}
VG_STATIC
-void world_render_challenges( world_instance *world, struct world_pass *pass ){
+void world_render_challenges( world_instance *world, struct world_pass *pass,
+ v3f pos ){
if( !world ) return;
glDisable( GL_CULL_FACE );
u32 last_material = 0;
- for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
- ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i);
-
+ const f32 radius = 40.0f;
+
+ bh_iter it;
+ bh_iter_init_range( 0, &it, pos, radius );
+ 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_challenge ) continue;
+
+ ent_challenge *challenge = mdl_arritm(&world->ent_challenge,index);
+
+ 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 ) );
+
+ v3_fill( challenge->transform.s, scale );
+
m4x3f mmdl;
mdl_transform_m4x3( &challenge->transform, mmdl );
shader_scene_fxglow_uMdl( mmdl );
};
world_render_both_stages( world, &pass );
- world_render_challenges( world, &pass );
+ world_render_challenges( world, &pass, cam->pos );
glEnable(GL_CULL_FACE);
//glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );