+static void world_render_challenges( world_instance *world,
+ struct world_pass *pass, v3f pos ){
+ if( !world ) return;
+ if( skaterift.activity == k_skaterift_replay ) return;
+ if( world != world_current_instance() ) return;
+
+ /* sort lists */
+ f32 radius = 40.0f;
+
+ u32 objective_list[ 32 ],
+ challenge_list[ 16 ];
+
+ v2f objective_uv_offsets[ 32 ];
+
+ u32 objective_count = 0,
+ challenge_count = 0;
+
+ ent_challenge *active_challenge = NULL;
+ int running = 0;
+ if( mdl_entity_id_type( world_static.focused_entity ) == k_ent_challenge ){
+ if( (skaterift.activity == k_skaterift_default) &&
+ world_static.challenge_target ){
+ running = 1;
+ }
+
+ if( !((skaterift.activity != k_skaterift_ent_focus) &&
+ !world_static.challenge_target) ){
+ world_instance *challenge_world = world_current_instance();
+ u32 index = mdl_entity_id_id( world_static.focused_entity );
+ active_challenge = mdl_arritm(&challenge_world->ent_challenge, index);
+ }
+ }
+
+ if( active_challenge ){
+ shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
+ challenge_list[ challenge_count ++ ] = world_static.focused_entity;
+
+ u32 next = active_challenge->first;
+ while( mdl_entity_id_type(next) == k_ent_objective ){
+ u32 index = mdl_entity_id_id( next );
+ objective_list[ objective_count ++ ] = index;
+
+ ent_objective *objective = mdl_arritm( &world->ent_objective, index );
+ next = objective->id_next;
+ }
+
+ radius = 10000.0f;
+ }
+ else {
+ shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
+ bh_iter it;
+ bh_iter_init_range( 0, &it, pos, radius+10.0f );
+ i32 idx;
+ while( bh_next( world->entity_bh, &it, &idx ) ){
+ u32 id = world->entity_list[ idx ],
+ type = mdl_entity_id_type( id ),
+ index = mdl_entity_id_id( id );
+
+ if( type == k_ent_objective ) {
+ if( objective_count < vg_list_size(objective_list) )
+ objective_list[ objective_count ++ ] = index;
+ }
+ else if( type == k_ent_challenge ){
+ if( challenge_count < vg_list_size(challenge_list) )
+ challenge_list[ challenge_count ++ ] = index;
+ }
+ }
+ }
+
+ /* render objectives */
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_no_collide );
+ u32 last_material = 0;
+ for( u32 i=0; i<objective_count; i++ ){
+ u32 index = objective_list[ i ];
+ ent_objective *objective = mdl_arritm( &world->ent_objective, index );
+ if( (objective->flags & k_ent_objective_hidden) &&
+ !active_challenge ) continue;
+
+ f32 scale = 1.0f;
+
+ if( running ){
+ u32 passed = objective->flags & k_ent_objective_passed;
+ f32 target = passed? 0.0f: 1.0f;
+ vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f);
+ scale = vg_smoothstepf( objective->transform.s[0] );
+
+ if( (objective == world_static.challenge_target) || passed )
+ shader_scene_fxglow_uUvOffset( (v2f){ 16.0f/256.0f, 0.0f } );
+ else
+ shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
+ }
+ else {
+ f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius);
+ scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
+ }
+
+ m4x3f mmdl;
+ q_m3x3( objective->transform.q, mmdl );
+ m3x3_scalef( mmdl, scale );
+ v3_copy( objective->transform.co, mmdl[3] );
+ shader_scene_fxglow_uMdl( mmdl );
+
+ for( u32 j=0; j<objective->submesh_count; j++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ objective->submesh_start + j );
+
+ if( sm->material_id != last_material ){
+ last_material = sm->material_id;
+ pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
+ }
+ mdl_draw_submesh( sm );
+ }
+ }
+
+ /* render texts */
+ font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam );
+
+ u32 count = 0;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ )
+ {
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
+ if( challenge->status ) count ++;
+ }
+
+ char buf[32];
+ vg_str str;
+ vg_strnull( &str, buf, sizeof(buf) );
+ vg_strcati32( &str, count );
+ vg_strcatch( &str, '/' );
+ vg_strcati32( &str, mdl_arrcount(&world->ent_challenge) );
+
+ f32 w = font3d_string_width( 1, buf );
+ m4x3f mlocal;
+ m3x3_identity( mlocal );
+ mlocal[3][0] = -w*0.5f;
+ mlocal[3][1] = 0.0f;
+ mlocal[3][2] = 0.0f;
+
+ for( u32 i=0; i<challenge_count; i++ )
+ {
+ u32 index = challenge_list[ i ];
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
+ m4x3f mmdl;
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ m4x3_mul( mmdl, mlocal, mmdl );
+
+ vg_line_point( challenge->transform.co, 0.25f, VG__RED );
+
+ f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
+ scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ),
+ colour = 0.0f;
+
+ if( challenge->status )
+ colour = 1.0f;
+
+ shader_scene_font_uOpacity( scale );
+ shader_scene_font_uColourize( colour );
+ font3d_simple_draw( 1, buf, &skaterift.cam, mmdl );
+ }
+}
+
+static void render_world_fxglow( world_instance *host_world,
+ world_instance *world, vg_camera *cam,
+ m4x3f world_mmdl,
+ int generic, int challenges, int regions ){
+ shader_scene_fxglow_use();
+ shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
+ shader_scene_fxglow_uTexMain(1);
+ shader_scene_fxglow_uPv( cam->mtx.pv );
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_fxglow );
+
+ shader_scene_fxglow_uCamera( cam->transform[3] );
+ glDisable(GL_CULL_FACE);
+
+ struct world_pass pass = {
+ .shader = k_shader_fxglow,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_fxglow_uMdl,
+ .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
+ };
+
+ if( generic )
+ world_render_both_stages( world, &pass );
+
+ if( regions ){
+ mesh_bind( &world->mesh_no_collide );
+
+ u32 last_material = 0;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_region); i ++ ){
+ shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
+ ent_region *region = mdl_arritm( &world->ent_region, i );
+
+ f32 offset = 0.0f;
+ if( region->flags & k_ent_route_flag_achieve_gold )
+ offset = 2.0f;
+ else if( region->flags & k_ent_route_flag_achieve_silver )
+ offset = 1.0f;
+
+ shader_scene_fxglow_uUvOffset( (v2f){ (8.0f/256.0f)*offset, 0.0f } );
+
+ m4x3f mmdl;
+ mdl_transform_m4x3( ®ion->transform, mmdl );
+ m4x3_mul( world_mmdl, mmdl, mmdl );
+ shader_scene_fxglow_uMdl( mmdl );
+
+ for( u32 j=0; j<region->submesh_count; j++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ region->submesh_start + j );
+
+ if( sm->material_id != last_material ){
+ last_material = sm->material_id;
+ pass.fn_bind_textures(world,&world->surfaces[sm->material_id]);
+ }
+ mdl_draw_submesh( sm );
+ }
+ }
+ }
+
+ if( challenges )
+ world_render_challenges( world, &pass, cam->pos );
+
+ glEnable(GL_CULL_FACE);
+}
+
+static void bindpoint_terrain( world_instance *world,