mission is possible 2
[carveJwlIkooP6JGAAIwe30JlM.git] / world_routes.c
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef ROUTES_C
6 #define ROUTES_C
7
8 #include <time.h>
9 #include "world_routes.h"
10 #include "world_gate.h"
11 #include "world_load.h"
12 #include "highscores.h"
13
14 #include "font.h"
15 #include "pointcloud.h"
16 #include "gui.h"
17
18 #include "shaders/scene_route.h"
19 #include "shaders/routeui.h"
20
21
22 VG_STATIC
23 void world_routes_local_set_record( world_instance *world, ent_route *route,
24 double lap_time )
25 {
26 vg_success( " NEW LAP TIME: %f\n", lap_time );
27
28 if( route->official_track_id != 0xffffffff ){
29 double time_centiseconds = lap_time * 100.0;
30 if( time_centiseconds > (float)0xfffe ) /* skill issue */
31 return;
32
33 highscore_record temp;
34 temp.trackid = route->official_track_id;
35 temp.datetime = time(NULL);
36 temp.playerid = 0;
37 temp.points = 0;
38 temp.time = time_centiseconds;
39
40 #if 0
41 highscores_push_record( &temp );
42 #endif
43
44 struct track_info *ti = &track_infos[ route->official_track_id ];
45 ti->push = 1;
46
47 if( ti->achievement_id ){
48 #if 0
49 steam_set_achievement( ti->achievement_id );
50 steam_store_achievements();
51 #endif
52 }
53 }
54 else{
55 vg_warn( "There is no associated track for this record...\n" );
56 }
57 }
58
59
60 VG_STATIC void world_routes_clear( world_instance *world )
61 {
62 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
63 ent_route *route = mdl_arritm( &world->ent_route, i );
64 route->active_checkpoint = 0xffff;
65 }
66
67 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
68 ent_gate *rg = mdl_arritm( &world->ent_gate, i );
69 rg->timing_version = 0;
70 rg->timing_time = 0.0;
71 }
72
73 world_static.current_run_version += 4;
74 world_static.last_use = 0.0;
75 }
76
77 VG_STATIC void world_routes_time_lap( world_instance *world, ent_route *route )
78 {
79 vg_info( "------- time lap %s -------\n",
80 mdl_pstr(&world->meta,route->pstr_name) );
81
82 double start_time = 0.0;
83 u32 last_version=0;
84
85 u32 valid_count=0;
86
87 for( u32 i=0; i<route->checkpoints_count; i++ ){
88 u32 cpid = (i+route->active_checkpoint) % route->checkpoints_count;
89 cpid += route->checkpoints_start;
90
91 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, cpid );
92 ent_gate *rg = mdl_arritm( &world->ent_gate, cp->gate_index );
93 rg = mdl_arritm( &world->ent_gate, rg->target );
94
95 if( i == 1 ){
96 route->timing_base = rg->timing_time;
97 }
98
99 if( i == 0 )
100 start_time = rg->timing_time;
101 else{
102 if( last_version+1 == rg->timing_version ) valid_count ++;
103 else valid_count = 0;
104 }
105
106 last_version = rg->timing_version;
107 vg_info( "%u %f\n", rg->timing_version, rg->timing_time );
108 }
109
110 if( world_static.current_run_version == last_version+1 ){
111 valid_count ++;
112
113 if( route->checkpoints_count == 1 ){
114 route->timing_base = world_static.time;
115 }
116 }
117 else valid_count = 0;
118
119 vg_info( "%u %f\n", world_static.current_run_version, world_static.time );
120
121 if( valid_count==route->checkpoints_count ){
122 double lap_time = world_static.time - start_time;
123 world_routes_local_set_record( world, route, lap_time );
124 }
125
126 route->valid_checkpoints = valid_count+1;
127
128 vg_info( "valid: %u\n", valid_count );
129 vg_info( "----------------------------\n" );
130 }
131
132 /*
133 * When going through a gate this is called for bookkeeping purposes
134 */
135 VG_STATIC void world_routes_activate_entry_gate( world_instance *world,
136 ent_gate *rg )
137 {
138 world_static.last_use = world_static.time;
139
140 /* disable all routes and leave the world */
141 if( rg->type == k_gate_type_nonlocel ){
142 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
143 ent_route *route = mdl_arritm( &world->ent_route, i );
144 route->active_checkpoint = 0xffff;
145 }
146 return;
147 }
148
149 ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
150
151 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
152 ent_route *route = mdl_arritm( &world->ent_route, i );
153
154 u32 active_prev = route->active_checkpoint;
155 route->active_checkpoint = 0xffff;
156
157 for( u32 j=0; j<4; j++ ){
158 if( dest->routes[j] == i ){
159 for( u32 k=0; k<route->checkpoints_count; k++ ){
160 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint,
161 route->checkpoints_start+k );
162
163 ent_gate *gk = mdl_arritm( &world->ent_gate, cp->gate_index );
164 gk = mdl_arritm( &world->ent_gate, gk->target );
165 if( gk == dest ){
166 route->active_checkpoint = k;
167 world_routes_time_lap( world, route );
168 break;
169 }
170 }
171 break;
172 }
173 }
174 }
175
176 dest->timing_version = world_static.current_run_version;
177 dest->timing_time = world_static.time;
178
179 world_static.current_run_version ++;
180 }
181
182 /* draw lines along the paths */
183 VG_STATIC void world_routes_debug( world_instance *world )
184 {
185 for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
186 ent_route_node *rn = mdl_arritm(&world->ent_route_node,i);
187 vg_line_pt3( rn->co, 0.25f, VG__WHITE );
188 }
189
190 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
191 ent_route *route = mdl_arritm(&world->ent_route, i);
192
193 u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
194 0xff5442f5 };
195
196 u32 cc = 0xffcccccc;
197 if( route->active_checkpoint != 0xffff ){
198 cc = colours[i%vg_list_size(colours)];
199 }
200
201 for( int i=0; i<route->checkpoints_count; i++ ){
202 int i0 = route->checkpoints_start+i,
203 i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
204
205 ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
206 *c1 = mdl_arritm(&world->ent_checkpoint, i1);
207
208 ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
209 ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
210
211 v3f p0, p1;
212 v3_copy( start_gate->co[1], p0 );
213
214 for( int j=0; j<c0->path_count; j ++ ){
215 ent_path_index *index = mdl_arritm( &world->ent_path_index,
216 c0->path_start+j );
217
218 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
219 index->index );
220
221 v3_copy( rn->co, p1 );
222 vg_line( p0, p1, cc );
223 v3_copy( p1, p0 );
224 }
225
226 v3_copy( end_gate->co[0], p1 );
227 vg_line( p0, p1, cc );
228 }
229 }
230 }
231
232 VG_STATIC
233 void world_routes_pointcloud_spot( world_instance *world,
234 pointcloud_buffer *pcbuf,
235 v3f co, f32 radius, u32 samples, v4f colour )
236 {
237 v3f inv_ext;
238 v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
239 v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
240
241 for( u32 j=0; j<samples; j++ ){
242 if( pcbuf->count >= pcbuf->max )
243 return;
244
245 pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
246
247 v3f sample, jitter, point;
248 vg_rand_sphere( jitter );
249 v3_muladds( co, jitter, radius, sample );
250
251 if( bh_closest_point( world->geo_bh, sample, point, radius*1.5f ) == -1 ){
252 v3_copy( sample, point );
253 }
254
255 v3f pos;
256 v3_sub( point, pcbuf->boundary[0], pos );
257 v3_mul( pos, inv_ext, pos );
258
259 for( u32 i=0; i<3; i++ ){
260 vert->pos[i] = (pos[i]-0.5f) * 32767.0f;
261 }
262
263 float dist = 1.0f-(v3_length(jitter));
264
265 for( u32 i=0; i<4; i++ ){
266 vert->colour[i] = colour[i] * 255.0f * dist*dist;
267 }
268 }
269 }
270
271 /*
272 * '
273 * .
274 * |
275 * |
276 * /#\
277 * -'###`-
278 */
279 VG_STATIC
280 void world_routes_pointcloud_tower( world_instance *world,
281 pointcloud_buffer *pcbuf,
282 v3f co, f32 radius, f32 height,
283 u32 samples, v4f colour )
284 {
285 v3f inv_ext;
286 v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
287 v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
288
289 for( u32 j=0; j<samples; j++ ){
290 if( pcbuf->count >= pcbuf->max )
291 return;
292
293 pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
294
295 v3f point;
296 point[0] = vg_randf64()*2.0f-1.0f;
297 point[1] = 0.0f;
298 point[2] = vg_randf64()*2.0f-1.0f;
299 v3_normalize( point );
300 v3_muls( point, sqrtf(vg_randf64()), point );
301
302 f32 h = vg_randf64();
303 point[1] = h*h*h*height;
304 point[0] *= radius;
305 point[2] *= radius;
306
307 v3_add( point, co, point );
308 v3_sub( point, pcbuf->boundary[0], point );
309 v3_mul( point, inv_ext, point );
310
311 /* TODO....... */
312 for( u32 i=0; i<3; i++ ){
313 vert->pos[i] = (point[i]-0.5f) * 32767.0f;
314 }
315
316 for( u32 i=0; i<4; i++ ){
317 vert->colour[i] = colour[i] * 255.0f;
318 }
319 }
320 }
321
322 VG_STATIC
323 void world_routes_place_curve( world_instance *world, ent_route *route,
324 v4f h[3], v3f n0, v3f n2, scene_context *scene,
325 pointcloud_buffer *pcbuf )
326 {
327 float t;
328 v3f p, pd;
329 int last_valid=0;
330
331 float total_length = 0.0f,
332 travel_length = 0.0;
333
334 v3f last;
335 v3_copy( h[0], last );
336 for( int it=0; it<128; it ++ ){
337 t = (float)(it+1) * (1.0f/128.0f);
338 eval_bezier3( h[0], h[1], h[2], t, p );
339 total_length += v3_dist( p, last );
340 v3_copy( p, last );
341 }
342
343 float patch_size = 4.0f,
344 patch_count = ceilf( total_length / patch_size );
345
346 t = 0.0f;
347 v3_copy( h[0], last );
348
349 for( int it=0; it<128; it ++ ){
350 float const k_sample_dist = 0.0025f,
351 k_line_width = 1.5f;
352
353 eval_bezier3( h[0], h[1], h[2], t, p );
354 eval_bezier3( h[0], h[1], h[2], t+k_sample_dist, pd );
355
356 travel_length += v3_dist( p, last );
357
358 float mod = k_sample_dist / v3_dist( p, pd );
359
360 v3f v0,up, right;
361
362 v3_muls( n0, -(1.0f-t), up );
