LPR - Walking
[carveJwlIkooP6JGAAIwe30JlM.git] / menu.h
1 #ifndef MENU_H
2 #define MENU_H
3
4 #include "common.h"
5 #include "model.h"
6 #include "world_render.h"
7 #include "player.h"
8
9 #include "shaders/menu.h"
10 #include "vg_steam_friends.h"
11 #include "submodules/tinydir/tinydir.h"
12
13 VG_STATIC mdl_context menu_model;
14 VG_STATIC glmesh menu_glmesh;
15 VG_STATIC m4x3f menu_mdl_mtx;
16 VG_STATIC float menu_opacity = 0.0f;
17 VG_STATIC float menu_input_cooldown = 0.0f;
18 VG_STATIC float menu_fov_target = 97.0f;
19 VG_STATIC v2f menu_extra_angles;
20
21 VG_STATIC int cl_menu = 0,
22 cl_menu_go_away = 0;
23
24 VG_STATIC int menu_enabled(void){ return cl_menu; }
25
26 VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
27
28 vg_tex2d tex_menu = { .path = "textures/menu.qoi",.flags = VG_TEXTURE_NEAREST };
29
30 VG_STATIC struct input_binding input_menu_h,
31 input_menu_v,
32 input_menu_press,
33 input_menu_back,
34 input_menu_toggle,
35 input_menu_toggle_kbm;
36
37 VG_STATIC void menu_btn_quit( int event );
38 VG_STATIC void menu_btn_skater( int event );
39 VG_STATIC void menu_btn_blur( int event );
40 VG_STATIC void menu_btn_fuckoff( int event );
41 VG_STATIC void menu_btn_reset( int event );
42 VG_STATIC void menu_btn_map( int event );
43 VG_STATIC void menu_btn_settings( int event );
44
45 VG_STATIC mdl_node *menu_pnode_fov_slider,
46 *menu_pnode_fov_min,
47 *menu_pnode_fov_max,
48 *menu_pnode_vol_slider,
49 *menu_pnode_vol_min,
50 *menu_pnode_vol_max;
51
52 struct
53 {
54 /* state */
55 int loc;
56 u32 page;
57
58 /* map browser */
59 struct menu_map_file
60 {
61 char name[ 64 ];
62 }
63 maps_list[ 16 ];
64
65 int selected_map,
66 map_count;
67 }
68 VG_STATIC game_menu;
69
70 enum menu_page
71 {
72 k_menu_page_main = 0x1,
73 k_menu_page_skater = 0x2,
74 k_menu_page_quit = 0x4,
75 k_menu_page_settings = 0x8,
76 k_menu_page_map = 0x10
77 };
78
79 struct menu_btn_userdata
80 {
81 int i;
82 void *ptr_generic;
83 };
84
85 VG_STATIC int menu_settings_if( struct menu_btn_userdata ud )
86 {
87 if( game_menu.page & k_menu_page_settings )
88 {
89 int *ptr = ud.ptr_generic;
90 return *ptr;
91 }
92 else
93 return 0;
94 }
95
96 VG_STATIC int menu_vis( struct menu_btn_userdata ud )
97 {
98 if( ud.i & game_menu.page )
99 return 1;
100 else
101 return 0;
102 }
103
104 VG_STATIC int menu_controller( struct menu_btn_userdata ud )
105 {
106 if( (game_menu.page & (k_menu_page_main|k_menu_page_settings))
107 && (ud.i == menu_display_controller) )
108 return 1;
109 return 0;
110 }
111
112 VG_STATIC int menu_controller_inf( struct menu_btn_userdata ud )
113 {
114 if( (game_menu.page & k_menu_page_settings)
115 && (ud.i == menu_display_controller) )
116 return 1;
117 return 0;
118 }
119
120 struct menu_button
121 {
122 const char *name;
123
124 int (*fn_visibility)( struct menu_btn_userdata ud );
125 struct menu_btn_userdata user;
126
127 void (*fn_press)( int event );
128
129 const char *ll,
130 *lu,
131 *lr,
132 *ld;
133
134 mdl_node *pnode;
135 float falpha, fsize;
136 }
137 VG_STATIC menu_buttons[] =
