+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef ROUTES_H
#define ROUTES_H
-#include "common.h"
-#include "model.h"
-#include "gate.h"
+#include <time.h>
+#include "world.h"
+#include "world_gate.h"
-struct subworld_routes
-{
- struct route_node
- {
- v3f co, right, h;
- u32 next[2];
+#if 0
+#include "shaders/vblend.h"
+#endif
- u32 is_gate, gate_id;
- }
- *nodes;
+#include "shaders/scene_route.h"
+#include "shaders/routeui.h"
- u32 node_count,
- node_cap;
- struct route
+VG_STATIC void world_routes_local_set_record( world_instance *world,
+ u32 route, double lap_time )
+{
+#if 0
+ vg_success( " NEW LAP TIME: %f\n", lap_time );
+
+ if( pr->track_id != 0xffffffff )
{
- const char *name;
- v4f colour;
+ double time_centiseconds = lap_time * 100.0;
+ if( time_centiseconds > (float)0xfffe )
+ return;
- u32 start;
- }
- *routes;
+ highscore_record temp;
+ temp.trackid = pr->track_id;
+ temp.datetime = time(NULL);
+ temp.playerid = 0;
+ temp.points = 0;
+ temp.time = time_centiseconds;
- u32 route_count,
- route_cap;
+ highscores_push_record( &temp );
- struct route_gate
- {
- teleport_gate gate;
+ struct track_info *pti = &track_infos[ pr->track_id ];
+ pti->push = 1;
- u32 route_ids[4]; /* Gates can be linked into up to four routes */
- u32 route_count,
- node_id;
+ if( pti->achievement_id )
+ {
+ steam_set_achievement( pti->achievement_id );
+ steam_store_achievements();
+ }
}
- *gates;
-
- u32 gate_count,
- gate_cap;
-};
-
-static struct subworld_routes *subworld_routes(void);
+ else
+ {
+ vg_warn( "There is no associated track for this record...\n" );
+ }
+#endif
+ vg_warn( "set_record unimplemented\n" );
+}
-/*
- * TODO list:
- * when a gate is passed through it needs to trigger into an active state
- */
-static void world_routes_debug(void)
+VG_STATIC void world_routes_clear( world_instance *world )
{
- struct subworld_routes *r = subworld_routes();
-
- for( int i=0; i<r->node_count; i++ )
- {
- struct route_node *rn = &r->nodes[i];
- vg_line_pt3( rn->co, 1.0f, rn->is_gate? 0xffffff00: 0xff00b2ff );
+ for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+ route->active_checkpoint = 0xffffffff;
}
+
+ world_global.current_run_version += 4;
+ world_global.last_use = 0.0;
}
-static void world_routes_free(void)
+/*
+ * When going through a gate this is called for bookkeeping purposes
+ */
+VG_STATIC void world_routes_activate_entry_gate( world_instance *world,
+ ent_gate *rg )
{
- struct subworld_routes *r = subworld_routes();
+ ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
+
+ world_global.last_use = world_global.time;
+ rg->timing_version = world_global.current_run_version;
+ rg->timing_time = world_global.time;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ u32 active_prev = route->active_checkpoint;
+ route->active_checkpoint = 0xffffffff;
+
+ for( u32 j=0; j<4; j++ ){
+ if( dest->routes[j] == i ){
+ for( u32 k=0; k<route->checkpoints_count; k++ ){
+ ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint,
+ route->checkpoints_start+k );
+
+ ent_gate *gk = mdl_arritm( &world->ent_gate, cp->gate_index );
+ if( gk == rg ){
+ route->active_checkpoint = k;
+ break;
+ }
+ }
+ break;
+ }
+ }
+ }
+
+ world_global.current_run_version ++;
- free( r->nodes );
- free( r->routes );
- free( r->gates );
+ dest->timing_version = world_global.current_run_version;
+ dest->timing_time = world_global.time;
+ world_global.current_run_version ++;
}
-static void world_id_fixup( u32 *uid, mdl_header *mdl )
