the coolest fucking thing ive ever made
[carveJwlIkooP6JGAAIwe30JlM.git] / world_routes.h
index acb14ea84b7fe2aab24b91a577369f9edbaaa4f3..8d859891623807ec26c01c8e6d37e5f23e6a2433 100644 (file)
@@ -1,12 +1,17 @@
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
 #ifndef ROUTES_H
 #define ROUTES_H
 
-#include "common.h"
-#include "model.h"
-#include "gate.h"
+#include "world.h"
+#include "world_info.h"
+#include "world_gate.h"
 
 #include "shaders/vblend.h"
 #include "shaders/route.h"
+#include "shaders/routeui.h"
 
 enum route_special_type
 {
@@ -14,71 +19,6 @@ enum route_special_type
    k_route_special_type_collector = 2
 };
 
-struct subworld_routes
-{
-   struct route_node
-   {
-      v3f co, right, up, h;
-      u32 next[2];
-
-      u32 special_type, special_id, current_refs, ref_count;
-      u32 route_ids[4];    /* Gates can be linked into up to four routes */
-   }
-   *nodes;
-
-   u32 node_count,
-       node_cap;
-
-   struct route
-   {
-      const char *name;
-      v4f colour;
-
-      u32 start;
-      mdl_submesh sm;
-
-      int active;
-      float factive;
-   }
-   *routes;
-
-   u32 route_count,
-       route_cap;
-
-   struct route_gate
-   {
-      teleport_gate gate;
-      
-      u32 node_id;
-
-      struct route_timing
-      {
-         u32 version; /* Incremented on every teleport */
-         double time;
-      } 
-      timing;
-   }
-   *gates;
-
-   struct route_collector
-   {
-      struct route_timing timing;
-   }
-   *collectors;
-
-   u32 gate_count,
-       gate_cap,
-       collector_count,
-       collector_cap;
-
-   u32 active_gate,
-       current_run_version;
-
-   scene scene_lines;
-};
-
-static struct subworld_routes *subworld_routes(void);
-
 static void debug_sbpath( struct route_node *rna, struct route_node *rnb,
                           u32 colour, float xoffset )
 {
@@ -110,7 +50,7 @@ static void debug_sbpath( struct route_node *rna, struct route_node *rnb,
  */
 static u32 world_routes_get_path( u32 starter, u32 stack[64] )
 {
-   struct subworld_routes *r = subworld_routes();
+   struct subworld_routes *r = &world.routes;
    u32 stack_i[64];
 
    stack[0] = starter;
@@ -165,6 +105,410 @@ static u32 world_routes_get_path( u32 starter, u32 stack[64] )
    return 0;
 }
 