138 {
139 {
140 "text_quit", menu_vis, {.i=k_menu_page_main|k_menu_page_quit},
141 .fn_press = menu_btn_quit,
142 .ld="text_reset", .lr="text_settings", .ll="text_map"
143 },
144 {
145 "text_quitty", menu_vis, {.i=k_menu_page_quit}
146 },
147 {
148 "text_yes", menu_vis, {.i=k_menu_page_quit},
149 .fn_press = menu_btn_fuckoff
150 },
151 {
152 "text_reset", menu_vis, {.i=k_menu_page_main},
153 .fn_press = menu_btn_reset,
154 .lu="text_quit", .ld="text_skater", .ll="text_map", .lr="text_settings"
155 },
156 {
157 "text_skater", menu_vis, {.i=k_menu_page_main|k_menu_page_skater},
158 .fn_press = menu_btn_skater,
159 .lu="text_reset", .ll="text_map", .lr="text_settings"
160 },
161 {
162 "text_map", menu_vis, {.i=k_menu_page_main},
163 .fn_press = menu_btn_map,
164 .lr="text_reset"
165 },
166 {
167 "text_settings", menu_vis, {.i=k_menu_page_main|k_menu_page_settings},
168 .fn_press = menu_btn_settings,
169 .ll="text_reset"
170 },
171 {
172 "skater_left", menu_vis, {k_menu_page_skater}
173 },
174 {
175 "skater_right", menu_vis, {k_menu_page_skater}
176 },
177
178 {
179 "fov_slider", menu_vis, {k_menu_page_settings},
180 .ld="text_blur"
181 },
182 { "fov_info", menu_vis, {k_menu_page_settings} },
183
184 {
185 "vol_slider", menu_vis, {k_menu_page_settings},
186 .lu="text_blur"
187 },
188 { "vol_info", menu_vis, {k_menu_page_settings} },
189
190 {
191 "text_blur", menu_vis, {k_menu_page_settings},
192 .fn_press = menu_btn_blur,
193 .lu="fov_slider", .ld="vol_slider"
194 },
195 {
196 "text_blur_check", menu_settings_if, {.ptr_generic=&cl_blur}
197 },
198
199 { "ctr_xbox", menu_controller_inf, {k_menu_controller_type_xbox}},
200 { "ctr_xbox_text", menu_controller_inf, {k_menu_controller_type_xbox}},
201 { "ctr_steam", menu_controller_inf, {k_menu_controller_type_steam}},
202 { "ctr_steam_text", menu_controller_inf, {k_menu_controller_type_steam}},
203 { "ctr_deck", menu_controller_inf, {k_menu_controller_type_steam_deck}},
204 { "ctr_deck_text", menu_controller_inf, {k_menu_controller_type_steam_deck}},
205 { "ctr_ps", menu_controller_inf, {k_menu_controller_type_playstation}},
206 { "ctr_ps_text", menu_controller_inf, {k_menu_controller_type_playstation}},
207 { "ctr_kbm", menu_controller_inf, {k_menu_controller_type_keyboard}},
208 { "ctr_kbm_text", menu_controller_inf, {k_menu_controller_type_keyboard}},
209 {
210 "text_paused", menu_vis, {k_menu_page_main}
211 },
212 };
213
214 VG_STATIC int menu_get_loc( const char *loc )
215 {
216 for( int i=0; i<vg_list_size(menu_buttons); i++ )
217 if( !strcmp( menu_buttons[i].name, loc ) )
218 return i;
219
220 assert(0);
221 return 0;
222 }
223
224 VG_STATIC void menu_btn_reset( int event )
225 {
226 reset_player(0,NULL);
227 world_routes_clear();
228
229 cl_menu_go_away = 1;
230 game_menu.page = 0;
231 }
232
233 VG_STATIC void menu_btn_fuckoff( int event )
234 {
235 vg.window_should_close = 1;
236 }
237
238 VG_STATIC void menu_btn_quit( int event )
239 {
240 game_menu.page = k_menu_page_quit;
241 game_menu.loc = menu_get_loc( "text_yes" );
242 }
243