+/* draw lines along the paths */
+VG_STATIC void world_routes_debug( world_instance *world )
{
- if( *uid )
- *uid = mdl_node_from_id( mdl, *uid )->sub_uid;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
+ ent_route_node *rn = mdl_arritm(&world->ent_route_node,i);
+ vg_line_pt3( rn->co, 0.25f, VG__WHITE );
+ }
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm(&world->ent_route, i);
+
+ u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
+ 0xff5442f5 };
+
+ u32 cc = 0xffcccccc;
+ if( route->active_checkpoint != 0xffffffff ){
+ cc = colours[i%vg_list_size(colours)];
+ }
+
+ for( int i=0; i<route->checkpoints_count; i++ ){
+ int i0 = route->checkpoints_start+i,
+ i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
+
+ ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
+ *c1 = mdl_arritm(&world->ent_checkpoint, i1);
+
+ ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
+ ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
+
+ v3f p0, p1;
+ v3_copy( start_gate->co[1], p0 );
+
+ for( int j=0; j<c0->path_count; j ++ ){
+ ent_path_index *index = mdl_arritm( &world->ent_path_index,
+ c0->path_start+j );
+
+ ent_route_node *rn = mdl_arritm( &world->ent_route_node,
+ index->index );
+
+ v3_copy( rn->co, p1 );
+ vg_line( p0, p1, cc );
+ v3_copy( p1, p0 );
+ }
+
+ v3_copy( end_gate->co[0], p1 );
+ vg_line( p0, p1, cc );
+ }
+ }
}
-static void world_routes_init( mdl_header *mdl )
+VG_STATIC void world_routes_place_curve( world_instance *world,
+ v4f h[4], v3f n0, v3f n2 )
{
- struct subworld_routes *r = subworld_routes();
- r->nodes = 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;
-
- for( int i=0; i<mdl->node_count; i++ )
- {
- mdl_node *pnode = mdl_node_from_id(mdl,i);
- m4x3f transform;
+ float t;
+ v3f p, pd;
+ int last_valid;
+
+ float total_length = 0.0f,
+ travel_length = 0.0;
+
+ v3f last;
+ v3_copy( h[0], last );
+ for( int it=0; it<128; it ++ ){
+ t = (float)(it+1) * (1.0f/128.0f);
+ eval_bezier3( h[0], h[1], h[2], t, p );
+ total_length += v3_dist( p, last );
+ v3_copy( p, last );
+ }
+
+ float patch_size = 4.0f,
+ patch_count = ceilf( total_length / patch_size );
+
+ t = 0.0f;
+ v3_copy( h[0], last );
+
+ for( int it=0; it<128; it ++ ){
+ float const k_sample_dist = 0.0025f,
+ k_line_width = 1.5f;
+
+ eval_bezier3( h[0], h[1], h[2], t, p );
+ eval_bezier3( h[0], h[1], h[2], t+k_sample_dist, pd );
- if( pnode->classtype == k_classtype_route_node ||
- pnode->classtype == k_classtype_gate )
+ travel_length += v3_dist( p, last );
+
+ float mod = k_sample_dist / v3_dist( p, pd );
+
+ v3f v0,up, right;
+
+ v3_muls( n0, -(1.0f-t), up );
+ v3_muladds( up, n2, -t, up );
+ v3_normalize( up );
+
+ v3_sub( pd,p,v0 );
+ v3_cross( up, v0, right );
+ v3_normalize( right );
+
+ float cur_x = (1.0f-t)*h[0][3] + t*h[2][3];
+
+ 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;
+ if( ray_world( world, sa, down, &ha ) &&
+ ray_world( world, sb, down, &hb ))
{
- mdl_node_transform( pnode, transform );
- pnode->sub_uid = r->node_count;
+ scene_vert va, vb;
+
+ v3_muladds( ha.pos, up, 0.06f, va.co );
+ v3_muladds( hb.pos, up, 0.06f, 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} );
+ }
- r->nodes = buffer_reserve( r->nodes, r->node_count, &r->node_cap, 1,
- sizeof( struct route_node ) );
+ last_valid = world->scene_lines->vertex_count;
+ }
+ else
+ last_valid = 0;
- struct route_node *rn = &r->nodes[r->node_count];
+ if( t == 1.0f )
+ return;
- v3_copy( transform[0], rn->right );
