+static void world_routes_gen_meshes(void)
+{
+ struct subworld_routes *r = subworld_routes();
+ scene_init( &r->scene_lines );
+
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+
+ u32 stack[64];
+ u32 si = world_routes_get_path( route, stack );
+
+ u32 last_valid = 0;
+
+ for( int sj=0; sj<si; sj++ )
+ {
+ int sk=(sj+1)%si;
+
+ struct route_node *rnj = &r->nodes[ stack[sj] ],
+ *rnk = &r->nodes[ stack[sk] ],
+ *rnl;
+
+ if( rnj->is_gate && rnk->is_gate )
+ {
+ last_valid = 0;
+ continue;
+ }
+
+ float base_x0 = (float)rnj->ref_count*-0.5f + (float)rnj->current_refs,
+ base_x1 = (float)rnk->ref_count*-0.5f + (float)rnk->current_refs;
+
+ if( rnk->is_gate )
+ {
+ rnl = &r->nodes[ rnk->next[0] ];
+ base_x1 = (float)rnl->ref_count*-0.5f + (float)rnl->current_refs;
+ }
+
+ if( sk == 0 )
+ {
+ base_x1 -= 1.0f;
+ }
+
+ v3f p0, h0, p1, h1, p, pd;
+
+ v3_copy( rnj->co, p0 );
+ v3_muladds( rnj->co, rnj->h, 1.0f, h0 );
+ v3_copy( rnk->co, p1 );
+ v3_muladds( rnk->co, rnk->h, -1.0f, h1 );
+
+ float t=0.0f;
+ int it = 0;
+
+ for( int it=0; it<256; it ++ )
+ {
+ float const k_sample_dist = 0.02f;
+ eval_bezier_time( p0,p1,h0,h1, t,p );
+ eval_bezier_time( p0,p1,h0,h1, t+k_sample_dist,pd );
+
+ float mod = k_sample_dist / v3_dist( p, pd );
+
+ v3f v0,up, right;
+ v3_muls( rnj->up, 1.0f-t, up );
+ v3_muladds( up, rnk->up, t, up );
+
+ v3_sub( pd,p,v0 );
+ v3_cross( up, v0, right );
+ v3_normalize( right );
+
+ float cur_x = (1.0f-t)*base_x0 + t*base_x1;
+
+ v3f sc, sa, sb, down;
+ v3_muladds( p, right, cur_x, sc );
+ v3_muladds( sc, up, 1.5f, sc );
+ v3_muladds( sc, right, 0.45f, sa );
+ v3_muladds( sc, right, -0.45f, sb );
+ v3_muls( up, -1.0f, down );
+
+ ray_hit ha, hb;
+ ha.dist = 8.0f;
+ hb.dist = 8.0f;
+ if(ray_world( sa, down, &ha ) &&
+ ray_world( sb, down, &hb ))
+ {
+ mdl_vert va, vb;
+
+ v3_muladds( ha.pos, up, 0.06f, va.co );
+ v3_muladds( hb.pos, up, 0.06f, vb.co );
+ v3_copy( up, va.norm );
+ v3_copy( up, vb.norm );
+ v3_zero( va.colour );
+ v3_zero( vb.colour );
+ v2_zero( va.uv );
+ v2_zero( vb.uv );
+
+ scene_push_vert( &r->scene_lines, &va );
+ scene_push_vert( &r->scene_lines, &vb );
+
+ if( last_valid )
+ {
+ /* Connect them with triangles */
+ scene_push_tri( &r->scene_lines, (u32[3]){
+ last_valid+0-2, last_valid+1-2, last_valid+2-2} );
+ scene_push_tri( &r->scene_lines, (u32[3]){
+ last_valid+1-2, last_valid+3-2, last_valid+2-2} );
+ }
+
+ last_valid = r->scene_lines.vertex_count;
+ }
+ else
+ last_valid = 0;
+
+ t += 1.0f*mod;
+
+ if( t >= 1.0f )
+ {
+ /* TODO special case for end of loop, need to add triangles
+ * between first and last rungs */
+ break;
+ }
+ }
+
+ rnj->current_refs ++;
+ }
+
+ scene_copy_slice( &r->scene_lines, &route->sm );
+ }
+
+ scene_upload( &r->scene_lines );
+ scene_free_offline_buffers( &r->scene_lines );
+}
+
+static void bind_terrain_textures(void);
+static void render_world_routes( m4x4f projection, v3f camera )
+{
+ struct subworld_routes *r = subworld_routes();
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_route_use();
+ shader_route_uTexGarbage(0);
+ shader_link_standard_ub( _shader_route.id, 2 );
+ bind_terrain_textures();
+
+ shader_route_uPv( projection );
+ shader_route_uMdl( identity_matrix );
+ shader_route_uCamera( camera );
+
+ scene_bind( &r->scene_lines );
+
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+ route->factive = vg_lerpf( route->factive, route->active, 0.01f );
+
+ v4f colour;
+ v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
+ colour[3] = 1.0f;
+
+ shader_route_uColour( colour );
+ mdl_draw_submesh( &route->sm );
+ }
+}
+
+static void world_routes_register(void)
+{
+ shader_route_register();
+}
+
+static void world_routes_loadfrom( mdl_header *mdl )