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[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 #include "conf.h"
9
10 #include "shaders/model_menu.h"
11 #include "vg_steam_friends.h"
12 #include "submodules/tinydir/tinydir.h"
13
14 VG_STATIC mdl_context menu_model;
15 VG_STATIC mdl_array_ptr menu_markers;
16 VG_STATIC glmesh menu_glmesh;
17 VG_STATIC m4x3f menu_mdl_mtx;
18 VG_STATIC float menu_opacity = 0.0f;
19 VG_STATIC float menu_input_cooldown = 0.0f;
20 VG_STATIC float menu_fov_target = 97.0f,
21 menu_smooth_fov = 97.0f;
22 VG_STATIC v2f menu_extra_angles;
23 VG_STATIC v3f menu_camera_pos;
24 VG_STATIC v2f menu_camera_angles;
25
26 VG_STATIC int cl_menu = 0,
27 cl_menu_go_away = 0;
28
29 VG_STATIC int menu_enabled(void){ return cl_menu; }
30
31 VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
32
33 vg_tex2d tex_menu = { .path = "textures/menu.qoi",.flags = VG_TEXTURE_NEAREST };
34
35 VG_STATIC struct input_binding input_menu_h,
36 input_menu_v,
37 input_menu_press,
38 input_menu_back,
39 input_menu_toggle,
40 input_menu_toggle_kbm;
41
42 VG_STATIC void menu_btn_quit( int event );
43 VG_STATIC void menu_btn_skater( int event );
44 VG_STATIC void menu_btn_blur( int event );
45 VG_STATIC void menu_btn_fuckoff( int event );
46 VG_STATIC void menu_btn_reset( int event );
47 VG_STATIC void menu_btn_map( int event );
48 VG_STATIC void menu_btn_settings( int event );
49 VG_STATIC void menu_btn_invert_y( int event );
50
51 VG_STATIC mdl_mesh *menu_mesh_fov_slider,
52 *menu_mesh_vol_slider;
53
54 VG_STATIC ent_marker
55 *menu_mark_fov_min,
56 *menu_mark_fov_max,
57 *menu_mark_vol_min,
58 *menu_mark_vol_max;
59
60 struct{
61 /* state */
62 int loc;
63 u32 page;
64
65 /* map browser */
66 struct menu_map_file{
67 char name[ 64 ];
68 }
69 maps_list[ 16 ];
70
71 int selected_map,
72 map_count;
73 }
74 VG_STATIC game_menu;
75
76 enum menu_page{
77 k_menu_page_main = 0x1,
78 k_menu_page_skater = 0x2,
79 k_menu_page_quit = 0x4,
80 k_menu_page_settings = 0x8,
81 k_menu_page_map = 0x10
82 };
83
84 struct menu_btn_userdata{
85 int i;
86 void *ptr_generic;
87 };
88
89 VG_STATIC int menu_settings_if( struct menu_btn_userdata ud )
90 {
91 if( game_menu.page & k_menu_page_settings ){
92 int *ptr = ud.ptr_generic;
93 return *ptr;
94 }
95 else
96 return 0;
97 }
98
99 VG_STATIC int menu_vis( struct menu_btn_userdata ud )
100 {
101 if( ud.i & game_menu.page )
102 return 1;
103 else
104 return 0;
105 }
106
107 VG_STATIC int menu_controller( struct menu_btn_userdata ud )
108 {
109 if( (game_menu.page & (k_menu_page_main|k_menu_page_settings))
110 && (ud.i == menu_display_controller) )
111 return 1;
112 return 0;
113 }
114
115 VG_STATIC int menu_controller_inf( struct menu_btn_userdata ud )
116 {
117 if( (game_menu.page & k_menu_page_settings)
118 && (ud.i == menu_display_controller) )
119 return 1;
120 return 0;
121 }
122
123 struct menu_button
124 {
125 const char *name;
126
127 int (*fn_visibility)( struct menu_btn_userdata ud );
128 struct menu_btn_userdata user;
129
130 void (*fn_press)( int event );
131
132 const char *ll,
133 *lu,
134 *lr,
135 *ld;
136
137 mdl_mesh *mesh;
138 float falpha, fsize;
139 }
140 VG_STATIC menu_buttons[] =
141 {
142 {