+/*
+ * Free a segment from the UI bar to be reused later
+ */
+static void world_routes_ui_popfirst( u32 route )
+{
+   struct subworld_routes *r = &world.routes;
+   struct route *pr = &r->routes[route];
+
+   if( pr->ui.segment_count )
+   {
+      pr->ui.segment_start ++;
+
+      if( pr->ui.segment_start == 32 )
+         pr->ui.segment_start = 0;
+
+      pr->ui.segment_count --;
+   }
+}
+
+/*
+ * Reset ui bar completely
+ */
+static void world_routes_ui_clear( u32 route )
+{
+   struct subworld_routes *r = &world.routes;
+   struct route *pr = &r->routes[route];
+   pr->ui.segment_start = (pr->ui.segment_start + pr->ui.segment_count) %
+                              k_max_ui_segments;
+   pr->ui.segment_count = 0;
+}
+
+/*
+ * Break a index range into two pieces over the edge of the maximum it can
+ * store. s1 is 0 always, so its a ring buffer.
+ */
+static void world_routes_ui_split_indices( u32 s0, u32 count, u32 *c0, u32 *c1 )
+{
+   *c0 = (VG_MIN( s0+count, k_route_ui_max_indices )) - s0;
+   *c1 = count-(*c0);
+}
+
+/*
+ * Place a set of indices into gpu array automatically splits
+ * across bounds
+ */
+static void world_routes_ui_set_indices( struct route *pr, 
+                                          u16 *indices, u32 count )
+{
+   u32 c0, c1;
+   world_routes_ui_split_indices( pr->ui.indices_head, count, &c0, &c1 );
+
+   glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pr->ui.ebo );
+
+   if( c0 )
+   {
+      glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, pr->ui.indices_head*sizeof(u16),
+            c0*sizeof(u16), indices );
+   }
+
+   if( c1 )
+   {
+      glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, 0, c1*sizeof(u16), indices+c0 );
+      pr->ui.indices_head = c1;
+   }
+   else
+      pr->ui.indices_head += c0;
+}
+
+/*
+ * Place a set of vertices into gpu array 
+ */
+static u32 world_routes_ui_set_verts( struct route *pr, v2f *verts, u32 count )
+{
+   if( pr->ui.vertex_head + count >= k_route_ui_max_verts )
+      pr->ui.vertex_head = 0;
+
+   u32 vert_start = pr->ui.vertex_head;
+   pr->ui.vertex_head += count;
+
+   glBindBuffer( GL_ARRAY_BUFFER, pr->ui.vbo );
+   glBufferSubData( GL_ARRAY_BUFFER, (GLintptr)(vert_start*sizeof(v2f)),
+                        sizeof(v2f)*count, verts );
+
+   return vert_start;
+}
+
+/*
+ * Update the last (count) vertices positions, does not add any.
+ * Data must already be written to, and not cross either array boundaries.
+ */
+static u32 world_routes_ui_update_verts( struct route *pr, 
+                                         v2f *verts, u32 count )
+{
+   u32 vert_start = pr->ui.vertex_head-count;
+
+   glBindBuffer( GL_ARRAY_BUFFER, pr->ui.vbo );
+   glBufferSubData( GL_ARRAY_BUFFER, (GLintptr)(vert_start*sizeof(v2f)),
+                        sizeof(v2f)*count, verts );
+
+   return vert_start;
+}
+
+/* 
+ * Current/active segment of this UI bar 
+ */
+static struct route_ui_segment *world_routes_ui_curseg( struct route *pr )
+{
+   u32 index = (pr->ui.segment_start+pr->ui.segment_count-1)%k_max_ui_segments;
+   return &pr->ui.segments[ index ];
+}
+
+/*
+ * Start a new segment in the UI bar, will create a split on the last one if
+ * there is one active currently. (api)
+ */
+static void world_routes_ui_newseg( u32 route )
+{
+   struct subworld_routes *r = &world.routes;
+   struct route *pr = &r->routes[route];
+
+   pr->ui.last_notch = 0.0;
+   
+   glBindVertexArray( pr->ui.vao );
+   if( pr->ui.segment_count )
+   {
+      float const k_gap_width = 1.0f;
+
+      struct route_ui_segment *cseg = world_routes_ui_curseg(pr);
+      
+      v2f verts[2];
+      verts[0][0] =  cseg->length-k_gap_width;
+      verts[0][1] =  0.5f;
+      verts[1][0] =  cseg->length-k_gap_width;
+      verts[1][1] = -0.5f;
+
+      world_routes_ui_update_verts( pr, verts, 2 );
+   }
+
+   pr->ui.segment_count ++;
+   struct route_ui_segment *segment = world_routes_ui_curseg(pr);
+   
+   v2f verts[4];
+   verts[0][0] =  0.0f;
+   verts[0][1] =  0.5f;
+   verts[1][0] =  0.0f;
+   verts[1][1] = -0.5f;
+   verts[2][0] =  0.0f;
+   verts[2][1] =  0.5f;
+   verts[3][0] =  0.0f;
+   verts[3][1] = -0.5f;
+
+   u32 vert_start = world_routes_ui_set_verts( pr, verts, 4 );
+
+   u16 indices[6];
+   indices[0] = vert_start + 0;
+   indices[1] = vert_start + 1;
+   indices[2] = vert_start + 3;
+   indices[3] = vert_start + 0;
+   indices[4] = vert_start + 3;
+   indices[5] = vert_start + 2;
+
+   segment->vertex_start = vert_start;
+   segment->vertex_count = 4;
+   segment->index_start  = pr->ui.indices_head;
+   segment->index_count  = 6;
+   segment->notches      = 0;
+
+   world_routes_ui_set_indices( pr, indices, 6 );
+}
+
+/*
+ * Extend the end of the bar 
+ */
+static void world_routes_ui_updatetime( u32 route, float time )
+{
+   struct subworld_routes *r = &world.routes;
+   struct route *pr = &r->routes[route];
+
+   v2f verts[2];
+   verts[0][0] =  time;
+   verts[0][1] =  0.5f;
+   verts[1][0] =  time;
