2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 #include "world_gate.h"
14 #include "shaders/vblend.h"
17 #include "shaders/scene_route.h"
18 #include "shaders/routeui.h"
22 void world_routes_local_set_record( world_instance
*world
, ent_route
*route
,
25 vg_success( " NEW LAP TIME: %f\n", lap_time
);
27 if( route
->official_track_id
!= 0xffffffff ){
28 double time_centiseconds
= lap_time
* 100.0;
29 if( time_centiseconds
> (float)0xfffe ) /* skill issue */
32 highscore_record temp
;
33 temp
.trackid
= route
->official_track_id
;
34 temp
.datetime
= time(NULL
);
37 temp
.time
= time_centiseconds
;
40 highscores_push_record( &temp
);
43 struct track_info
*ti
= &track_infos
[ route
->official_track_id
];
46 if( ti
->achievement_id
){
48 steam_set_achievement( ti
->achievement_id
);
49 steam_store_achievements();
54 vg_warn( "There is no associated track for this record...\n" );
59 VG_STATIC
void world_routes_clear( world_instance
*world
)
61 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_route
); i
++ ){
62 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
63 route
->active_checkpoint
= 0xffff;
66 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_gate
); i
++ ){
67 ent_gate
*rg
= mdl_arritm( &world
->ent_gate
, i
);
68 rg
->timing_version
= 0;
69 rg
->timing_time
= 0.0;
72 world_global
.current_run_version
+= 4;
73 world_global
.last_use
= 0.0;
76 VG_STATIC
void world_routes_time_lap( world_instance
*world
, ent_route
*route
)
78 vg_info( "------- time lap %s -------\n",
79 mdl_pstr(&world
->meta
,route
->pstr_name
) );
81 double start_time
= 0.0;
86 for( u32 i
=0; i
<route
->checkpoints_count
; i
++ ){
87 u32 cpid
= route
->checkpoints_start
+(i
+route
->active_checkpoint
);
88 cpid
= cpid
% route
->checkpoints_count
;
90 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, cpid
);
91 ent_gate
*rg
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
92 rg
= mdl_arritm( &world
->ent_gate
, rg
->target
);
95 start_time
= rg
->timing_time
;
97 if( last_version
+1 == rg
->timing_version
)
103 last_version
= rg
->timing_version
;
104 vg_info( "%u %f\n", rg
->timing_version
, rg
->timing_time
);
107 if( world_global
.current_run_version
== last_version
+1 )
112 vg_info( "%u %f\n", world_global
.current_run_version
, world_global
.time
);
114 if( valid_count
==route
->checkpoints_count
){
115 double lap_time
= world_global
.time
- start_time
;
116 world_routes_local_set_record( world
, route
, lap_time
);
119 route
->valid_checkpoints
= valid_count
+1;
120 route
->timing_base
= start_time
;
122 vg_info( "valid: %u\n", valid_count
);
123 vg_info( "----------------------------\n" );
127 * When going through a gate this is called for bookkeeping purposes
129 VG_STATIC
void world_routes_activate_entry_gate( world_instance
*world
,
132 ent_gate
*dest
= mdl_arritm( &world
->ent_gate
, rg
->target
);
134 world_global
.last_use
= world_global
.time
;
136 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
137 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
139 u32 active_prev
= route
->active_checkpoint
;
140 route
->active_checkpoint
= 0xffff;
142 for( u32 j
=0; j
<4; j
++ ){
143 if( dest
->routes
[j
] == i
){
144 for( u32 k
=0; k
<route
->checkpoints_count
; k
++ ){
145 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
,
146 route
->checkpoints_start
+k
);
148 ent_gate
*gk
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
149 gk
= mdl_arritm( &world
->ent_gate
, gk
->target
);
151 route
->active_checkpoint
= k
;
152 world_routes_time_lap( world
, route
);
161 dest
->timing_version
= world_global
.current_run_version
;
162 dest
->timing_time
= world_global
.time
;
164 world_global
.current_run_version
++;
167 /* draw lines along the paths */
168 VG_STATIC
void world_routes_debug( world_instance
*world
)
