCo = world_pos;
 }
index 739fb75633fbaac3e5cc95e186578eb4c36675f0..3005c93e4ee9620ade79792299e323f7e8e81049 100644 (file)
--- a/terrain.h
+++ b/terrain.h
@@ -38,7 +38,7 @@ static void terrain_init(void)
    free(msky);
 }
 
-static void render_terrain(m4x4f projection)
+static void render_terrain(m4x4f projection, v3f camera)
 {
    shader_terrain_use();
    shader_terrain_uTexGarbage(0);
@@ -51,6 +51,7 @@ static void render_terrain(m4x4f projection)
    m4x3_identity( identity_matrix );
    shader_terrain_uPv( projection );
    shader_terrain_uMdl( identity_matrix );
+   shader_terrain_uCamera( camera );
 }
 
 static void render_sky(m4x3f camera)
@@ -70,6 +71,9 @@ static void render_sky(m4x3f camera)
    shader_sky_use();
    shader_sky_uMdl(identity_matrix);
    shader_sky_uPv(full);
+   shader_sky_uTexGarbage(0);
+   shader_sky_uTime( vg_time );
+   vg_tex2d_bind( &tex_terrain_noise, 0 );
 
    glDepthMask(GL_FALSE);
    glDisable(GL_DEPTH_TEST);
diff --git a/water.h b/water.h
index 957f2021c3cfedc7b34513dd8b503ad027b31f96..297240b1a3494467aa8a66effc4f1b7cd662e997 100644 (file)
--- a/water.h
+++ b/water.h
@@ -7,6 +7,7 @@
 #include "model.h"
 #include "render.h"
 #include "shaders/water.h"
+#include "scene.h"
 
 vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
 
@@ -15,6 +16,10 @@ static struct
    GLuint fb, rgb, rb;
    glmesh mdl;
 
+   GLuint depthmap;
+   boxf depthbounds;
+   int depth_computed;
+
    float height;
 }
 wrender;
@@ -29,6 +34,68 @@ static void water_init(void)
    create_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb );
 }
 
+static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+
+#ifndef VG_RELEASE
+__attribute__((minsize))
+#endif
+static void water_compute_depth( boxf bounds )
+{
+#ifdef VG_RELEASE
+   int const kres = 512;
+#else
+   int const kres = 64;
+#endif
+
+   vg_info( "Computing depth map\n" );
+   u8 *img = malloc( kres*kres );
+
+   v3f volume;
+   v3_sub( bounds[1], bounds[0], volume );
+   box_copy( bounds, wrender.depthbounds );
+   
+   for( int y=0; y<kres; y++ )
+   {
+      for( int x=0; x<kres; x++ )
+      {
+         v3f pos = { x, 0, y };
+         v3_divs( pos, kres, pos );
+         v3_muladd( bounds[0], pos, volume, pos );
+         pos[1] = wrender.height;
+         
+         ray_hit hit;
+         hit.dist = INFINITY;
+         u8 *dst = &img[ y*kres+x ];
+
+         if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+         {
+            float h = wrender.height - hit.pos[1];
+            h *= 1.0f/15.0f;
+            h = vg_clampf( h, 0.0f, 1.0f );
+            *dst = (u8)(h*255.0f);
+         }
+         else
+            *dst = 0;
+      }
+   }
+
+   if( wrender.depth_computed )
+      glDeleteTextures( 1, &wrender.depthmap );
+
+   glGenTextures( 1, &wrender.depthmap );
+   glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, kres, kres, 0, 
+         GL_RED, GL_UNSIGNED_BYTE, img );
+
+   vg_tex2d_mipmap();
+   vg_tex2d_linear_mipmap();
+   vg_tex2d_clamp();
+
+   wrender.depth_computed = 1;
+   free( img );
+   vg_success( "Done.\n" );
+}
+
 static void water_set_surface( glmesh *surf, float height )
 {
    wrender.mdl = *surf;
@@ -100,6 +167,15 @@ static void render_water_surface( m4x4f pv )
          1.0f / (float)vg_window_x,
          1.0f / (float)vg_window_y });
 
+   glActiveTexture( GL_TEXTURE2 );
+   glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
+   shader_water_uTexDepth( 2 );
+   shader_water_uDepthBounds( (v4f){ 
+         wrender.depthbounds[0][0],
+         wrender.depthbounds[0][2],
+         1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
+         1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );
+
    shader_water_uTime( vg_time );
    shader_water_uPv( pv );
 
@@ -109,8 +185,14 @@ static void render_water_surface( m4x4f pv )
 
    shader_water_uMdl( full );
 
+   glEnable(GL_BLEND);
+   glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
+
    mesh_bind( &wrender.mdl );
    mesh_draw( &wrender.mdl );
+
+   glDisable(GL_BLEND);
 }
 
 #endif /* WATER_H */
diff --git a/world.h b/world.h
index cdf2f16f0c85a901293dbc1cc9dc691c77b235a4..9d419a6ee5a5f485c039716f5ef536d20639ba77 100644 (file)
--- a/world.h
+++ b/world.h
@@ -28,7 +28,7 @@ static void render_world( m4x4f projection, m4x3f camera )
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
-   render_terrain( projection );
+   render_terrain( projection, camera[3] );
    scene_bind( &world.geo );
    scene_draw( &world.geo );
 
@@ -38,6 +38,13 @@ static void render_world( m4x4f projection, m4x3f camera )
    glEnable(GL_CULL_FACE);
 }
 
+static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+{
+   for( int i=0; i<3; i++ )
+      v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
+}
+
+__attribute__((always_inline))
 static int ray_world( v3f pos, v3f dir, ray_hit *hit )
 {
    return bvh_raycast( &world.geo, pos, dir, hit );
@@ -48,7 +55,7 @@ static int ray_hit_is_ramp( ray_hit *hit )
    return hit->tri[0] < world.sm_road.vertex_count;
 }
 
-static void world_init_default(void)
+static void world_load(void)
 {
    /* Setup scene */
    scene_init( &world.geo );
@@ -99,8 +106,8 @@ static void world_init_default(void)
    free( mworld );
    scene_upload( &world.geo );
    bvh_create( &world.geo );
-
-
+   
+   water_compute_depth( world.geo.bbx );
 
    scene_init( &world.foliage );
    model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
@@ -111,6 +118,9 @@ static void world_init_default(void)
 
    m4x3f transform;
 
+   submodel *sm_blob = submodel_get( mfoliage, "blob" ),
+            *sm_tree = submodel_get( mfoliage, "tree" );
+
    for( int i=0;i<100000;i++ )
    {
       v3f pos;
@@ -122,7 +132,8 @@ static void world_init_default(void)
 
       if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
       {
-         if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) )
+         if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
+             hit.pos[1] > wrender.height )
          {
             v4f qsurface, qrandom;
             v3f axis;
@@ -136,9 +147,14 @@ static void world_init_default(void)
             q_m3x3( qsurface, transform );
 
             v3_copy( hit.pos, transform[3] );
-
-            scene_add_foliage( &world.foliage, mfoliage,
-                  model_get_submodel( mfoliage, 0 ), transform );
+            
+            if( vg_randf() < 0.00000006f )
+            {
+               m3x3_identity( transform );
+               scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform );
+            }
+            else
+               scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform );
          }
       }
    }