143 "text_quit", menu_vis, {.i=k_menu_page_main|k_menu_page_quit},
144 .fn_press = menu_btn_quit,
145 .ld="text_reset", .lr="text_settings", /*.ll="text_map"*/
146 },
147 {
148 "text_quitty", menu_vis, {.i=k_menu_page_quit}
149 },
150 {
151 "text_yes", menu_vis, {.i=k_menu_page_quit},
152 .fn_press = menu_btn_fuckoff
153 },
154 {
155 "text_reset", menu_vis, {.i=k_menu_page_main},
156 .fn_press = menu_btn_reset,
157 .lu="text_quit", .ld="text_skater", /*.ll="text_map",*/ .lr="text_settings"
158 },
159 {
160 "text_skater", menu_vis, {.i=k_menu_page_main|k_menu_page_skater},
161 .fn_press = menu_btn_skater,
162 .lu="text_reset", /*.ll="text_map",*/ .lr="text_settings"
163 },
164 /*
165 {
166 "text_map", menu_vis, {.i=k_menu_page_main},
167 .fn_press = menu_btn_map,
168 .lr="text_reset"
169 },
170 */
171 {
172 "text_settings", menu_vis, {.i=k_menu_page_main|k_menu_page_settings},
173 .fn_press = menu_btn_settings,
174 .ll="text_reset"
175 },
176 {
177 "skater_left", menu_vis, {k_menu_page_skater}
178 },
179 {
180 "skater_right", menu_vis, {k_menu_page_skater}
181 },
182
183 {
184 "fov_slider", menu_vis, {k_menu_page_settings},
185 .ld="text_invert_y"
186 },
187 { "fov_info", menu_vis, {k_menu_page_settings} },
188
189 {
190 "vol_slider", menu_vis, {k_menu_page_settings},
191 .lu="text_blur"
192 },
193 { "vol_info", menu_vis, {k_menu_page_settings} },
194
195 {
196 "text_invert_y", menu_vis, {k_menu_page_settings},
197 .fn_press = menu_btn_invert_y,
198 .lu = "fov_slider", .ld="text_blur"
199 },
200 {
201 "text_invert_y_check", menu_settings_if, {.ptr_generic=&cl_invert_y}
202 },
203 {
204 "text_blur", menu_vis, {k_menu_page_settings},
205 .fn_press = menu_btn_blur,
206 .lu="text_invert_y", .ld="vol_slider"
207 },
208 {
209 "text_blur_check", menu_settings_if, {.ptr_generic=&cl_blur}
210 },
211
212 { "ctr_xbox", menu_controller_inf, {k_menu_controller_type_xbox}},
213 { "ctr_xbox_text", menu_controller_inf, {k_menu_controller_type_xbox}},
214 { "ctr_steam", menu_controller_inf, {k_menu_controller_type_steam}},
215 { "ctr_steam_text", menu_controller_inf, {k_menu_controller_type_steam}},
216 { "ctr_deck", menu_controller_inf, {k_menu_controller_type_steam_deck}},
217 { "ctr_deck_text", menu_controller_inf, {k_menu_controller_type_steam_deck}},
218 { "ctr_ps", menu_controller_inf, {k_menu_controller_type_playstation}},
219 { "ctr_ps_text", menu_controller_inf, {k_menu_controller_type_playstation}},
220 { "ctr_kbm", menu_controller_inf, {k_menu_controller_type_keyboard}},
221 { "ctr_kbm_text", menu_controller_inf, {k_menu_controller_type_keyboard}},
222 {
223 "text_paused", menu_vis, {k_menu_page_main}
224 },
225 };
226
227 VG_STATIC int menu_get_loc( const char *loc )
228 {
229 for( int i=0; i<vg_list_size(menu_buttons); i++ )
230 if( !strcmp( menu_buttons[i].name, loc ) )
231 return i;
232
233 assert(0);
234 return 0;
235 }
236
237 VG_STATIC int __respawn( int argc, const char *argv[] );
238 VG_STATIC void menu_btn_reset( int event )
239 {
240 __respawn(0,NULL);
241 cl_menu_go_away = 1;
242 game_menu.page = 0;
243 }
244
245 VG_STATIC void menu_btn_fuckoff( int event )
246 {
247 vg.window_should_close = 1;
248 }
249
250 VG_STATIC void menu_btn_quit( int event )
251 {
252 game_menu.page = k_menu_page_quit;