170 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
171 ent_route_node
*rn
= mdl_arritm(&world
->ent_route_node
,i
);
172 vg_line_pt3( rn
->co
, 0.25f
, VG__WHITE
);
175 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
176 ent_route
*route
= mdl_arritm(&world
->ent_route
, i
);
178 u32 colours
[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
182 if( route
->active_checkpoint
!= 0xffff ){
183 cc
= colours
[i
%vg_list_size(colours
)];
186 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
187 int i0
= route
->checkpoints_start
+i
,
188 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
190 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
191 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
193 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
194 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
);
197 v3_copy( start_gate
->co
[1], p0
);
199 for( int j
=0; j
<c0
->path_count
; j
++ ){
200 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
203 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
206 v3_copy( rn
->co
, p1
);
207 vg_line( p0
, p1
, cc
);
211 v3_copy( end_gate
->co
[0], p1
);
212 vg_line( p0
, p1
, cc
);
217 VG_STATIC
void world_routes_place_curve( world_instance
*world
,
218 v4f h
[3], v3f n0
, v3f n2
)
224 float total_length
= 0.0f
,
228 v3_copy( h
[0], last
);
229 for( int it
=0; it
<128; it
++ ){
230 t
= (float)(it
+1) * (1.0f
/128.0f
);
231 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
232 total_length
+= v3_dist( p
, last
);
236 float patch_size
= 4.0f
,
237 patch_count
= ceilf( total_length
/ patch_size
);
240 v3_copy( h
[0], last
);
242 for( int it
=0; it
<128; it
++ ){
243 float const k_sample_dist
= 0.0025f
,
246 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
247 eval_bezier3( h
[0], h
[1], h
[2], t
+k_sample_dist
, pd
);
249 travel_length
+= v3_dist( p
, last
);
251 float mod
= k_sample_dist
/ v3_dist( p
, pd
);
255 v3_muls( n0
, -(1.0f
-t
), up
);
256 v3_muladds( up
, n2
, -t
, up
);
260 v3_cross( up
, v0
, right
);
261 v3_normalize( right
);
263 float cur_x
= (1.0f
-t
)*h
[0][3] + t
*h
[2][3];
265 v3f sc
, sa
, sb
, down
;
266 v3_muladds( p
, right
, cur_x
* k_line_width
, sc
);
267 v3_muladds( sc
, up
, 1.5f
, sc
);
268 v3_muladds( sc
, right
, k_line_width
*0.95f
, sa
);
269 v3_muladds( sc
, right
, 0.0f
, sb
);
270 v3_muls( up
, -1.0f
, down
);
276 int resa
= ray_world( world
, sa
, down
, &ha
),
277 resb
= ray_world( world
, sb
, down
, &hb
);
280 struct world_surface
*surfa
= ray_hit_surface( world
, &ha
),
281 *surfb
= ray_hit_surface( world
, &hb
);
283 if( (surfa
->info
.flags
& k_material_flag_skate_surface
) &&
284 (surfb
->info
.flags
& k_material_flag_skate_surface
) )
288 float gap
= vg_fractf(cur_x
*0.5f
)*0.02f
;
290 v3_muladds( ha
.pos
, up
, 0.06f
+gap
, va
.co
);
291 v3_muladds( hb
.pos
, up
, 0.06f
+gap
, vb
.co
);
293 scene_vert_pack_norm( &va
, up
);
294 scene_vert_pack_norm( &vb
, up
);
296 float t1
= (travel_length
/ total_length
) * patch_count
;
302 scene_push_vert( world
->scene_lines
, &va
);
303 scene_push_vert( world
->scene_lines
, &vb
);
306 /* Connect them with triangles */
307 scene_push_tri( world
->scene_lines
, (u32
[3]){
308 last_valid
+0-2, last_valid
+1-2, last_valid
+2-2} );
309 scene_push_tri( world
->scene_lines
, (u32
[3]){
310 last_valid
+1-2, last_valid
+3-2, last_valid
+2-2} );
313 last_valid
= world
->scene_lines
->vertex_count
;
332 VG_STATIC
void world_routes_create_mesh( world_instance
*world
, u32 route_id
)
334 ent_route
*route
= mdl_arritm( &world
->ent_route
, route_id
);
337 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
338 int i0
= route
->checkpoints_start
+i
,
339 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
341 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
342 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