- v3_normalize( rn->right );
- v3_copy( transform[2], rn->h );
- v3_copy( transform[3], rn->co );
+ t += 1.0f*mod;
+ if( t > 1.0f )
+ t = 1.0f;
- if( pnode->classtype == k_classtype_gate )
- {
- r->gates = buffer_reserve( r->gates, r->gate_count, &r->gate_cap,
- 1, sizeof( struct route_gate ) );
+ v3_copy( p, last );
+ }
+}
- struct classtype_gate *inf = mdl_get_entdata( mdl, pnode );
+VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id )
+{
+ ent_route *route = mdl_arritm( &world->ent_route, route_id );
+ u32 last_valid = 0;
- /* H is later scaled based on link distance */
- v3_normalize( rn->h );
- rn->next[0] = inf->target;
- rn->next[1] = 0;
- rn->gate_id = r->gate_count;
- rn->is_gate = 1;
+ for( int i=0; i<route->checkpoints_count; i++ ){
+ int i0 = route->checkpoints_start+i,
+ i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
- struct route_gate *rg = &r->gates[r->gate_count];
- rg->node_id = r->node_count;
-
- /* TODO */
+ ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
+ *c1 = mdl_arritm(&world->ent_checkpoint, i1);
- r->gate_count ++;
- }
+ ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
+ start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
+
+ ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
+
+ v4f p[3];
+
+ v3_add( (v3f){0.0f,0.1f,0.0f}, start_gate->co[0], p[0] );
+ p[0][3] = start_gate->ref_count;
+ p[0][3] -= (float)start_gate->ref_total * 0.5f;
+ start_gate->ref_count ++;
+
+ if( !c0->path_count )
+ continue;
+
+ /* this is so that we get nice flow through the gates */
+ v3f temp_alignments[2];
+ ent_gate *both[] = { start_gate, end_gate };
+
+ for( int j=0; j<2; j++ ){
+ int pi = c0->path_start + ((j==1)? c0->path_count-1: 0);
+
+ ent_path_index *index = mdl_arritm( &world->ent_path_index, pi );
+ ent_route_node *rn = mdl_arritm( &world->ent_route_node,
+ index->index );
+ v3f v0;
+ v3_sub( rn->co, both[j]->co[0], v0 );
+ float d = v3_dot( v0, both[j]->to_world[2] );
+
+ v3_muladds( both[j]->co[0], both[j]->to_world[2], d,
+ temp_alignments[j] );
+ v3_add( (v3f){0.0f,0.1f,0.0f}, temp_alignments[j], temp_alignments[j]);
+ }
+
+
+ for( int j=0; j<c0->path_count; j ++ ){
+ ent_path_index *index = mdl_arritm( &world->ent_path_index,
+ c0->path_start+j );
+ ent_route_node *rn = mdl_arritm( &world->ent_route_node,
+ index->index );
+ if( j==0 || j==c0->path_count-1 )
+ if( j == 0 )
+ v3_copy( temp_alignments[0], p[1] );
+ else
+ v3_copy( temp_alignments[1], p[1] );
else
- {
- struct classtype_route_node *inf = mdl_get_entdata( mdl, pnode );
- rn->next[0] = inf->target;
- rn->next[1] = inf->target1;
- rn->is_gate = 0;
+ v3_copy( rn->co, p[1] );
+
+ p[1][3] = rn->ref_count;
+ p[1][3] -= (float)rn->ref_total * 0.5f;
+ rn->ref_count ++;
+
+ if( j+1 < c0->path_count ){
+ index = mdl_arritm( &world->ent_path_index,
+ c0->path_start+j+1 );
+ rn = mdl_arritm( &world->ent_route_node, index->index );
+
+ if( j+1 == c0->path_count-1 )
+ v3_lerp( p[1], temp_alignments[1], 0.5f, p[2] );
+ else
+ v3_lerp( p[1], rn->co, 0.5f, p[2] );
+
+ p[2][3] = rn->ref_count;
+ p[2][3] -= (float)rn->ref_total * 0.5f;
+ }
+ else{
+ v3_copy( end_gate->co[0], p[2] );
+ v3_add( (v3f){0.0f,0.1f,0.0f}, p[2], p[2] );
+ p[2][3] = end_gate->ref_count;
+ p[2][3] -= (float)end_gate->ref_total * 0.5f;
+ end_gate->ref_count ++;
}
- r->node_count ++;
+ /* p0,p1,p2 bezier patch is complete
+ * --------------------------------------*/
+ v3f surf0, surf2, n0, n2;
+
+ if( bh_closest_point( world->geo_bh, p[0], surf0, 5.0f ) == -1 )