253 game_menu.loc = menu_get_loc( "text_yes" );
254 }
255
256 VG_STATIC void menu_btn_settings( int event )
257 {
258 game_menu.page = k_menu_page_settings;
259 game_menu.loc = menu_get_loc( "fov_slider" );
260 }
261
262 VG_STATIC void menu_btn_skater( int event )
263 {
264 game_menu.page = k_menu_page_skater;
265 }
266
267 VG_STATIC void menu_btn_blur( int event )
268 {
269 cl_blur ^= 0x1;
270 }
271
272 VG_STATIC void menu_btn_invert_y( int event )
273 {
274 cl_invert_y ^= 0x1;
275 }
276
277 VG_STATIC void menu_btn_map( int event )
278 {
279 game_menu.page = k_menu_page_map;
280 game_menu.map_count = 0;
281 game_menu.selected_map = 0;
282
283 tinydir_dir dir;
284 tinydir_open( &dir, "maps" );
285
286 while( dir.has_next ){
287 tinydir_file file;
288 tinydir_readfile( &dir, &file );
289
290 if( file.is_reg ){
291 struct menu_map_file *mf = &game_menu.maps_list[ game_menu.map_count ];
292
293 vg_strncpy( file.name, mf->name,
294 vg_list_size(game_menu.maps_list[0].name)-1 );
295
296 game_menu.map_count ++;
297 if( game_menu.map_count == vg_list_size(game_menu.maps_list) )
298 break;
299 }
300
301 tinydir_next( &dir );
302 }
303
304 tinydir_close(&dir);
305 }
306
307 VG_STATIC void menu_crap_ui(void)
308 {
309 if( cl_menu && (game_menu.page == k_menu_page_map) ){
310 ui_rect box;
311 box[0] = vg.window_x/2 - 150;
312 box[1] = vg.window_y/2 - 300;
313 box[2] = 300;
314 box[3] = 600;
315
316 ui_fill_rect( box, 0xa0000000 );
317
318 if( game_menu.map_count == 0 ){
319 ui_text( (ui_rect){ vg.window_x/2, box[1]+8, 0,0 }, "No maps found", 1,
320 k_text_align_center );
321 }
322 else{
323 ui_rect_pad( box, 4 );
324 box[3] = 16;
325
326 for( int i=0; i<game_menu.map_count; i++ ){
327 struct menu_map_file *mf = &game_menu.maps_list[ i ];
328
329 ui_fill_rect( box, game_menu.selected_map == i? 0xa0ffffff:
330 0xa0808080 );
331 ui_text( (ui_rect){ vg.window_x/2, box[1]+2, 0,0 },
332 mf->name, 1, k_text_align_center );
333 box[1] += 16+4;
334 }
335 }
336 }
337 }
338
339 VG_STATIC void steam_on_game_overlay( CallbackMsg_t *msg )
340 {
341 GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
342 vg_info( "Steam game overlay activated; pausing\n" );
343
344 if( inf->m_bActive ){
345 cl_menu = 1;
346 game_menu.page = k_menu_page_main;
347 game_menu.loc = menu_get_loc( "text_skater" );
348 }
349 }
350
351 VG_STATIC void menu_init(void)
352 {
353 vg_create_unnamed_input( &input_menu_h, k_input_type_axis );
354 vg_create_unnamed_input( &input_menu_v, k_input_type_axis );
355 vg_create_unnamed_input( &input_menu_back, k_input_type_button );
356 vg_create_unnamed_input( &input_menu_press, k_input_type_button );
357 vg_create_unnamed_input( &input_menu_toggle, k_input_type_button );
358 vg_create_unnamed_input( &input_menu_toggle_kbm, k_input_type_button );
359
360 vg_apply_bind_str( &input_menu_h, "", "gp-ls-h" );
361 vg_apply_bind_str( &input_menu_h, "+", "right" );
362 vg_apply_bind_str( &input_menu_h, "-", "left" );
363 vg_apply_bind_str( &input_menu_v, "", "-gp-ls-v" );
364 vg_apply_bind_str( &input_menu_v, "+", "up" );
365 vg_apply_bind_str( &input_menu_v, "-", "down" );
366 vg_apply_bind_str( &input_menu_press, "", "gp-a" );
367 vg_apply_bind_str( &input_menu_press, "", "\2enter" );