344 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
345 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
347 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
),
348 *collector
= mdl_arritm( &world
->ent_gate
, end_gate
->target
);
352 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, start_gate
->co
[0], p
[0] );
353 p
[0][3] = start_gate
->ref_count
;
354 p
[0][3] -= (float)start_gate
->route_count
* 0.5f
;
355 start_gate
->ref_count
++;
357 if( !c0
->path_count
)
360 /* this is so that we get nice flow through the gates */
361 v3f temp_alignments
[2];
362 ent_gate
*both
[] = { start_gate
, end_gate
};
364 for( int j
=0; j
<2; j
++ ){
365 int pi
= c0
->path_start
+ ((j
==1)? c0
->path_count
-1: 0);
367 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
, pi
);
368 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
371 v3_sub( rn
->co
, both
[j
]->co
[0], v0
);
372 float d
= v3_dot( v0
, both
[j
]->to_world
[2] );
374 v3_muladds( both
[j
]->co
[0], both
[j
]->to_world
[2], d
,
375 temp_alignments
[j
] );
376 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, temp_alignments
[j
], temp_alignments
[j
]);
380 for( int j
=0; j
<c0
->path_count
; j
++ ){
381 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
383 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
385 if( j
==0 || j
==c0
->path_count
-1 )
387 v3_copy( temp_alignments
[0], p
[1] );
389 v3_copy( temp_alignments
[1], p
[1] );
391 v3_copy( rn
->co
, p
[1] );
393 p
[1][3] = rn
->ref_count
;
394 p
[1][3] -= (float)rn
->ref_total
* 0.5f
;
397 if( j
+1 < c0
->path_count
){
398 index
= mdl_arritm( &world
->ent_path_index
,
399 c0
->path_start
+j
+1 );
400 rn
= mdl_arritm( &world
->ent_route_node
, index
->index
);
402 if( j
+1 == c0
->path_count
-1 )
403 v3_lerp( p
[1], temp_alignments
[1], 0.5f
, p
[2] );
405 v3_lerp( p
[1], rn
->co
, 0.5f
, p
[2] );
407 p
[2][3] = rn
->ref_count
;
408 p
[2][3] -= (float)rn
->ref_total
* 0.5f
;
411 v3_copy( end_gate
->co
[0], p
[2] );
412 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, p
[2], p
[2] );
413 p
[2][3] = collector
->ref_count
;
415 if( i
== route
->checkpoints_count
-1)
418 p
[2][3] -= (float)collector
->route_count
* 0.5f
;
419 //collector->ref_count ++;
422 /* p0,p1,p2 bezier patch is complete
423 * --------------------------------------*/
424 v3f surf0
, surf2
, n0
, n2
;
426 if( bh_closest_point( world
->geo_bh
, p
[0], surf0
, 5.0f
) == -1 )
427 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[0], surf0
);
429 if( bh_closest_point( world
->geo_bh
, p
[2], surf2
, 5.0f
) == -1 )
430 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[2], surf2
);
432 v3_sub( surf0
, p
[0], n0
);
433 v3_sub( surf2
, p
[2], n2
);
437 world_routes_place_curve( world
, p
, n0
, n2
);
440 v4_copy( p
[2], p
[0] );
444 scene_copy_slice( world
->scene_lines
, &route
->sm
);
448 * Create the strips of colour that run through the world along course paths
450 VG_STATIC
void world_routes_generate( world_instance
*world
)
452 vg_info( "Generating route meshes\n" );
453 world
->scene_lines
= scene_init( world_global
.generic_heap
, 200000, 300000 );
455 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
456 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
458 gate
->route_count
= 0;
461 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
462 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
, i
);
467 for( u32 k
=0; k
<mdl_arrcount(&world
->ent_route
); k
++ ){
468 ent_route
*route
= mdl_arritm( &world
->ent_route
, k
);
470 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
471 int i0
= route
->checkpoints_start
+i
,
472 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
474 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
475 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