+ v3_add( (v3f){0.0f,-0.1f,0.0f}, p[0], surf0 );
+
+ if( bh_closest_point( world->geo_bh, p[2], surf2, 5.0f ) == -1 )
+ v3_add( (v3f){0.0f,-0.1f,0.0f}, p[2], surf2 );
+
+ v3_sub( surf0, p[0], n0 );
+ v3_sub( surf2, p[2], n2 );
+ v3_normalize( n0 );
+ v3_normalize( n2 );
+
+ world_routes_place_curve( world, p, n0, n2 );
+
+ /* --- */
+ v4_copy( p[2], p[0] );
}
- else if( pnode->classtype == k_classtype_route )
- {
- struct classtype_route *inf = mdl_get_entdata( mdl, pnode );
- r->routes = buffer_reserve( r->routes, r->route_count, &r->route_cap,
- 1, sizeof( struct route ) );
+ }
+
+ scene_copy_slice( world->scene_lines, &route->sm );
+}
+
+/*
+ * Create the strips of colour that run through the world along course paths
+ */
+VG_STATIC void world_routes_generate( world_instance *world )
+{
+ vg_info( "Generating route meshes\n" );
+ world->scene_lines = scene_init( world_global.generic_heap, 200000, 300000 );
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, i );
+ gate->ref_count = 0;
+ gate->ref_total = 0;
+ }
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
+ ent_route_node *rn = mdl_arritm( &world->ent_route, i );
+ rn->ref_count = 0;
+ rn->ref_total = 0;
+ }
+
+ for( u32 k=0; k<mdl_arrcount(&world->ent_route); k++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, k );
+
+ for( int i=0; i<route->checkpoints_count; i++ ){
+ int i0 = route->checkpoints_start+i,
+ i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
+
+ ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
+ *c1 = mdl_arritm(&world->ent_checkpoint, i1);
+
+ ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
+ start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
- struct route *route = &r->routes[r->route_count];
+ ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
+ start_gate->ref_total ++;
- v4_zero( route->colour );
- route->name = NULL;
- route->start = inf->id_start;
+ if( !c0->path_count )
+ continue;
- r->route_count ++;
+ for( int j=0; j<c0->path_count; j ++ ){
+ ent_path_index *index = mdl_arritm( &world->ent_path_index,
+ c0->path_start+j );
+ ent_route_node *rn = mdl_arritm( &world->ent_route_node,
+ index->index );
+ rn->ref_total ++;
+
+ if( j+1 < c0->path_count ){
+ }
+ else{
+ end_gate->ref_total ++;
+ }
+ }
}
}
- /*
- * Apply correct system-local ids
- */
- for( int i=0; i<r->node_count; i++ )
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ )
+ world_routes_create_mesh( world, i );
+
+ vg_acquire_thread_sync();
{
- struct route_node *rn = &r->nodes[i];
-
- for( int j=0; j<2; j++ )
- world_id_fixup( &rn->next[j], mdl );
+ scene_upload( world->scene_lines, &world->mesh_route_lines );
+ }
+ vg_release_thread_sync();
+ vg_linear_del( world_global.generic_heap, world->scene_lines );
+}
+
+/* load all routes from model header */
+VG_STATIC void world_routes_ent_init( world_instance *world )
+{
+ vg_info( "Initializing routes\n" );
- if( rn->is_gate )
- world_id_fixup( &rn->gate_id, mdl );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, i );
+ for( u32 j=0; j<4; j++ ){
+ gate->routes[j] = 0xffff;
+ }
}
- for( int i=0; i<r->gate_count; i++ )
- {
- struct route_gate *rg = &r->gates[i];
- world_id_fixup( &rg->node_id, mdl );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm(&world->ent_route,i);
+
+ for( u32 j=0; j<route->checkpoints_count; j++ ){
+ u32 id = route->checkpoints_start + j;
+ ent_checkpoint *cp = mdl_arritm(&world->ent_checkpoint,id);
+
+ ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