244 VG_STATIC void menu_btn_settings( int event )
245 {
246 game_menu.page = k_menu_page_settings;
247 game_menu.loc = menu_get_loc( "fov_slider" );
248 }
249
250 VG_STATIC void menu_btn_skater( int event )
251 {
252 game_menu.page = k_menu_page_skater;
253 }
254
255 VG_STATIC void menu_btn_blur( int event )
256 {
257 cl_blur ^= 0x1;
258 }
259
260 VG_STATIC void menu_btn_map( int event )
261 {
262 game_menu.page = k_menu_page_map;
263 game_menu.map_count = 0;
264 game_menu.selected_map = 0;
265
266 tinydir_dir dir;
267 tinydir_open( &dir, "maps" );
268
269 while( dir.has_next )
270 {
271 tinydir_file file;
272 tinydir_readfile( &dir, &file );
273
274 if( file.is_reg )
275 {
276 struct menu_map_file *mf = &game_menu.maps_list[ game_menu.map_count ];
277
278 vg_strncpy( file.name, mf->name,
279 vg_list_size(game_menu.maps_list[0].name)-1 );
280
281 game_menu.map_count ++;
282 if( game_menu.map_count == vg_list_size(game_menu.maps_list) )
283 break;
284 }
285
286 tinydir_next( &dir );
287 }
288
289 tinydir_close(&dir);
290 }
291
292 VG_STATIC void menu_crap_ui(void)
293 {
294 if( cl_menu && (game_menu.page == k_menu_page_map) )
295 {
296 ui_rect box;
297 box[0] = vg.window_x/2 - 150;
298 box[1] = vg.window_y/2 - 300;
299 box[2] = 300;
300 box[3] = 600;
301
302 ui_fill_rect( box, 0xa0000000 );
303
304 if( game_menu.map_count == 0 )
305 {
306 ui_text( (ui_rect){ vg.window_x/2, box[1]+8, 0,0 }, "No maps found", 1,
307 k_text_align_center );
308 }
309 else
310 {
311 ui_rect_pad( box, 4 );
312 box[3] = 16;
313
314 for( int i=0; i<game_menu.map_count; i++ )
315 {
316 struct menu_map_file *mf = &game_menu.maps_list[ i ];
317
318 ui_fill_rect( box, game_menu.selected_map == i? 0xa0ffffff:
319 0xa0808080 );
320 ui_text( (ui_rect){ vg.window_x/2, box[1]+2, 0,0 },
321 mf->name, 1, k_text_align_center );
322 box[1] += 16+4;
323 }
324 }
325 }
326 }
327
328 VG_STATIC void steam_on_game_overlay( CallbackMsg_t *msg )
329 {
330 GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
331 vg_info( "Steam game overlay activated; pausing\n" );
332
333 if( inf->m_bActive )
334 {
335 cl_menu = 1;
336 game_menu.page = k_menu_page_main;
337 game_menu.loc = menu_get_loc( "text_skater" );
338 }
339 }
340
341 VG_STATIC void menu_init(void)
342 {
343 vg_create_unnamed_input( &input_menu_h, k_input_type_axis );
344 vg_create_unnamed_input( &input_menu_v, k_input_type_axis );
345 vg_create_unnamed_input( &input_menu_back, k_input_type_button );
346 vg_create_unnamed_input( &input_menu_press, k_input_type_button );
347 vg_create_unnamed_input( &input_menu_toggle, k_input_type_button );
348 vg_create_unnamed_input( &input_menu_toggle_kbm, k_input_type_button );
349
350 vg_apply_bind_str( &input_menu_h, "", "gp-ls-h" );
351 vg_apply_bind_str( &input_menu_h, "+", "right" );
352 vg_apply_bind_str( &input_menu_h, "-", "left" );
353 vg_apply_bind_str( &input_menu_v, "", "-gp-ls-v" );
354 vg_apply_bind_str( &input_menu_v, "+", "up" );
355 vg_apply_bind_str( &input_menu_v, "-", "down" );
356 vg_apply_bind_str( &input_menu_press, "", "gp-a" );
