some gate improvements
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 3693a28920108f5978b1080b323a131a4fa19682..a7ff25ccf3639c1eff192e104e13064c30139937 100644 (file)
@@ -340,7 +340,8 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
 }
 
 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 );
@@ -348,9 +349,26 @@ void world_render_challenges( world_instance *world, struct world_pass *pass ){
 
    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 );
@@ -397,7 +415,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
    };
 
    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 } );
@@ -502,7 +520,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
       ent_gate *gi = mdl_arritm( &world->ent_gate, i );
 
-      if( gi->type == k_gate_type_unlinked )
+      if( !(gi->flags & k_ent_gate_linked) )
          continue;
 
       float dist = v3_dist2( gi->co[0], cam->transform[3] );
@@ -515,25 +533,20 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
       }
    }
    
+   world->rendering_gate = gate;
    if( gate ){
-      /* should really be set in fixed update since its used in the physics
-       * of most systems. too bad! */
-      world->rendering_gate = gate;
-
-      if( gate->type == k_gate_type_teleport ){
-         render_gate( world, gate, cam, layer_depth );
-      }
-      else if( gate->type == k_gate_type_nonlocel ){
+      if( gate->flags & k_ent_gate_nonlocal ){
          if( world_loader.state != k_world_loader_none ){
             world->rendering_gate = NULL;
             return;
          }
 
          world_instance *dest_world = &world_static.worlds[ gate->target ];
-         render_gate( dest_world, gate, cam, layer_depth );
+         render_gate( world, dest_world, gate, cam, layer_depth );
+      }
+      else{
+         render_gate( world, world, gate, cam, layer_depth );
       }
-      else
-         world->rendering_gate = NULL;
    }
 }