363 v3_muladds( up, n2, -t, up );
364 v3_normalize( up );
365
366 v3_sub( pd,p,v0 );
367 v3_cross( up, v0, right );
368 v3_normalize( right );
369
370 float cur_x = (1.0f-t)*h[0][3] + t*h[2][3];
371
372 v3f sc, sa, sb, down;
373 v3_muladds( p, right, cur_x * k_line_width, sc );
374 v3_muladds( sc, up, 1.5f, sc );
375 v3_muladds( sc, right, k_line_width*0.95f, sa );
376 v3_muladds( sc, right, 0.0f, sb );
377 v3_muls( up, -1.0f, down );
378
379 ray_hit ha, hb;
380 ha.dist = 8.0f;
381 hb.dist = 8.0f;
382
383 int resa = ray_world( world, sa, down, &ha ),
384 resb = ray_world( world, sb, down, &hb );
385
386 if( pcbuf && resa ){
387 world_routes_pointcloud_spot( world, pcbuf, ha.pos,
388 12.0f, 10, route->colour );
389 }
390
391 if( resa && resb ){
392 struct world_surface *surfa = ray_hit_surface( world, &ha ),
393 *surfb = ray_hit_surface( world, &hb );
394
395 if( (surfa->info.flags & k_material_flag_skate_target) &&
396 (surfb->info.flags & k_material_flag_skate_target) )
397 {
398 scene_vert va, vb;
399
400 float gap = vg_fractf(cur_x*0.5f)*0.02f;
401
402 v3_muladds( ha.pos, up, 0.06f+gap, va.co );
403 v3_muladds( hb.pos, up, 0.06f+gap, vb.co );
404
405 scene_vert_pack_norm( &va, up );
406 scene_vert_pack_norm( &vb, up );
407
408 float t1 = (travel_length / total_length) * patch_count;
409 va.uv[0] = t1;
410 va.uv[1] = 0.0f;
411 vb.uv[0] = t1;
412 vb.uv[1] = 1.0f;
413
414 scene_push_vert( scene, &va );
415 scene_push_vert( scene, &vb );
416
417 if( last_valid ){
418 /* Connect them with triangles */
419 scene_push_tri( scene, (u32[3]){
420 last_valid+0-2, last_valid+1-2, last_valid+2-2} );
421 scene_push_tri( scene, (u32[3]){
422 last_valid+1-2, last_valid+3-2, last_valid+2-2} );
423 }
424
425 last_valid = scene->vertex_count;
426 }
427 else
428 last_valid = 0;
429 }
430 else
431 last_valid = 0;
432
433 if( t == 1.0f )
434 return;
435
436 t += 1.0f*mod;
437 if( t > 1.0f )
438 t = 1.0f;
439
440 v3_copy( p, last );
441 }
442 }
443
444 VG_STATIC void world_routes_gen_meshes( world_instance *world, u32 route_id,
445 scene_context *sc,
446 pointcloud_buffer *pcbuf )
447 {
448 ent_route *route = mdl_arritm( &world->ent_route, route_id );
449 u8 colour[4];
450 colour[0] = route->colour[0] * 255.0f;
451 colour[1] = route->colour[1] * 255.0f;
452 colour[2] = route->colour[2] * 255.0f;
453 colour[3] = route->colour[3] * 255.0f;
454
455 u32 last_valid = 0;
456
457 for( int i=0; i<route->checkpoints_count; i++ ){
458 int i0 = route->checkpoints_start+i,
459 i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
460
461 ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
462 *c1 = mdl_arritm(&world->ent_checkpoint, i1);
463
464 ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
465 start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
466
467 ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ),
468 *collector = mdl_arritm( &world->ent_gate, end_gate->target );
469
470 v4f p[3];
471
472 v3_add( (v3f){0.0f,0.1f,0.0f}, start_gate->co[0], p[0] );
473 p[0][3] = start_gate->ref_count;
474 p[0][3] -= (float)start_gate->route_count * 0.5f;
475 start_gate->ref_count ++;
476
477 if( !c0->path_count )
478 continue;
479
480 /* this is so that we get nice flow through the gates */
481 v3f temp_alignments[2];
482 ent_gate *both[] = { start_gate, end_gate };
483
484 for( int j=0; j<2; j++ ){
485 int pi = c0->path_start + ((j==1)? c0->path_count-1: 0);
486
487 ent_path_index *index = mdl_arritm( &world->ent_path_index, pi );
488 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
489 index->index );
490 v3f v0;
491 v3_sub( rn->co, both[j]->co[0], v0 );
492 float d = v3_dot( v0, both[j]->to_world[2] );
493
494 v3_muladds( both[j]->co[0], both[j]->to_world[2], d,
495 temp_alignments[j] );
496 v3_add( (v3f){0.0f,0.1f,0.0f}, temp_alignments[j], temp_alignments[j]);
497 }
498
499
500 for( int j=0; j<c0->path_count; j ++ ){
501 ent_path_index *index = mdl_arritm( &world->ent_path_index,
502 c0->path_start+j );
503 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
504 index->index );
505 if( j==0 || j==c0->path_count-1 )
506 if( j == 0 )
507 v3_copy( temp_alignments[0], p[1] );
508 else
509 v3_copy( temp_alignments[1], p[1] );
510 else
511 v3_copy( rn->co, p[1] );
512
513 p[1][3] = rn->ref_count;
514 p[1][3] -= (float)rn->ref_total * 0.5f;
515 rn->ref_count ++;
516
517 if( j+1 < c0->path_count ){
518 index = mdl_arritm( &world->ent_path_index,
519 c0->path_start+j+1 );
520 rn = mdl_arritm( &world->ent_route_node, index->index );
521
522 if( j+1 == c0->path_count-1 )
523 v3_lerp( p[1], temp_alignments[1], 0.5f, p[2] );
524 else
525 v3_lerp( p[1], rn->co, 0.5f, p[2] );
526
527 p[2][3] = rn->ref_count;
528 p[2][3] -= (float)rn->ref_total * 0.5f;
529 }
530 else{
531 v3_copy( end_gate->co[0], p[2] );