357 vg_apply_bind_str( &input_menu_press, "", "\2enter" );
358 vg_apply_bind_str( &input_menu_back, "", "gp-b" );
359 vg_apply_bind_str( &input_menu_back, "", "\2escape" );
360 vg_apply_bind_str( &input_menu_toggle_kbm, "", "\2escape" );
361 vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
362
363 vg_linear_clear( vg_mem.scratch );
364
365 mdl_open( &menu_model, "models/rs_menu.mdl" );
366 mdl_load_metadata( &menu_model, vg_mem.rtmemory );
367 mdl_load_mesh_data( &menu_model, vg_mem.scratch );
368 mdl_invert_uv_coordinates( &menu_model );
369 mdl_close( &menu_model );
370
371 vg_acquire_thread_sync();
372 {
373 mdl_unpack_glmesh( &menu_model, &menu_glmesh );
374 vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
375 }
376 vg_release_thread_sync();
377
378 for( int i=0; i<vg_list_size(menu_buttons); i++ )
379 {
380 struct menu_button *btn = &menu_buttons[i];
381 btn->pnode = mdl_node_from_name( &menu_model, btn->name );
382
383 if( !btn->pnode )
384 {
385 vg_info( "info: %s\n", btn->name );
386 vg_fatal_exit_loop( "Menu programming error" );
387 }
388 }
389
390 menu_pnode_fov_max = mdl_node_from_name( &menu_model, "fov_slider_max" );
391 menu_pnode_fov_min = mdl_node_from_name( &menu_model, "fov_slider_min" );
392 menu_pnode_fov_slider = mdl_node_from_name( &menu_model, "fov_slider" );
393 menu_pnode_vol_max = mdl_node_from_name( &menu_model, "vol_slider_max" );
394 menu_pnode_vol_min = mdl_node_from_name( &menu_model, "vol_slider_min" );
395 menu_pnode_vol_slider = mdl_node_from_name( &menu_model, "vol_slider" );
396
397 shader_menu_register();
398
399 #ifdef SR_NETWORKED
400 steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
401 #endif
402 }
403
404 VG_STATIC void menu_run_directional(void)
405 {
406 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
407
408 if( vg_input_button_down( &input_menu_press ) )
409 {
410 if( btn->fn_press )
411 {
412 audio_lock();
413 audio_play_oneshot( &audio_ui[0], 1.0f );
414 audio_unlock();
415
416 btn->fn_press( 1 );
417 return;
418 }
419 }
420
421 if( menu_input_cooldown <= 0.0f )
422 {
423 v2f dir = { input_menu_h.axis.value,
424 -input_menu_v.axis.value };
425
426 if( v2_length2( dir ) > 0.8f*0.8f )
427 {
428 const char *link = NULL;
429
430 if( fabsf(dir[0]) > fabsf(dir[1]) )
431 {
432 if( dir[0] > 0.0f ) link = btn->lr;
433 else link = btn->ll;
434 }
435 else
436 {
437 if( dir[1] > 0.0f ) link = btn->ld;
438 else link = btn->lu;
439 }
440
441 if( link )
442 {
443 game_menu.loc = menu_get_loc( link );
444 menu_input_cooldown = 0.25f;
445 }
446 }
447 }
448 }
449
450 VG_STATIC int menu_page_should_backout(void)
451 {
452 return vg_input_button_down( &input_menu_back );
453 }
454
455 VG_STATIC void menu_close(void)
456 {
457 cl_menu_go_away = 1;
458 game_menu.page = 0;
459 game_menu.loc = menu_get_loc( "text_skater" );
460 }
461
462 VG_STATIC void menu_page_main(void)
463 {
464 if( menu_page_should_backout() )
465 {
466 menu_close();
467 return;
468 }
469
470 menu_fov_target = 112.0f;
471 menu_run_directional();
472 }
473