+   verts[1][1] = -0.5f;
+
+   u32 vert_start = pr->ui.vertex_head-2;
+
+   glBindVertexArray( pr->ui.vao );
+   world_routes_ui_update_verts( pr, verts, 2 );
+
+   struct route_ui_segment *cseg = world_routes_ui_curseg(pr);
+   cseg->length = time;
+}
+
+/*
+ * Create a notch in the bar, used when a reset is triggered by the user
+ */
+static void world_routes_ui_notch( u32 route, float time )
+{
+   return; /* FIXME: Temporarily disabled */
+
+   struct subworld_routes *r = &world.routes;
+   struct route *pr = &r->routes[route];
+
+   if( (time - pr->ui.last_notch) > 1.0 )
+   {
+      struct route_ui_segment *segment = world_routes_ui_curseg(pr);
+      if( segment->notches == k_max_ui_splits_per_segment )
+         return;
+
+      segment->notches ++;
+
+      v2f verts[8];
+      
+      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;
+   }
+}
+
+static void world_routes_ui_draw_segment( struct route_ui_segment *segment )
+{
+   u32 c0, c1;
+   world_routes_ui_split_indices( segment->index_start, 
+                                  segment->index_count, &c0, &c1 );
+   if( c0 )
+      glDrawElements( GL_TRIANGLES, c0, GL_UNSIGNED_SHORT,
+                        (void *)(segment->index_start*sizeof(u16)));
+   if( c1 )
+      glDrawElements( GL_TRIANGLES, c1, GL_UNSIGNED_SHORT, (void *)(0) );
+}
+
+/*
+ * Draws full bar at Y offset(offset).
+ */
+static void world_routes_ui_draw( u32 route, v4f colour, float offset )
+{
+   float const k_bar_height = 0.05f,
+               k_bar_scale_x = 0.005f;
+
+   struct subworld_routes *r = &world.routes;
+   struct route *pr = &r->routes[route];
+
+   float cx = pr->ui.xpos;
+
+   shader_routeui_use();
+   glBindVertexArray( pr->ui.vao );
+
+   float fade_amt = r->time - pr->ui.fade_timer_start;
+   fade_amt = vg_clampf( fade_amt / 1.0f, 0.0f, 1.0f );
+   
+   float fade_block_size = 0.0f,
+         main_block_size = 0.0f;
+
+   for( u32 i=0; i<pr->ui.fade_count; i++ )
+   {
+      u32 j = (pr->ui.fade_start + i) % k_max_ui_segments;
+      struct route_ui_segment *segment = &pr->ui.segments[j];
+
+      fade_block_size += segment->length;
+   }
+
+   cx -= fade_block_size * fade_amt;
+
+   v4f fade_colour;
+   v4_copy( colour, fade_colour );
+   fade_colour[3] *= 1.0f-fade_amt;
+
+   /* 1 minute timer */
+   float timer_delta = (r->time - r->last_use) * (1.0/45.0),
+         timer_scale = 1.0f - vg_minf( timer_delta, 1.0f );
+
+   /* 
+    * Draw fadeout bar
+    */
+
+   float height = pr->factive*k_bar_height * timer_scale,
+         base = -1.0f + (offset+0.5f)*k_bar_height * timer_scale;
+
+   shader_routeui_uColour( fade_colour );
+   for( u32 i=0; i<pr->ui.fade_count; i++ )
+   {
+      u32 j = (pr->ui.fade_start + i) % k_max_ui_segments;
+      struct route_ui_segment *segment = &pr->ui.segments[j];
+
+      shader_routeui_uOffset( (v4f){ cx*k_bar_scale_x, base,
+                                     k_bar_scale_x, height } );
+
+      world_routes_ui_draw_segment( segment );
+      cx += segment->length;
+   }
+
+   /*
+    * Draw main bar 
+    */
+   shader_routeui_uColour( colour );
+   for( u32 i=0; i<pr->ui.segment_count; i++ )
+   {
+      u32 j = (pr->ui.segment_start + i) % k_max_ui_segments;
+      struct route_ui_segment *segment = &pr->ui.segments[j];
+
+      shader_routeui_uOffset( (v4f){ cx*k_bar_scale_x, base,
+                                     k_bar_scale_x, height } );
+
+      world_routes_ui_draw_segment( segment );
+      cx += segment->length;
+
+      main_block_size += segment->length;
+   }
+
+   pr->ui.xpos = vg_lerpf( pr->ui.xpos, -main_block_size * 0.5f, 0.03f );
+}
+
+static void world_routes_local_set_record( u32 route, double lap_time )
+{
+   vg_success( "  NEW LAP TIME: %f\n", lap_time );
+
+   struct subworld_routes *r = &world.routes;
+   struct route *pr = &r->routes[route];
+
+   if( pr->track_id != 0xffffffff )
+   {
+      double time_centiseconds = lap_time * 100.0;
+      if( time_centiseconds > (float)0xfffe )
+         return;
+
+      highscore_record temp;
+      temp.trackid  = pr->track_id;
+      temp.datetime = time(NULL);
+      temp.playerid = 0;
+      temp.points   = 0;
+      temp.time     = time_centiseconds;
+
+      highscores_push_record( &temp );
+
+      struct track_info *pti = &track_infos[ pr->track_id ];
+      pti->push = 1;
+      
+      if( pti->achievement_id )
+      {
+         steam_set_achievement( pti->achievement_id );
+         steam_store_achievements();
+      }
+   }
+   else
+   {
+      vg_warn( "There is no associated track for this record...\n" );
+   }
+}
+
 /* 
  * Will scan the whole run for two things;
  *   1: we set a new record for the total, complete loop around the course
@@ -173,7 +517,8 @@ static u32 world_routes_get_path( u32 starter, u32 stack[64] )
  */
 static void world_routes_verify_run( u32 route )
 {
-   struct subworld_routes *r = subworld_routes();
+   struct subworld_routes *r = &world.routes;
+   struct route *pr = &r->routes[route];
 