532 v3_add( (v3f){0.0f,0.1f,0.0f}, p[2], p[2] );
533 p[2][3] = collector->ref_count;
534
535 if( i == route->checkpoints_count-1)
536 p[2][3] -= 1.0f;
537
538 p[2][3] -= (float)collector->route_count * 0.5f;
539 //collector->ref_count ++;
540 }
541
542 /* p0,p1,p2 bezier patch is complete
543 * --------------------------------------*/
544 v3f surf0, surf2, n0, n2;
545
546 if( bh_closest_point( world->geo_bh, p[0], surf0, 5.0f ) == -1 )
547 v3_add( (v3f){0.0f,-0.1f,0.0f}, p[0], surf0 );
548
549 if( bh_closest_point( world->geo_bh, p[2], surf2, 5.0f ) == -1 )
550 v3_add( (v3f){0.0f,-0.1f,0.0f}, p[2], surf2 );
551
552 v3_sub( surf0, p[0], n0 );
553 v3_sub( surf2, p[2], n2 );
554 v3_normalize( n0 );
555 v3_normalize( n2 );
556
557 world_routes_place_curve( world, route, p, n0, n2, sc, pcbuf );
558
559 /* --- */
560 v4_copy( p[2], p[0] );
561 }
562 }
563
564 scene_copy_slice( sc, &route->sm );
565 }
566
567 VG_STATIC
568 struct world_surface *world_tri_index_surface( world_instance *world,
569 u32 index );
570
571 VG_STATIC f64 world_routes_scatter_surface_points( world_instance *world,
572 pointcloud_buffer *pcbuf,
573 f32 rate )
574 {
575 static f32 densities[] = {
576 [k_surface_prop_concrete] = 2.0f,
577 [k_surface_prop_grass] = 0.8f,
578 [k_surface_prop_metal] = 1.0f,
579 [k_surface_prop_wood] = 2.5f,
580 [k_surface_prop_tiles] = 4.0f
581 };
582
583 /* calculate total area */
584 f64 total_area = 0.0f;
585 for( u32 i=0; i<world->scene_geo.indice_count/3; i++ ){
586 u32 *tri = &world->scene_geo.arrindices[i*3];
587 struct world_surface *surf = world_tri_index_surface( world, tri[0] );
588
589 if( surf->info.shader == k_shader_boundary ||
590 surf->info.shader == k_shader_invisible ) continue;
591
592 if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue;
593
594 scene_vert *va = &world->scene_geo.arrvertices[tri[0]],
595 *vb = &world->scene_geo.arrvertices[tri[1]],
596 *vc = &world->scene_geo.arrvertices[tri[2]];
597
598 v3f v0, v1, vn;
599 v3_sub( vb->co, va->co, v0 );
600 v3_sub( vc->co, va->co, v1 );
601 v3_cross( v0, v1, vn );
602 if( vn[1] < 0.0f ) continue;
603
604 f32 density = 1.0f;
605 if( surf->info.surface_prop < vg_list_size(densities) )
606 density = densities[surf->info.surface_prop];
607 total_area += v3_length(vn)*0.5f*density;
608 }
609
610 f32 accum = 0.0f;
611
612 u8 colour[] = { 80,80,80,255 };
613 v3f light_dir = {0.3f,0.8f,0.1f};
614 v3_normalize( light_dir );
615
616 v3f inv_ext;
617 v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
618 v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
619
620 for( u32 i=0; i<world->scene_geo.indice_count/3; i++ ){
621 u32 *tri = &world->scene_geo.arrindices[i*3];
622 struct world_surface *surf = world_tri_index_surface( world, tri[0] );
623
624 if( surf->info.shader == k_shader_boundary ||
625 surf->info.shader == k_shader_invisible ) continue;
626
627 if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue;
628
629 scene_vert *va = &world->scene_geo.arrvertices[tri[0]],
630 *vb = &world->scene_geo.arrvertices[tri[1]],
631 *vc = &world->scene_geo.arrvertices[tri[2]];
632
633 v3f v0, v1, vn;
634 v3_sub( vb->co, va->co, v0 );
635 v3_sub( vc->co, va->co, v1 );
636 v3_cross( v0, v1, vn );
637 if( vn[1] < 0.0f ) continue;
638
639 f32 density = 1.0f;
640 if( surf->info.surface_prop < vg_list_size(densities) )
641 density = densities[surf->info.surface_prop];
642
643 f32 area = v3_length(vn)*0.5f*density;
644 accum += area;
645
646 v3_normalize( vn );
647
648 while( accum > rate ){
649 accum -= rate;
650
651 if( pcbuf->count >= pcbuf->max ) return total_area;
652
653 v2f co = { vg_randf64(), vg_randf64() };
654 if( v2_length2(co) > 0.5f ){
655 co[0] = 1.0f-co[0];
656 co[1] = 1.0f-co[1];
657 }
658
659 v3f pt;
660 v3_muls( v0, co[0], pt );
661 v3_muladds( pt, v1, co[1], pt );
662 v3_add( va->co, pt, pt );
663
664 if( pt[1] < world->water.height ) continue;
665 pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
666
667 v3f pos;
668 v3_sub( pt, pcbuf->boundary[0], pos );
669 v3_mul( pos, inv_ext, pos );
670
671 for( u32 i=0; i<3; i++ ){
672 vert->pos[i] = (pos[i]-0.5f) * 32767.0f;
673 }
674
675 static v4f colours[] = {
676 [k_surface_prop_concrete] = { 0.13, 0.15, 0.17, 1.0 },
677 [k_surface_prop_grass] = { 0.07, 0.1, 0.14, 1.0 },
678 [k_surface_prop_metal] = { 0.15, 0.19, 0.22, 1.0 },
679 [k_surface_prop_wood] = { 0.1, 0.13, 0.17, 1.0 },
680 [k_surface_prop_tiles] = { 0.05, 0.06, 0.07, 1.0 },
681 };
682
683 v4f col = {0.0f,0.0f,0.0f,0.0f};
684 if( surf->info.surface_prop < vg_list_size(colours) ){
685 v4_copy( colours[surf->info.surface_prop], col );
686 }
687
688 f32 brightness = v3_dot(vn,light_dir)*0.5f+0.5f;
689 v3_muls( col, brightness, col );
690
691 for( u32 j=0; j<4; j++ ){