+
+ for( u32 k=0; k<4; k++ ){
+ if( gate->routes[k] == 0xffff ){
+ gate->routes[k] = i;
+ break;
+ }
+ }
+
+ if( gate->type == k_gate_type_teleport ){
+ gate = mdl_arritm(&world->ent_gate, gate->target );
+
+ for( u32 k=0; k<4; k++ ){
+ if( gate->routes[k] == 0xffff ){
+ gate->routes[k] = i;
+ break;
+ }
+ }
+ }
+ }
}
- for( int i=0; i<r->route_count; i++ )
- {
- struct route *route = &r->routes[i];
- world_id_fixup( &route->start, mdl );
+ world_routes_clear( world );
+}
+
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC void world_routes_init(void)
+{
+ world_global.current_run_version = 200;
+ world_global.time = RESET_MAX_TIME*2.0;
+ world_global.last_use = 0.0;
+
+ shader_scene_route_register();
+ shader_routeui_register();
+}
+
+VG_STATIC void world_routes_update( world_instance *world )
+{
+ world_global.time += vg.time_delta;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ int target = route->active_checkpoint == 0xffffffff? 0: 1;
+ route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta );
+ }
+}
+
+VG_STATIC void bind_terrain_noise(void);
+VG_STATIC void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+VG_STATIC void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+
+VG_STATIC void render_world_routes( world_instance *world, camera *cam )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_scene_route_use();
+ shader_scene_route_uTexGarbage(0);
+ world_link_lighting_ub( world, _shader_scene_route.id );
+ world_bind_position_texture( world, _shader_scene_route.id,
+ _uniform_scene_route_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_route.id,
+ _uniform_scene_route_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_route.id,
+ _uniform_scene_route_uLightsIndex, 4 );
+ bind_terrain_noise();
+
+ shader_scene_route_uPv( cam->mtx.pv );
+ shader_scene_route_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_route_uMdl( identity_matrix );
+ shader_scene_route_uCamera( cam->transform[3] );
+ shader_scene_route_uBoard0( TEMP_BOARD_0 );
+ shader_scene_route_uBoard1( TEMP_BOARD_1 );
+
+ mesh_bind( &world->mesh_route_lines );
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ v4f colour;
+ v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
+ colour[3] = route->factive*0.2f;
+
+ shader_scene_route_uColour( colour );
+ mdl_draw_submesh( &route->sm );
+ }
+
+ shader_model_gate_use();
+ shader_model_gate_uPv( cam->mtx.pv );
+ shader_model_gate_uCam( cam->pos );
+ shader_model_gate_uTime( vg.time*0.25f );
+ shader_model_gate_uInvRes( (v2f){
+ 1.0f / (float)vg.window_x,
+ 1.0f / (float)vg.window_y });
+
+ mesh_bind( &world_global.mesh_gate );
+
+ /* skip writing into the motion vectors for this */
+ glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ if( route->active_checkpoint != 0xffffffff ){
+ v4f colour;
+ float brightness = 0.3f + world->ub_lighting.g_day_phase;
+ v3_muls( route->colour, brightness, colour );
+ colour[3] = 1.0f-route->factive;
+
+ shader_model_gate_uColour( colour );
+
+ u32 next = route->checkpoints_start +
+ (route->active_checkpoint+1) % route->checkpoints_count;
+
+ ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
+ ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
+ shader_model_gate_uMdl( gate->to_world );
+
+ for( u32 j=0; j<4; j++ ){
+ if( gate->routes[j] == i ){
+ mdl_draw_submesh( &world_global.sm_gate_marker[j] );
+ break;
+ }
+ }
+ }
}
+ glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
}
#endif /* ROUTES_H */