    u32 stack[64];
    u32 si = world_routes_get_path( r->routes[route].start, stack );
@@ -207,6 +552,8 @@ static void world_routes_verify_run( u32 route )
    if( timings[begin]->version == r->current_run_version )
       verified = 1;
 
+   int valid_segment_count = 0;
+
    double lap_time = 0.0;
 
    for( u32 i=0; i<sj; i++ )
@@ -223,6 +570,8 @@ static void world_routes_verify_run( u32 route )
          {
             diff = timings[j1]->time - timings[j]->time;
             lap_time += diff;
+
+            if( verified && diff > 0.0 ) valid_segment_count ++;
          }
          else
             verified = 0;
@@ -235,10 +584,32 @@ static void world_routes_verify_run( u32 route )
          vg_warn( " [ %u %f ]\n", timings[j1]->time, timings[j1]->version );
    }
 
+   pr->ui.fade_start = pr->ui.segment_start;
+   pr->ui.fade_count = 0;
+   pr->ui.fade_timer_start = r->time;
+
+   int orig_seg_count = pr->ui.segment_count;
+
+   world_routes_ui_newseg( route );
+
    if( verified )
-      vg_success( "  NEW LAP TIME: %f\n", lap_time );
+   {
+      world_routes_local_set_record( route, lap_time );
+      world_routes_ui_popfirst(route);
+      pr->ui.fade_count ++;
+   }
    else
       vg_info( "  ctime: %f\n", lap_time );
+
+   /* remove any excess we had from previous runs */
+   int to_remove = orig_seg_count-valid_segment_count;
+   for( int i=0; i<to_remove; i++ )
+   {
+      world_routes_ui_popfirst(route);
+      pr->ui.fade_count ++;
+   }
+
+   r->routes[route].latest_pass = r->time;
 }
 