692 vert->colour[j] = col[j] * 255.0f;
693 }
694 }
695 }
696
697 return total_area;
698 }
699
700 VG_STATIC void world_routes_surface_grid( world_instance *world,
701 pointcloud_buffer *pcbuf )
702 {
703 i32 const k_gridlines = 32,
704 k_gridres = 255;
705
706 v3f inv_ext;
707 v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
708 v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
709 v4f colour = {0.2f,0.2f,0.2f,1.0f};
710 v3f dir = {0.0f,-1.0f,0.0f};
711
712 for( u32 k=0; k<2; k++ ){
713 u32 a = k*2,
714 b = (k^0x1)*2;
715
716 for( i32 x=0; x<=k_gridlines; x++ ){
717 f32 t = (float)x / (float)k_gridlines,
718 px = vg_lerpf( pcbuf->boundary[0][a], pcbuf->boundary[1][a], t );
719
720 for( i32 z=0; z<=k_gridres; z++ ){
721 f32 tz = (float)z / (float)k_gridres,
722 pz = vg_lerpf(pcbuf->boundary[0][b],pcbuf->boundary[1][b], tz);
723
724 v3f ro, hit;
725 ro[a] = px;
726 ro[1] = 1000.0f;
727 ro[b] = pz;
728
729 bh_iter it;
730 bh_iter_init_ray( 0, &it, ro, dir, INFINITY );
731 i32 idx;
732
733 while( bh_next( world->geo_bh, &it, &idx ) ){
734 u32 *tri = &world->scene_geo.arrindices[ idx*3 ];
735 v3f vs[3];
736
737 for( u32 i=0; i<3; i++ ){
738 v3_copy( world->scene_geo.arrvertices[tri[i]].co, vs[i] );
739 }
740
741 f32 t;
742 if( ray_tri( vs, ro, dir, &t ) ){
743 v3_muladds( ro, dir, t, hit );
744 struct world_surface *m1 =
745 world_tri_index_surface( world, tri[0] );
746
747 if( !(m1->info.flags & k_material_flag_preview_visibile) )
748 continue;
749
750 if( world->water.enabled )
751 if( hit[1] < world->water.height )
752 continue;
753
754 if( pcbuf->count >= pcbuf->max ) return;
755
756 pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
757
758 v3f co;
759 v3_sub( hit, pcbuf->boundary[0], co );
760 v3_mul( co, inv_ext, co );
761
762 for( u32 i=0; i<3; i++ ){
763 vert->pos[i] = (co[i]-0.5f) * 32767.0f;
764 }
765
766 for( u32 i=0; i<4; i++ ){
767 vert->colour[i] = colour[i] * 255.0f;
768 }
769 }
770 }
771 }
772 }
773 }
774 }
775
776 /*
777 * Create the strips of colour that run through the world along course paths
778 */
779 VG_STATIC void world_gen_routes_generate(void)
780 {
781 world_instance *world = world_loading_instance();
782 vg_info( "Generating route meshes\n" );
783 vg_async_stall();
784
785 vg_rand_seed( 2000 );
786 vg_async_item *call_scene = scene_alloc_async( &world->scene_lines,
787 &world->mesh_route_lines,
788 200000, 300000 );
789
790 vg_async_item *call_pointcloud = NULL;
791 pointcloud_buffer *pcbuf = NULL;
792
793 if( world_loader.generate_point_cloud ){
794 call_pointcloud = vg_async_alloc(
795 sizeof(pointcloud_buffer) +
796 sizeof(pointcloud_vert)*POINTCLOUD_POINTS );
797 pcbuf = call_pointcloud->payload;
798 pcbuf->count = 0;
799 pcbuf->max = POINTCLOUD_POINTS;
800 pcbuf->op = k_pointcloud_op_clear;
801
802 v3f ext, mid, v0;
803 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], ext );
804 f32 maxe = v3_maxf( ext );
805 v3_fill( v0, maxe * 0.5f );
806 v3_muladds( world->scene_geo.bbx[0], ext, 0.5f, mid );
807 v3_add( mid, v0, pcbuf->boundary[1] );
808 v3_sub( mid, v0, pcbuf->boundary[0] );
809 }
810
811 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
812 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
813 gate->ref_count = 0;
814 gate->route_count = 0;
815 }
816
817 for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
818 ent_route_node *rn = mdl_arritm( &world->ent_route_node, i );
819 rn->ref_count = 0;
820 rn->ref_total = 0;
821 }
822
823 for( u32 k=0; k<mdl_arrcount(&world->ent_route); k++ ){
824 ent_route *route = mdl_arritm( &world->ent_route, k );
825
826 for( int i=0; i<route->checkpoints_count; i++ ){
827 int i0 = route->checkpoints_start+i,
828 i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
829
830 ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
831 *c1 = mdl_arritm(&world->ent_checkpoint, i1);
832
833 ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
834 start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
835 start_gate->route_count ++;
836
837 if( !c0->path_count )
838 continue;
839
840 for( int j=0; j<c0->path_count; j ++ ){
841 ent_path_index *index = mdl_arritm( &world->ent_path_index,
842 c0->path_start+j );
843 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
844 index->index );
845 rn->ref_total ++;
846 }
847 }
848 }
849
850 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
851 world_routes_gen_meshes( world, i, &world->scene_lines, pcbuf );
852 }
853
854 if( world_loader.generate_point_cloud ){
855 f64 area = 0.0;
856 area = world_routes_scatter_surface_points( world, pcbuf, 16.0f );
857 world_routes_surface_grid( world, pcbuf );
858
859 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
860 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
861
