- float const k_notch_width = 1.0f;
-
- float xa = time-k_notch_width,
- xb = time-k_notch_width * 0.5f,
- xc = time;
-
- verts[0][0] = xa;
- verts[0][1] = 0.5f;
- verts[1][0] = xa;
- verts[1][1] = -0.5f;
-
- verts[2][0] = xb;
- verts[2][1] = 0.25f;
- verts[3][0] = xb;
- verts[3][1] = -0.25f;
-
- verts[4][0] = xc;
- verts[4][1] = 0.5f;
- verts[5][0] = xc;
- verts[5][1] = -0.5f;
-
- verts[6][0] = xc;
- verts[6][1] = 0.5f;
- verts[7][0] = xc;
- verts[7][1] = -0.5f;
-
- glBindVertexArray( pr->ui.vao );
- u32 vert_start_mod = world_routes_ui_update_verts( pr, verts, 2 ),
- vert_start_new = world_routes_ui_set_verts( pr, verts+2, 6 );
-
- u16 indices[18];
- indices[ 0] = vert_start_mod+1;
- indices[ 1] = vert_start_new+0;
- indices[ 2] = vert_start_mod+0;
- indices[ 3] = vert_start_mod+1;
- indices[ 4] = vert_start_new+1;
- indices[ 5] = vert_start_new+0;
-
- indices[ 6] = vert_start_new+0;
- indices[ 7] = vert_start_new+1;
- indices[ 8] = vert_start_new+3;
- indices[ 9] = vert_start_new+0;
- indices[10] = vert_start_new+3;
- indices[11] = vert_start_new+2;
-
- indices[12] = vert_start_new+3;
- indices[13] = vert_start_new+4;
- indices[14] = vert_start_new+2;
- indices[15] = vert_start_new+3;
- indices[16] = vert_start_new+5;
- indices[17] = vert_start_new+4;
-
- world_routes_ui_set_indices( pr, indices, 18 );
-
- pr->ui.last_notch = time;
-
- segment->vertex_count += 6;
- segment->index_count += 18;
+ v3f sc, sa, sb, down;
+ v3_muladds( p, right, cur_x * k_line_width, sc );
+ v3_muladds( sc, up, 1.5f, sc );
+ v3_muladds( sc, right, k_line_width*0.95f, sa );
+ v3_muladds( sc, right, 0.0f, sb );
+ v3_muls( up, -1.0f, down );
+
+ ray_hit ha, hb;
+ ha.dist = 8.0f;
+ hb.dist = 8.0f;
+
+ int resa = ray_world( world, sa, down, &ha ),
+ resb = ray_world( world, sb, down, &hb );
+
+ if( resa && resb ){
+ struct world_surface *surfa = ray_hit_surface( world, &ha ),
+ *surfb = ray_hit_surface( world, &hb );
+
+ if( (surfa->info.flags & k_material_flag_skate_surface) &&
+ (surfb->info.flags & k_material_flag_skate_surface) )
+ {
+ scene_vert va, vb;
+
+ float gap = vg_fractf(cur_x*0.5f)*0.02f;
+
+ v3_muladds( ha.pos, up, 0.06f+gap, va.co );
+ v3_muladds( hb.pos, up, 0.06f+gap, vb.co );
+
+ scene_vert_pack_norm( &va, up );
+ scene_vert_pack_norm( &vb, up );
+
+ float t1 = (travel_length / total_length) * patch_count;
+ va.uv[0] = t1;
+ va.uv[1] = 0.0f;
+ vb.uv[0] = t1;
+ vb.uv[1] = 1.0f;
+
+ scene_push_vert( world->scene_lines, &va );
+ scene_push_vert( world->scene_lines, &vb );
+
+ if( last_valid ){
+ /* Connect them with triangles */
+ scene_push_tri( world->scene_lines, (u32[3]){
+ last_valid+0-2, last_valid+1-2, last_valid+2-2} );
+ scene_push_tri( world->scene_lines, (u32[3]){
+ last_valid+1-2, last_valid+3-2, last_valid+2-2} );
+ }
+
+ last_valid = world->scene_lines->vertex_count;
+ }
+ else
+ last_valid = 0;
+ }
+ else
+ last_valid = 0;
+
+ if( t == 1.0f )
+ return;
+
+ t += 1.0f*mod;
+ if( t > 1.0f )
+ t = 1.0f;
+
+ v3_copy( p, last );