 /*
@@ -246,19 +617,23 @@ static void world_routes_verify_run( u32 route )
  */
 static void world_routes_activate_gate( u32 id )
 {
-   struct subworld_routes *r = subworld_routes();
+   struct subworld_routes *r = &world.routes;
    struct route_gate *rg = &r->gates[id];
    struct route_node *pnode = &r->nodes[rg->node_id],
                      *pdest = &r->nodes[pnode->next[0]];
 
+   r->last_use = r->time;
+
    struct route_collector *rc = &r->collectors[ pdest->special_id ];
 
    r->active_gate = id;
    rg->timing.version = r->current_run_version;
-   rg->timing.time = vg_time;
+   rg->timing.time = r->time;
    for( u32 i=0; i<r->route_count; i++ )
    {
       struct route *route = &r->routes[i];
+      
+      int was_active = route->active;
 
       route->active = 0;
       for( u32 j=0; j<pdest->ref_count; j++ )
@@ -270,18 +645,55 @@ static void world_routes_activate_gate( u32 id )
             break;
          }
       }
+
+      if( was_active && !route->active )
+      {
+         route->ui.fade_start = route->ui.segment_start;
+         route->ui.fade_count = route->ui.segment_count;
+         route->ui.fade_timer_start = r->time;
+         world_routes_ui_clear(i);
+
+         vg_success( "CLEARING -> %u %u \n", route->ui.fade_start,
+                                             route->ui.fade_count );
+      }
    }
    
    r->current_run_version ++;
 
    rc->timing.version = r->current_run_version;
-   rc->timing.time = vg_time;
+   rc->timing.time = r->time;
    r->current_run_version ++;
 }
 
+/*
+ * Notify the UI system that we've reset the player
+ */
+static void world_routes_notify_reset(void)
+{
+   struct subworld_routes *r = &world.routes;
+   r->rewind_from = r->time;
+   r->rewind_to = r->last_use;
+
+#if 0
+   for( int i=0; i<r->route_count; i++ )
+   {
+      struct route *route = &r->routes[i];
+
+      if( route->active )
+         world_routes_ui_notch( i, r->time - route->latest_pass );
+   }
+#endif
+}
+
+static void world_routes_rollback_time( double t )
+{
+   struct subworld_routes *r = &world.routes;
+   r->time = vg_lerp( r->rewind_to, r->rewind_from, t );
+}
+
 static void world_routes_debug(void)
 {
-   struct subworld_routes *r = subworld_routes();
+   struct subworld_routes *r = &world.routes;
 
    for( int i=0; i<r->node_count; i++ )
    {
@@ -325,15 +737,6 @@ static void world_routes_debug(void)
    }
 }
 
-static void world_routes_free(void)
-{
-   struct subworld_routes *r = subworld_routes();
-
-   free( r->nodes );
-   free( r->routes );
-   free( r->gates );
-}
-
 static void world_id_fixup( u32 *uid, mdl_header *mdl )
 {
    if( *uid )
@@ -342,194 +745,193 @@ static void world_id_fixup( u32 *uid, mdl_header *mdl )
       *uid = 0xffffffff;
 }
 
-/* 
- * Create the strips of colour that run through the world along course paths
- */
-static void world_routes_gen_meshes(void)
+static void world_routes_create_mesh( u32 route_id )
 {
-   struct subworld_routes *r = subworld_routes();
-   scene_init( &r->scene_lines );
+   struct subworld_routes *r = &world.routes;
+   struct route *route = &r->routes[ route_id ];
 
-   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->start, stack );
 
-      u32 stack[64];
-      u32 si = world_routes_get_path( route->start, stack );
+   u32 last_valid = 0;
 
-      u32 last_valid = 0;
+   for( int sj=0; sj<si; sj++ )
+   {
+      int sk=(sj+1)%si;
 