474 VG_STATIC void menu_page_map(void)
475 {
476 if( menu_page_should_backout() )
477 {
478 game_menu.page = k_menu_page_main;
479 game_menu.loc = menu_get_loc( "text_map" );
480 }
481
482 if( game_menu.map_count > 0 )
483 {
484 float v = input_menu_v.axis.value;
485 if( (fabsf(v) > 0.7f) && (menu_input_cooldown <= 0.0f) )
486 {
487 audio_lock();
488 audio_play_oneshot( &audio_rewind[4], 1.0f );
489 audio_unlock();
490
491 if( v > 0.0f )
492 {
493 game_menu.selected_map --;
494
495 if( game_menu.selected_map < 0 )
496 game_menu.selected_map = game_menu.map_count-1;
497
498 menu_input_cooldown = 0.25f;
499 }
500 else
501 {
502 game_menu.selected_map ++;
503
504 if( game_menu.selected_map >= game_menu.map_count )
505 game_menu.selected_map = 0;
506
507 menu_input_cooldown = 0.25f;
508 }
509 }
510
511 if( vg_input_button_down( &input_menu_press ) )
512 {
513 /* load map */
514 char temp[256];
515 strcpy( temp, "maps/" );
516 strcat( temp, game_menu.maps_list[game_menu.selected_map].name );
517
518 world_change_world( 1, (const char *[]){ temp } );
519 menu_close();
520 }
521 }
522
523 menu_fov_target = 80.0f;
524 }
525
526 VG_STATIC void menu_page_quit(void)
527 {
528 if( menu_page_should_backout() )
529 {
530 game_menu.page = k_menu_page_main;
531 game_menu.loc = menu_get_loc( "text_quit" );
532 }
533
534 menu_fov_target = 90.0f;
535 menu_run_directional();
536 }
537
538 VG_STATIC void menu_page_skater(void)
539 {
540 float h = input_menu_h.axis.value;
541 menu_fov_target = 97.0f;
542
543 if( menu_page_should_backout() )
544 {
545 game_menu.page = k_menu_page_main;
546 game_menu.loc = menu_get_loc( "text_skater" );
547 return;
548 }
549
550 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
551 {
552 audio_lock();
553 audio_play_oneshot( &audio_rewind[4], 1.0f );
554 audio_unlock();
555
556 if( h < 0.0f )
557 {
558 cl_playermdl_id --;
559 if( cl_playermdl_id < 0 )
560 cl_playermdl_id = 2;
561
562 int li = menu_get_loc( "skater_left" );
563
564 menu_buttons[li].fsize = 0.4f;
565 menu_buttons[li].falpha = 1.0f;
566
567 menu_input_cooldown = 0.25f;
568 }
569 else
570 {
571 cl_playermdl_id ++;
572 if( cl_playermdl_id > 2 )
573 cl_playermdl_id = 0;
574
575 int ri = menu_get_loc( "skater_left" );
576
577 menu_buttons[ri].fsize = 0.4f;
578 menu_buttons[ri].falpha = 1.0f;
579
580 menu_input_cooldown = 0.25f;
581 }
582 }
583 }
584
585 VG_STATIC void menu_slider( float *value, int set_value,
586 mdl_node *slider, mdl_node *pmin, mdl_node *pmax )
587 {
588 if( set_value )
589 {
590 float h = input_menu_h.axis.value;
591 if( fabsf(h) > 0.04f )
592 *value += h * vg.frame_delta;
593 *value = vg_clampf( *value, 0.0f, 1.0f );
594 }
595
596 v3_lerp( pmin->co, pmax->co, *value, slider->co );
597 }
598
599 VG_STATIC void menu_page_settings(void)
600 {
601 menu_run_directional();
602
603 int fov_select = game_menu.loc == menu_get_loc( "fov_slider" );
604 menu_slider( &cl_fov, fov_select,
605 menu_pnode_fov_slider, menu_pnode_fov_min,
606 menu_pnode_fov_max );
607
608 if( fov_select )
