X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=a7ff25ccf3639c1eff192e104e13064c30139937;hb=6ab4435fb19beb6af6c52691793d5ca17a120f69;hp=ac0df1a1001754bf04f894c09c558c9dc0ed3dd6;hpb=7d8f90d019453ff1186f16c2d36a08d5a53ad638;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index ac0df1a..a7ff25c 100644 --- a/world_render.c +++ b/world_render.c @@ -222,20 +222,6 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){ } } -VG_STATIC -void world_render_challenges( world_instance *world ){ - if( !world ) return; - - shader_scene_fxglow_use(); - for( u32 i=0; ient_challenge); i++ ){ - ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i); - - m4x3f mmdl; - mdl_transform_m4x3( &challenge->transform, mmdl ); - shader_scene_fxglow_uMdl( mmdl ); - } -} - VG_STATIC void world_render_both_stages( world_instance *world, struct world_pass *pass ) { @@ -353,6 +339,55 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) glEnable(GL_CULL_FACE); } +VG_STATIC +void world_render_challenges( world_instance *world, struct world_pass *pass, + v3f pos ){ + if( !world ) return; + + glDisable( GL_CULL_FACE ); + mesh_bind( &world->mesh_no_collide ); + + u32 last_material = 0; + + 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 ); + + for( u32 j=0; jsubmesh_count; j++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + challenge->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 ); + } + } +} + VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){ //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); @@ -380,6 +415,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){ }; world_render_both_stages( world, &pass ); + world_render_challenges( world, &pass, cam->pos ); glEnable(GL_CULL_FACE); //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } ); @@ -484,7 +520,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, for( u32 i=0; ient_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] ); @@ -497,25 +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; } }