-      for( int sj=0; sj<si; sj++ )
+      struct route_node *rnj = &r->nodes[ stack[sj] ],
+                        *rnk = &r->nodes[ stack[sk] ],
+                        *rnl;
+      
+      if( rnj->special_type && rnk->special_type )
       {
-         int sk=(sj+1)%si;
-
-         struct route_node *rnj = &r->nodes[ stack[sj] ],
-                           *rnk = &r->nodes[ stack[sk] ],
-                           *rnl;
-         
-         if( rnj->special_type && rnk->special_type )
-         {
-            last_valid = 0;
-            continue;
-         }
+         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;
+      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->special_type )
-         {
-            rnl = &r->nodes[ rnk->next[0] ];
-            base_x1 = (float)rnl->ref_count*-0.5f + (float)rnl->current_refs;
-         }
+      if( rnk->special_type )
+      {
+         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;
-         }
+      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 );
+      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;
+      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 );
+      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 );
+         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 );
+         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 );
+         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 );
+         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;
             
-            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;
+            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 );
+            v2_zero( va.uv );
+            v2_zero( vb.uv );
 
-            t += 1.0f*mod;
+            scene_push_vert( &r->scene_lines, &va );
+            scene_push_vert( &r->scene_lines, &vb );
 
-            if( t >= 1.0f )
+            if( last_valid )
             {
-               /* TODO special case for end of loop, need to add triangles
-                *      between first and last rungs */
-               break;
+               /* 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;
 
-         rnj->current_refs ++;
+         if( t >= 1.0f )
+         {
+            /* TODO special case for end of loop, need to add triangles
+             *      between first and last rungs */
+            break;
+         }
       }
 
-      scene_copy_slice( &r->scene_lines, &route->sm );
+      rnj->current_refs ++;
    }
 
-   scene_upload( &r->scene_lines );
-   scene_free_offline_buffers( &r->scene_lines );
+   scene_copy_slice( &r->scene_lines, &route->sm );
 }
 
-static void bind_terrain_textures(void);
-static void render_world_routes( m4x4f projection, v3f camera )
+/* 
+ * Create the strips of colour that run through the world along course paths
+ */
+static int world_routes_create_all_meshes(void)
 {
-   struct subworld_routes *r = subworld_routes();
+   vg_info( "Generating route meshes\n" );
 
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+   struct subworld_routes *r = &world.routes;
+   scene_init( &r->scene_lines );
 
-   shader_route_use();
-   shader_route_uTexGarbage(0);
-   shader_link_standard_ub( _shader_route.id, 2 );
-   bind_terrain_textures();
+   for( u32 i=0; i<r->route_count; i++ )
+      world_routes_create_mesh( i );
 
-   shader_route_uPv( projection );
-   shader_route_uMdl( identity_matrix );
-   shader_route_uCamera( camera );
+   vg_acquire_thread_sync();
+   {
+      scene_upload( &r->scene_lines );
 
-   scene_bind( &r->scene_lines );
+      /* UI buffers */
+      for( int i=0; i<r->route_count; i++ )
+      {
+         /* OpenGL strips */
+         struct route *route = &r->routes[i];
 
-   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 );
+         glGenVertexArrays( 1, &route->ui.vao );
+         glGenBuffers( 1, &route->ui.vbo );
+         glGenBuffers( 1, &route->ui.ebo );
+         glBindVertexArray( route->ui.vao );
 
-      v4f colour;
-      v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
-      colour[3] = 1.0f;
+         size_t stride = sizeof(v2f);
 
-      shader_route_uColour( colour );
-      mdl_draw_submesh( &route->sm );
-   }
-}
+         glBindBuffer( GL_ARRAY_BUFFER, route->ui.vbo );
+         glBufferData( GL_ARRAY_BUFFER, k_route_ui_max_verts*stride, 
+                       NULL, GL_DYNAMIC_DRAW );
 
-static void world_routes_register(void)
-{
-   struct subworld_routes *r = subworld_routes();
-   r->current_run_version = 2;
+         glBindVertexArray( route->ui.vao );
+         glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, route->ui.ebo );
+         glBufferData( GL_ELEMENT_ARRAY_BUFFER, 
+               k_route_ui_max_indices*sizeof(u16), NULL,
+               GL_DYNAMIC_DRAW );
 
-   shader_route_register();
+         glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, stride, (void *)0 );
+         glEnableVertexAttribArray( 0 );
+         VG_CHECK_GL_ERR();
+      }
+   }
+   vg_release_thread_sync();
+
+   scene_free_offline_buffers( &r->scene_lines );
+   return 1;
 }
 