609 menu_fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov ) * 0.8f;
610
611 menu_slider( &vg_audio.volume_console,
612 (game_menu.loc == menu_get_loc( "vol_slider" )),
613 menu_pnode_vol_slider, menu_pnode_vol_min,
614 menu_pnode_vol_max );
615
616 if( menu_page_should_backout() )
617 {
618 game_menu.page = k_menu_page_main;
619 game_menu.loc = menu_get_loc( "text_settings" );
620 return;
621 }
622 }
623
624 VG_STATIC void menu_update(void)
625 {
626 vg_input_update( 1, &input_menu_h );
627 vg_input_update( 1, &input_menu_v );
628 vg_input_update( 1, &input_menu_back );
629 vg_input_update( 1, &input_menu_press );
630 vg_input_update( 1, &input_menu_toggle );
631 vg_input_update( 1, &input_menu_toggle_kbm );
632
633 int toggle_gp = vg_input_button_down( &input_menu_toggle ),
634 toggle_kb = vg_input_button_down( &input_menu_toggle_kbm ),
635 wait_for_a_sec = 0;
636
637 if( toggle_gp || toggle_kb )
638 {
639 if( cl_menu )
640 {
641 if( toggle_gp )
642 {
643 menu_close();
644 }
645 }
646 else
647 {
648 if( toggle_kb )
649 wait_for_a_sec = 1;
650
651 cl_menu = 1;
652 game_menu.page = 1;
653 }
654 }
655
656 if( !wait_for_a_sec && cl_menu )
657 {
658 if( game_menu.page == k_menu_page_main )
659 menu_page_main();
660 else if( game_menu.page == k_menu_page_skater )
661 menu_page_skater();
662 else if( game_menu.page == k_menu_page_quit )
663 menu_page_quit();
664 else if( game_menu.page == k_menu_page_settings )
665 menu_page_settings();
666 else if( game_menu.page == k_menu_page_map )
667 menu_page_map();
668 }
669
670 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
671
672 v3f pos;
673 v2f angles;
674
675 /* Base */
676 {
677 v3f lookdir;
678 v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
679 m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
680
681 lookdir[1] = 0.0f;
682 v3_normalize( lookdir );
683
684 v3f center_rough;
685
686 if( player.is_dead )
687 {
688 v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
689 }
690 else
691 {
692 v3_add( player.camera_pos, player.visual_transform[3], center_rough );
693 v3_muls( center_rough, 0.5f, center_rough );
694 }
695
696 v3_muladds( center_rough, lookdir, 1.5f, pos );
697 v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
698
699 angles[1] = 0.0f;
700 angles[0] = -atan2f( lookdir[0], lookdir[2] );
701
702 /* setup model matrix */
703 v4f qmenu_mdl;
704 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
705
706 q_m3x3( qmenu_mdl, menu_mdl_mtx );
707 v3_copy( center_rough, menu_mdl_mtx[3] );
708 }
709
710 /* Extra */
711 {
712 v3f delta;
713 v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
714 v3_normalize( delta );
715
716 float y = atan2f( delta[0], delta[2] ),
717 p = -sinf(delta[1]),
718 dt = vg.frame_delta;
719
720 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
721 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
722
723 v2_muladds( angles, menu_extra_angles, 0.8f, angles );
724 angles[0] = fmodf( angles[0], VG_TAUf );
725 }
726
727 /* Update camera */
728 #if 0
729 {
730 main_camera.angles[0] =
