{
vg_info( "Allocate uniform buffers\n" );
for( int i=0; i<4; i++ ){
- world_instance *world = &world_static.worlds[i];
+ world_instance *world = &world_static.instances[i];
world->ubo_bind_point = i;
glGenBuffers( 1, &world->ubo_lighting );
vg_info( "Allocate frame buffers\n" );
for( int i=0; i<4; i++ ){
- world_instance *world = &world_static.worlds[i];
+ world_instance *world = &world_static.instances[i];
struct framebuffer *fb = &world->heightmap;
fb->display_name = NULL;
}
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 } );
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] );
}
}
+ 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->flags & k_ent_gate_locked ) return;
- if( gate->type == k_gate_type_teleport ){
- render_gate( world, gate, cam, layer_depth );
- }
- else if( gate->type == k_gate_type_nonlocel ){
- if( world_loader.state != k_world_loader_none ){
+ if( gate->flags & k_ent_gate_nonlocal ){
+ if( world_static.load_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 );
+ world_instance *dest_world = &world_static.instances[ gate->target ];
+ render_gate( world, dest_world, gate, cam, layer_depth );
+ }
+ else{
+ render_gate( world, world, gate, cam, layer_depth );
}
- else
- world->rendering_gate = NULL;
}
}