+
 static void world_routes_loadfrom( mdl_header *mdl )
 {
-   struct subworld_routes *r = subworld_routes();
+   vg_info( "Initializing routes\n" );
+
+   struct subworld_routes *r = &world.routes;
    r->nodes = NULL;
-   r->node_count = 0;
-   r->node_cap = 0;
-   r->routes = NULL;
+   r->node_count = 0; r->node_cap = 0; r->routes = NULL;
    r->route_count = 0;
    r->route_cap = 0;
    r->gates = NULL;
    r->gate_count = 0;
    r->gate_cap = 0;
 
+   /* TODO Break this up */
    for( int i=0; i<mdl->node_count; i++ )
    {
       mdl_node *pnode = mdl_node_from_id(mdl,i);
@@ -628,14 +1030,35 @@ static void world_routes_loadfrom( mdl_header *mdl )
                                      1, sizeof( struct route ) );
 
          struct route *route = &r->routes[r->route_count];
+         memset( route, 0, sizeof(struct route) );
 
          v3_copy( inf->colour, route->colour );
          route->colour[3] = 1.0f;
 
-         route->name = NULL;
+
+         route->track_id = 0xffffffff;
+         for( u32 j=0; j<vg_list_size(track_infos); j++ )
+         {
+            if( !strcmp( mdl_pstr(mdl,pnode->pstr_name), track_infos[j].name ))
+            {
+               route->track_id = j;
+               break;
+            }
+         }
+
          route->start = inf->id_start;
          route->active = 0;
          route->factive = 0.0f;
+         mdl_node_transform( pnode, route->scoreboard_transform );
+
+         route->ui.indices_head = k_route_ui_max_indices - 9;
+         route->ui.vertex_head = k_route_ui_max_verts - 200;
+         route->ui.segment_start = 0;
+         route->ui.segment_count = 0;
+         route->ui.last_notch = 0.0;
+         route->ui.fade_start = 0;
+         route->ui.fade_count = 0;
+         route->ui.fade_timer_start = 0.0;
 
          r->route_count ++;
       }
@@ -678,7 +1101,100 @@ static void world_routes_loadfrom( mdl_header *mdl )
       }
    }
 
-   world_routes_gen_meshes();
+   world_routes_create_all_meshes();
+}
+
+/* 
+ * -----------------------------------------------------------------------------
+ *                                    Events
+ * -----------------------------------------------------------------------------
+ */
+
+static void world_routes_init(void)
+{
+   struct subworld_routes *r = &world.routes;
+   r->current_run_version = 2;
+
+   shader_route_register();
+   shader_routeui_register();
+}
+
+static void world_routes_free(void*_)
+{
+   struct subworld_routes *r = &world.routes;
+
+   vg_free( r->nodes );
+   vg_free( r->routes );
+   vg_free( r->gates );
+}
+
+static void world_routes_update(void)
+{
+   struct subworld_routes *r = &world.routes;
+   r->time += vg.time_delta;
+
+   for( int i=0; i<r->route_count; i++ )
+   {
+      struct route *route = &r->routes[i];
+      route->factive = vg_lerpf( route->factive, route->active, 
+                                 0.6f*vg.time_delta );
+
+      if( route->active )
+      {
+         world_routes_ui_updatetime( i, r->time - route->latest_pass );
+      }
+   }
+}
+
+static void bind_terrain_textures(void);
+static void render_world_routes( m4x4f projection, v3f camera )
+{
+   struct subworld_routes *r = &world.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];
+
+      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 render_world_routes_ui(void)
+{
+   glEnable(GL_BLEND);
+   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
+
+   struct subworld_routes *r = &world.routes;
+
+   float active_offset = 0.0f;
+   for( int i=0; i<r->route_count; i++ )
+   {
+      struct route *route = &r->routes[i];
+      world_routes_ui_draw( i, route->colour, active_offset );
+      active_offset += route->factive;
+   }
+
+   glDisable(GL_BLEND);
 }
 
 #endif /* ROUTES_H */