731 vg_alerpf( main_camera.angles[0], angles[0], menu_opacity );
732 main_camera.angles[1] =
733 vg_lerpf ( main_camera.angles[1], angles[1], menu_opacity );
734 v3_lerp( main_camera.pos, pos, menu_opacity, main_camera.pos );
735
736 camera_update_transform( &main_camera );
737 }
738 #endif
739
740 float dt = vg.frame_delta * 6.0f;
741 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
742
743 if( menu_opacity <= 0.01f )
744 {
745 cl_menu = 0;
746 cl_menu_go_away = 0;
747 }
748
749 vg.time_rate = 1.0-(double)menu_opacity;
750
751 if( cl_menu )
752 {
753 menu_input_cooldown -= vg.frame_delta;
754 }
755 }
756
757 /* https://iquilezles.org/articles/functions/ */
758 float expSustainedImpulse( float x, float f, float k )
759 {
760 float s = fmaxf(x-f,0.0f);
761 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
762 }
763
764 VG_STATIC void menu_render( camera *cam )
765 {
766 glEnable(GL_BLEND);
767 glDisable(GL_DEPTH_TEST);
768 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
769 glBlendEquation(GL_FUNC_ADD);
770
771 shader_blitcolour_use();
772 shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
773 render_fsquad();
774
775 glEnable( GL_DEPTH_TEST );
776 glDisable( GL_BLEND );
777
778 m4x3f mtx;
779
780 shader_menu_use();
781 shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
782 shader_menu_uTexMain( 1 );
783 vg_tex2d_bind( &tex_menu, 1 );
784
785 shader_menu_uPv( cam->mtx.pv );
786 shader_menu_uPvmPrev( cam->mtx_prev.pv );
787 mesh_bind( &menu_glmesh );
788
789 for( int i=0; i<vg_list_size(menu_buttons); i++ )
790 {
791 struct menu_button *btn = &menu_buttons[i];
792 float talpha = i==game_menu.loc? 1.0f: 0.0f,
793 tsize0 = btn->fn_visibility( btn->user )? 1.0f: 0.0f,
794 tsize1 = i==game_menu.loc? 0.07f: 0.0f,
795 tsize = tsize0+tsize1;
796
797 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
798 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
799
800 /* Colour */
801 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
802 vnormal = {1.0f,1.0f,1.0f, 1.0f},
803 vcurrent;
804
805 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
806 shader_menu_uColour( vcurrent );
807
808 /* Create matrix */
809 m4x3f mtx_size;
810 mdl_node_transform( btn->pnode, mtx );
811 m4x3_mul( menu_mdl_mtx, mtx, mtx );
812 m4x3_identity( mtx_size );
813 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
814 m4x3_mul( mtx, mtx_size, mtx );
815 shader_menu_uMdl( mtx );
816
817 for( int j=0; j<btn->pnode->submesh_count; j++ )
818 {
819 mdl_submesh *sm =
820 &menu_model.submesh_buffer[ btn->pnode->submesh_start+j ];
821 mdl_draw_submesh( sm );
822 }
823 }
824
825 /*
826 for( int i=0; i<menu_model->node_count; i++ )
827 {
828 mdl_node *pnode = mdl_node_from_id( menu_model, i );
829
830 for( int j=0; j<pnode->submesh_count; j++ )
831 {
832 mdl_submesh *sm =
833 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
834
835 mdl_node_transform( pnode, mtx );
836 m4x3_mul( menu_mdl_mtx, mtx, mtx );
837 shader_menu_uMdl( mtx );
838
839 mdl_draw_submesh( sm );
840 }
841 }
842 */
843 }
844
845 #endif /* MENU_H */