862 world_routes_pointcloud_tower( world, pcbuf, gate->co[0],
863 2.0f, 50.0f, 128,
864 (v4f){0.2f,0.2f,0.2f,1.0f} );
865 }
866
867 vg_info( "Distrubuted %u points over %fkm^2!\n",
868 pcbuf->count, area/1e6f );
869
870 if( world_loader.location == k_world_load_type_local ){
871 char path_buf[4096];
872 vg_str path;
873 vg_strnull( &path, path_buf, 4096 );
874 vg_strcat( &path, "maps/" );
875 vg_strcat( &path, world_loader.name );
876 vg_strcat( &path, "/preview.bin" );
877
878 if( !vg_strgood( &path ) ) vg_fatal_error( "Path too long\n" );
879 FILE *fp = fopen( path_buf, "wb" );
880 if( !fp ) vg_fatal_error( "Cannot open '%s' for writing\n", path_buf );
881
882 fwrite( pcbuf, sizeof(pcbuf) +
883 sizeof(struct pointcloud_vert)*pcbuf->count, 1, fp );
884 fclose( fp );
885 }
886
887 vg_async_dispatch( call_pointcloud, async_pointcloud_sub );
888 }
889
890 vg_async_dispatch( call_scene, async_scene_upload );
891 world_routes_clear( world );
892 }
893
894 /* load all routes from model header */
895 VG_STATIC void world_gen_routes_ent_init(void)
896 {
897 world_instance *world = world_loading_instance();
898 vg_info( "Initializing routes\n" );
899
900 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
901 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
902 for( u32 j=0; j<4; j++ ){
903 gate->routes[j] = 0xffff;
904 }
905 }
906
907 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
908 ent_route *route = mdl_arritm(&world->ent_route,i);
909 mdl_transform_m4x3( &route->transform, route->board_transform );
910
911 route->official_track_id = 0xffffffff;
912 for( u32 j=0; j<vg_list_size(track_infos); j ++ ){
913 if( !strcmp(track_infos[j].name,
914 mdl_pstr(&world->meta,route->pstr_name))){
915 route->official_track_id = j;
916 }
917 }
918
919 for( u32 j=0; j<route->checkpoints_count; j++ ){
920 u32 id = route->checkpoints_start + j;
921 ent_checkpoint *cp = mdl_arritm(&world->ent_checkpoint,id);
922
923 ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
924
925 for( u32 k=0; k<4; k++ ){
926 if( gate->routes[k] == 0xffff ){
927 gate->routes[k] = i;
928 break;
929 }
930 }
931
932 if( gate->type == k_gate_type_teleport ){
933 gate = mdl_arritm(&world->ent_gate, gate->target );
934
935 for( u32 k=0; k<4; k++ ){
936 if( gate->routes[k] == i ){
937 vg_error( "already assigned route to gate\n" );
938 break;
939 }
940 if( gate->routes[k] == 0xffff ){
941 gate->routes[k] = i;
942 break;
943 }
944 }
945 }
946 }
947 }
948
949 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
950 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
951 }
952
953 world_routes_clear( world );
954 }
955
956 /*
957 * -----------------------------------------------------------------------------
958 * Events
959 * -----------------------------------------------------------------------------
960 */
961
962 VG_STATIC void world_routes_init(void)
963 {
964 world_static.current_run_version = 200;
965 world_static.time = 300.0;
966 world_static.last_use = 0.0;
967
968 shader_scene_route_register();
969 shader_routeui_register();
970 }
971
972 VG_STATIC void world_routes_update( world_instance *world )
973 {
974 world_static.time += vg.time_delta;
975
976 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
977 ent_route *route = mdl_arritm( &world->ent_route, i );
978
979 int target = route->active_checkpoint == 0xffff? 0: 1;
980 route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta );
981 }
982
983 for( u32 i=0; i<world_render.text_particle_count; i++ ){
984 struct text_particle *particle = &world_render.text_particles[i];
985 rb_object_debug( &particle->obj, VG__RED );
986 }
987 }
988
989 VG_STATIC void world_routes_fixedupdate( world_instance *world )
990 {
991 rb_solver_reset();
992
993 for( u32 i=0; i<world_render.text_particle_count; i++ ){
994 struct text_particle *particle = &world_render.text_particles[i];
995
996 if( rb_global_has_space() ){
997 rb_ct *buf = rb_global_buffer();
998
999 int l = rb_sphere__scene( particle->obj.rb.to_world,
1000 &particle->obj.inf.sphere,
1001 NULL, &world->rb_geo.inf.scene, buf );
1002
1003 for( int j=0; j<l; j++ ){
1004 buf[j].rba = &particle->obj.rb;
1005 buf[j].rbb = &world->rb_geo.rb;
1006 }
1007
1008 rb_contact_count += l;
1009 }
1010 }
1011
1012 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
1013
1014 for( int i=0; i<rb_contact_count; i++ ){
1015 rb_contact_restitution( rb_contact_buffer+i, vg_randf64() );
1016 }
1017
1018 for( int i=0; i<6; i++ ){
1019 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
1020 }
1021
1022 for( u32 i=0; i<world_render.text_particle_count; i++ ){
1023 struct text_particle *particle = &world_render.text_particles[i];
1024 rb_iter( &particle->obj.rb );
1025 }
1026
1027 for( u32 i=0; i<world_render.text_particle_count; i++ ){
