void world_render_challenges( world_instance *world, struct world_pass *pass,
v3f pos, int layer_depth ){
if( !world ) return;
+ if( skaterift.activity == k_skaterift_replay ) return;
/* sort lists */
- const f32 radius = 40.0f;
- bh_iter it;
- bh_iter_init_range( 0, &it, pos, radius+10.0f );
- i32 idx;
+ f32 radius = 40.0f;
u32 objective_list[ 32 ],
challenge_list[ 16 ];
+ v2f objective_uv_offsets[ 32 ];
+
u32 objective_count = 0,
challenge_count = 0;
- 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 );
+ 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( type == k_ent_objective ) {
- if( objective_count < vg_list_size(objective_list) )
- objective_list[ objective_count ++ ] = index;
+ 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);
}
- else if( type == k_ent_challenge ){
- if( challenge_count < vg_list_size(challenge_list) )
- challenge_list[ challenge_count ++ ] = 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;
+ }
}
}
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 ) continue;
+ if( (objective->flags & k_ent_objective_hidden) &&
+ !active_challenge ) continue;
- 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 ) );
+ f32 scale = 1.0f;
- v3_fill( objective->transform.s, scale );
+ 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;
- mdl_transform_m4x3( &objective->transform, 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++ ){
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 );
}
}
for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
- vg_line_point( challenge->transform.co, 0.2f, VG__GREEN );
if( challenge->status ) count ++;
}
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 ];
VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
int layer_depth ){
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 );
glBlendEquation(GL_FUNC_ADD);
shader_blitcolour_use();
- shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.5f } );
+ shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } );
render_fsquad();
glDisable(GL_BLEND);