477 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
478 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
479 start_gate
->route_count
++;
481 if( !c0
->path_count
)
484 for( int j
=0; j
<c0
->path_count
; j
++ ){
485 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
487 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
494 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ )
495 world_routes_create_mesh( world
, i
);
497 vg_acquire_thread_sync();
499 scene_upload( world
->scene_lines
, &world
->mesh_route_lines
);
501 vg_release_thread_sync();
502 vg_linear_del( world_global
.generic_heap
, world
->scene_lines
);
504 world_routes_clear( world
);
507 /* load all routes from model header */
508 VG_STATIC
void world_routes_ent_init( world_instance
*world
)
510 vg_info( "Initializing routes\n" );
512 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
513 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
514 for( u32 j
=0; j
<4; j
++ ){
515 gate
->routes
[j
] = 0xffff;
519 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
520 ent_route
*route
= mdl_arritm(&world
->ent_route
,i
);
521 mdl_transform_m4x3( &route
->transform
, route
->board_transform
);
523 route
->official_track_id
= 0xffffffff;
524 for( u32 j
=0; j
<vg_list_size(track_infos
); j
++ ){
525 if( !strcmp(track_infos
[j
].name
,
526 mdl_pstr(&world
->meta
,route
->pstr_name
))){
527 route
->official_track_id
= j
;
531 for( u32 j
=0; j
<route
->checkpoints_count
; j
++ ){
532 u32 id
= route
->checkpoints_start
+ j
;
533 ent_checkpoint
*cp
= mdl_arritm(&world
->ent_checkpoint
,id
);
535 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
537 for( u32 k
=0; k
<4; k
++ ){
538 if( gate
->routes
[k
] == 0xffff ){
544 if( gate
->type
== k_gate_type_teleport
){
545 gate
= mdl_arritm(&world
->ent_gate
, gate
->target
);
547 for( u32 k
=0; k
<4; k
++ ){
548 if( gate
->routes
[k
] == i
){
549 vg_error( "already assigned route to gate\n" );
552 if( gate
->routes
[k
] == 0xffff ){
561 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
562 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
564 vg_info( "ROUTES :: %hu %hu %hu %hu\n", gate
->routes
[0],
570 world_routes_clear( world
);
574 * -----------------------------------------------------------------------------
576 * -----------------------------------------------------------------------------
579 VG_STATIC
void world_routes_init(void)
581 world_global
.current_run_version
= 200;
582 world_global
.time
= RESET_MAX_TIME
*2.0;
583 world_global
.last_use
= 0.0;
585 shader_scene_route_register();
586 shader_routeui_register();
589 VG_STATIC
void world_routes_update( world_instance
*world
)
591 world_global
.time
+= vg
.time_delta
;
593 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
594 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
596 int target
= route
->active_checkpoint
== 0xffff? 0: 1;
597 route
->factive
= vg_lerpf( route
->factive
, target
, 0.6f
*vg
.time_delta
);
601 VG_STATIC
void bind_terrain_noise(void);
602 VG_STATIC
void world_bind_light_array( world_instance
*world
,
603 GLuint shader
, GLuint location
,
605 VG_STATIC
void world_bind_light_index( world_instance
*world
,
606 GLuint shader
, GLuint location
,
609 VG_STATIC
void render_world_routes( world_instance
*world
, camera
*cam
,
612 m4x3f identity_matrix
;
613 m4x3_identity( identity_matrix
);
615 shader_scene_route_use();
616 shader_scene_route_uTexGarbage(0);
617 world_link_lighting_ub( world
, _shader_scene_route
.id
);
618 world_bind_position_texture( world
, _shader_scene_route
.id
,
619 _uniform_scene_route_g_world_depth
, 2 );
620 world_bind_light_array( world
, _shader_scene_route
.id
,
621 _uniform_scene_route_uLightsArray
, 3 );
622 world_bind_light_index( world
, _shader_scene_route
.id
,
623 _uniform_scene_route_uLightsIndex
, 4 );