1028 struct text_particle *particle = &world_render.text_particles[i];
1029 rb_update_transform( &particle->obj.rb );
1030 }
1031 }
1032
1033 VG_STATIC void bind_terrain_noise(void);
1034 VG_STATIC void world_bind_light_array( world_instance *world,
1035 GLuint shader, GLuint location,
1036 int slot );
1037 VG_STATIC void world_bind_light_index( world_instance *world,
1038 GLuint shader, GLuint location,
1039 int slot );
1040
1041 VG_STATIC void world_routes_update_timer_texts( world_instance *world )
1042 {
1043 world_render.timer_text_count = 0;
1044
1045 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
1046 ent_route *route = mdl_arritm( &world->ent_route, i );
1047
1048 if( route->active_checkpoint != 0xffff ){
1049 u32 next = route->active_checkpoint+1;
1050 next = next % route->checkpoints_count;
1051 next += route->checkpoints_start;
1052
1053 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
1054 ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
1055 ent_gate *dest = mdl_arritm( &world->ent_gate, gate->target );
1056
1057 u32 j=0;
1058 for( ; j<4; j++ ){
1059 if( dest->routes[j] == i ){
1060 break;
1061 }
1062 }
1063
1064 float h0 = 0.8f,
1065 h1 = 1.2f,
1066 depth = 0.4f,
1067 size = 0.4f;
1068
1069 struct timer_text *text =
1070 &world_render.timer_texts[ world_render.timer_text_count ++ ];
1071
1072 text->gate = gate;
1073 text->route = route;
1074
1075 if( route->valid_checkpoints >= route->checkpoints_count ){
1076 double lap_time = world_static.time - route->timing_base,
1077 time_centiseconds = lap_time * 100.0;
1078
1079 if( time_centiseconds > (float)0xfffe ) time_centiseconds = 0.0;
1080
1081 u16 centiseconds = time_centiseconds,
1082 seconds = centiseconds / 100,
1083 minutes = seconds / 60;
1084
1085 centiseconds %= 100;
1086 seconds %= 60;
1087 minutes %= 60;
1088
1089 if( minutes > 9 ) minutes = 9;
1090
1091 int j=0;
1092 if( minutes ){
1093 highscore_intr( text->text, minutes, 1, ' ' ); j++;
1094 text->text[j++] = ':';
1095 }
1096
1097 if( seconds >= 10 || minutes ){
1098 highscore_intr( text->text+j, seconds, 2, '0' ); j+=2;
1099 }
1100 else{
1101 highscore_intr( text->text+j, seconds, 1, '0' ); j++;
1102 }
1103
1104 text->text[j++] = '.';
1105 highscore_intr( text->text+j, centiseconds, 1, '0' ); j++;
1106 text->text[j] = '\0';
1107 }
1108 else{
1109 highscore_intr( text->text, route->valid_checkpoints, 1, ' ' );
1110 text->text[1] = '/';
1111 highscore_intr( text->text+2, route->checkpoints_count+1, 1, ' ' );
1112 text->text[3] = '\0';
1113 }
1114
1115 float align_r = font3d_string_width( &gui.font, 0, text->text );
1116 align_r *= size;
1117
1118 v3f positions[] = {
1119 { -0.92f, h0, depth },
1120 { 0.92f - align_r, h0, depth },
1121 { -0.92f, h1, depth },
1122 { 0.92f - align_r, h1, depth },
1123 };
1124
1125 if( dest->route_count == 1 ){
1126 positions[0][0] = -align_r*0.5f;
1127 positions[0][1] = h1;
1128 }
1129
1130 m3x3_copy( gate->to_world, text->transform );
1131 float ratio = v3_length(text->transform[0]) /
1132 v3_length(text->transform[1]);
1133
1134 m3x3_scale( text->transform, (v3f){ size, size*ratio, 0.1f } );
1135 m4x3_mulv( gate->to_world, positions[j], text->transform[3] );
1136 }
1137 }
1138 }
1139
1140 VG_STATIC void world_routes_fracture( world_instance *world, ent_gate *gate,
1141 v3f imp_co, v3f imp_v )
1142 {
1143 world_render.text_particle_count = 0;
1144
1145 for( u32 i=0; i<world_render.timer_text_count; i++ ){
1146 struct timer_text *text = &world_render.timer_texts[i];
1147
1148 if( text->gate != gate ) continue;
1149
1150 m4x3f transform;
1151 m4x3_mul( gate->transport, text->transform, transform );
1152
1153 v3f co, s;
1154 v4f q;
1155 m4x3_decompose( transform, co, q, s );
1156
1157 v3f offset;
1158 v3_zero( offset );
1159
1160 v4f colour;
1161 float brightness = 0.3f + world->ub_lighting.g_day_phase;
1162 v3_muls( text->route->colour, brightness, colour );
1163 colour[3] = 1.0f-text->route->factive;
1164
1165 for( u32 j=0;; j++ ){
1166 char c = text->text[j];
1167 if( !c ) break;
1168
1169 ent_glyph *glyph = font3d_glyph( &gui.font, 0, c );
1170 if( !glyph ) continue;
1171
1172 if( c >= (u32)'0' && c <= (u32)'9' && glyph->indice_count ){
1173 struct text_particle *particle =
1174 &world_render.text_particles[world_render.text_particle_count++];
1175
1176 particle->glyph = glyph;
1177 v4_copy( colour, particle->colour );
1178
1179 v3f origin;
1180 v2_muls( glyph->size, 0.5f, origin );
1181 origin[2] = -0.5f;
1182
1183 v3f world_co;
1184
1185 v3_add( offset, origin, world_co );
1186 m4x3_mulv( transform, world_co, world_co );
1187
1188 float r = vg_maxf( s[0]*glyph->size[0], s[1]*glyph->size[1] )*0.5f;
1189
1190 m3x3_identity( particle->mlocal );
1191 m3x3_scale( particle->mlocal, s );
1192 origin[2] *= s[2];
1193 v3_muls( origin, -1.0f, particle->mlocal[3] );
1194
1195 v3_copy( world_co, particle->obj.rb.co );
1196 v3_muls( imp_v, 1.0f+vg_randf64(), particle->obj.rb.v );
1197 particle->obj.rb.v[1] += 2.0f;
1198
1199 v4_copy( q, particle->obj.rb.q );
1200 particle->obj.rb.w[0] = vg_randf64()*2.0f-1.0f;
1201 particle->obj.rb.w[1] = vg_randf64()*2.0f-1.0f;
1202 particle->obj.rb.w[2] = vg_randf64()*2.0f-1.0f;
1203
1204 particle->obj.type = k_rb_shape_sphere;
1205 particle->obj.inf.sphere.radius = r*0.6f;
1206
1207 rb_init_object( &particle->obj );
1208 }
1209 offset[0] += glyph->size[0];
1210 }
1211 }
1212 }
1213
1214 VG_STATIC void render_world_routes( world_instance *world, camera *cam,
1215 int layer_depth )
1216 {
1217 m4x3f identity_matrix;
1218 m4x3_identity( identity_matrix );
1219
1220 shader_scene_route_use();
1221 shader_scene_route_uTexGarbage(0);
1222 world_link_lighting_ub( world, _shader_scene_route.id );
1223 world_bind_position_texture( world, _shader_scene_route.id,
1224 _uniform_scene_route_g_world_depth, 2 );
1225 world_bind_light_array( world, _shader_scene_route.id,
1226 _uniform_scene_route_uLightsArray, 3 );
1227 world_bind_light_index( world, _shader_scene_route.id,
1228 _uniform_scene_route_uLightsIndex, 4 );
1229 bind_terrain_noise();
1230
1231 shader_scene_route_uPv( cam->mtx.pv );
1232 shader_scene_route_uPvmPrev( cam->mtx_prev.pv );
1233 shader_scene_route_uMdl( identity_matrix );
1234 shader_scene_route_uCamera( cam->transform[3] );
1235
1236 mesh_bind( &world->mesh_route_lines );
1237
1238 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
1239 ent_route *route = mdl_arritm( &world->ent_route, i );
1240
1241 v4f colour;
1242 v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
1243 colour[3] = route->factive*0.2f;
1244
1245 shader_scene_route_uColour( colour );
1246 mdl_draw_submesh( &route->sm );
1247 }
1248
1249 /* timers
1250 * ---------------------------------------------------- */
1251 if( layer_depth == 0 ){
1252 font3d_bind( &gui.font, cam );
1253
1254 for( u32 i=0; i<world_render.timer_text_count; i++ ){
1255 struct timer_text *text = &world_render.timer_texts[i];
1256
1257 v4f colour;
1258 float brightness = 0.3f + world->ub_lighting.g_day_phase;
1259 v3_muls( text->route->colour, brightness, colour );
1260 colour[3] = 1.0f-text->route->factive;
1261
1262 shader_model_font_uColour( colour );
1263 font3d_simple_draw( &gui.font, 0, text->text, cam, text->transform );
1264 }
1265
1266 shader_model_font_uOffset( (v4f){0.0f,0.0f,0.0f,1.0f} );
1267
1268 for( u32 i=0; i<world_render.text_particle_count; i++ ){
1269 struct text_particle *particle = &world_render.text_particles[i];
1270
1271 m4x4f prev_mtx;
1272
1273 m4x3_expand( particle->mdl, prev_mtx );
1274 m4x4_mul( cam->mtx_prev.pv, prev_mtx, prev_mtx );
1275
1276 shader_model_font_uPvmPrev( prev_mtx );
1277
1278 v4f q;
1279 m4x3f model;
1280 rb_extrapolate( &particle->obj.rb, model[3], q );
1281 q_m3x3( q, model );
1282
1283 m4x3_mul( model, particle->mlocal, particle->mdl );
1284 shader_model_font_uMdl( particle->mdl );
1285 shader_model_font_uColour( particle->colour );
1286
1287 mesh_drawn( particle->glyph->indice_start,
1288 particle->glyph->indice_count );
1289 }
1290 }
1291
1292 /* gate markers
1293 * ---------------------------------------------------- */
1294
1295 shader_model_gate_use();
1296 shader_model_gate_uPv( cam->mtx.pv );
1297 shader_model_gate_uCam( cam->pos );
1298 shader_model_gate_uTime( vg.time*0.25f );
1299 shader_model_gate_uInvRes( (v2f){
1300 1.0f / (float)vg.window_x,
1301 1.0f / (float)vg.window_y });
1302
1303 mesh_bind( &world_gates.mesh );
1304
1305 /* skip writing into the motion vectors for this */
1306 glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
1307
1308 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
1309 ent_route *route = mdl_arritm( &world->ent_route, i );
1310
1311 if( route->active_checkpoint != 0xffff ){
1312 v4f colour;
1313 float brightness = 0.3f + world->ub_lighting.g_day_phase;
1314 v3_muls( route->colour, brightness, colour );
1315 colour[3] = 1.0f-route->factive;
1316
1317 shader_model_gate_uColour( colour );
1318
1319 u32 next = route->active_checkpoint+1+layer_depth;
1320 next = next % route->checkpoints_count;
1321 next += route->checkpoints_start;
1322
1323 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
1324 ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
1325 shader_model_gate_uMdl( gate->to_world );
1326
1327 for( u32 j=0; j<4; j++ ){
1328 if( gate->routes[j] == i ){
1329 mdl_draw_submesh( &world_gates.sm_marker[j] );
1330 break;
1331 }
1332 }
1333 }
1334 }
1335 glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
1336 }
1337
1338 #endif /* ROUTES_C */