624 bind_terrain_noise();
626 shader_scene_route_uPv( cam
->mtx
.pv
);
627 shader_scene_route_uPvmPrev( cam
->mtx_prev
.pv
);
628 shader_scene_route_uMdl( identity_matrix
);
629 shader_scene_route_uCamera( cam
->transform
[3] );
630 shader_scene_route_uBoard0( TEMP_BOARD_0
);
631 shader_scene_route_uBoard1( TEMP_BOARD_1
);
633 mesh_bind( &world
->mesh_route_lines
);
635 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
636 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
639 v3_lerp( (v3f
){0.7f
,0.7f
,0.7f
}, route
->colour
, route
->factive
, colour
);
640 colour
[3] = route
->factive
*0.2f
;
642 shader_scene_route_uColour( colour
);
643 mdl_draw_submesh( &route
->sm
);
647 * ---------------------------------------------------- */
648 if( layer_depth
== 0 ){
649 font3d_bind( &test_font
, cam
);
651 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
652 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
654 if( route
->active_checkpoint
!= 0xffff ){
656 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
657 v3_muls( route
->colour
, brightness
, colour
);
658 colour
[3] = 1.0f
-route
->factive
;
660 shader_model_font_uColour( colour
);
662 u32 next
= route
->active_checkpoint
+1+layer_depth
;
663 next
= next
% route
->checkpoints_count
;
664 next
+= route
->checkpoints_start
;
666 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, next
);
667 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
672 if( gate
->routes
[j
] == i
){
683 if( route
->valid_checkpoints
>= route
->checkpoints_count
){
684 double lap_time
= world_global
.time
- route
->timing_base
;
685 snprintf( text
, 255, "%.1f", lap_time
);
688 snprintf( text
, 255, "%hu/%hu", route
->valid_checkpoints
,
689 route
->checkpoints_count
);
692 float align_r
= font3d_string_width( &test_font
, 0, text
) * size
;
695 { -0.92f
, h0
, depth
},
696 { 0.92f
- align_r
, h0
, depth
},
697 { -0.92f
, h1
, depth
},
698 { 0.92f
- align_r
, h1
, depth
},
701 ent_gate
*dest
= mdl_arritm( &world
->ent_gate
, gate
->target
);
703 if( dest
->route_count
== 1 ){
704 positions
[0][0] = -align_r
*0.5f
;
705 positions
[0][1] = h1
;
709 m3x3_copy( gate
->to_world
, model
);
710 float ratio
= v3_length(model
[0]) / v3_length(model
[1]);
712 m3x3_scale( model
, (v3f
){ size
, size
*ratio
, 0.1f
} );
713 m4x3_mulv( gate
->to_world
, positions
[j
], model
[3] );
715 font3d_simple_draw( &test_font
, 0, text
, cam
, model
);
721 * ---------------------------------------------------- */
723 shader_model_gate_use();
724 shader_model_gate_uPv( cam
->mtx
.pv
);
725 shader_model_gate_uCam( cam
->pos
);
726 shader_model_gate_uTime( vg
.time
*0.25f
);
727 shader_model_gate_uInvRes( (v2f
){
728 1.0f
/ (float)vg
.window_x
,
729 1.0f
/ (float)vg
.window_y
});
731 mesh_bind( &world_global
.mesh_gate
);
733 /* skip writing into the motion vectors for this */
734 glDrawBuffers( 1, (GLenum
[]){ GL_COLOR_ATTACHMENT0
} );
736 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
737 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
739 if( route
->active_checkpoint
!= 0xffff ){
741 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
742 v3_muls( route
->colour
, brightness
, colour
);
743 colour
[3] = 1.0f
-route
->factive
;
745 shader_model_gate_uColour( colour
);
747 u32 next
= route
->active_checkpoint
+1+layer_depth
;
748 next
= next
% route
->checkpoints_count
;
749 next
+= route
->checkpoints_start
;
751 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, next
);
752 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
753 shader_model_gate_uMdl( gate
->to_world
);
755 for( u32 j
=0; j
<4; j
++ ){
756 if( gate
->routes
[j
] == i
){
757 mdl_draw_submesh( &world_global
.sm_gate_marker
[j
] );
763 glDrawBuffers( 2, (GLenum
[]){ GL_COLOR_ATTACHMENT0
, GL_COLOR_ATTACHMENT1
} );
766 #endif /* ROUTES_H */