368 vg_apply_bind_str( &input_menu_back, "", "gp-b" );
369 vg_apply_bind_str( &input_menu_back, "", "\2escape" );
370 vg_apply_bind_str( &input_menu_toggle_kbm, "", "\2escape" );
371 vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
372
373 vg_linear_clear( vg_mem.scratch );
374
375 mdl_open( &menu_model, "models/rs_menu.mdl", vg_mem.rtmemory );
376 mdl_load_metadata_block( &menu_model, vg_mem.rtmemory );
377 mdl_load_mesh_block( &menu_model, vg_mem.scratch );
378 mdl_load_array( &menu_model, &menu_markers, "ent_marker", vg_mem.rtmemory );
379 //mdl_invert_uv_coordinates( &menu_model );
380 mdl_close( &menu_model );
381
382 vg_acquire_thread_sync();
383 {
384 mdl_unpack_glmesh( &menu_model, &menu_glmesh );
385 vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
386 }
387 vg_release_thread_sync();
388
389 for( int i=0; i<vg_list_size(menu_buttons); i++ ){
390 struct menu_button *btn = &menu_buttons[i];
391 btn->mesh = mdl_find_mesh( &menu_model, btn->name );
392
393 if( !btn->mesh ){
394 vg_info( "info: %s\n", btn->name );
395 vg_fatal_exit_loop( "Menu programming error" );
396 }
397 }
398
399 menu_mark_fov_max =
400 ent_find_marker( &menu_model, &menu_markers, "fov_slider_max" );
401 menu_mark_fov_min =
402 ent_find_marker( &menu_model, &menu_markers, "fov_slider_min" );
403 menu_mark_vol_max =
404 ent_find_marker( &menu_model, &menu_markers, "vol_slider_max" );
405 menu_mark_vol_min =
406 ent_find_marker( &menu_model, &menu_markers, "vol_slider_min" );
407
408 menu_mesh_fov_slider = mdl_find_mesh( &menu_model, "fov_slider" );
409 menu_mesh_vol_slider = mdl_find_mesh( &menu_model, "vol_slider" );
410
411 shader_model_menu_register();
412
413 #ifdef SR_NETWORKED
414 steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
415 #endif
416 }
417
418 VG_STATIC void menu_run_directional(void)
419 {
420 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
421
422 if( vg_input_button_down( &input_menu_press ) ){
423 if( btn->fn_press ){
424 audio_lock();
425 audio_oneshot( &audio_ui[0], 1.0f, 0.0f );
426 audio_unlock();
427
428 btn->fn_press( 1 );
429 return;
430 }
431 }
432
433 if( menu_input_cooldown <= 0.0f ){
434 v2f dir = { input_menu_h.axis.value,
435 -input_menu_v.axis.value };
436
437 if( v2_length2( dir ) > 0.8f*0.8f ){
438 const char *link = NULL;
439
440 if( fabsf(dir[0]) > fabsf(dir[1]) ){
441 if( dir[0] > 0.0f ) link = btn->lr;
442 else link = btn->ll;
443 }
444 else{
445 if( dir[1] > 0.0f ) link = btn->ld;
446 else link = btn->lu;
447 }
448
449 if( link ){
450 game_menu.loc = menu_get_loc( link );
451 menu_input_cooldown = 0.25f;
452 }
453 }
454 }
455 }
456
457 VG_STATIC int menu_page_should_backout(void)
458 {
459 return vg_input_button_down( &input_menu_back );
460 }
461
462 VG_STATIC void menu_close(void)
463 {
464 cl_menu_go_away = 1;
465 game_menu.page = 0;
466 game_menu.loc = menu_get_loc( "text_skater" );
467 }
468
469 VG_STATIC void menu_page_main(void)
470 {
471 if( menu_page_should_backout() )
472 {
473 menu_close();
474 return;
475 }
476
477 menu_fov_target = 112.0f;
478 menu_run_directional();
479 }
480
481 VG_STATIC void menu_page_map(void)
482 {
483 if( menu_page_should_backout() ){
484 game_menu.page = k_menu_page_main;
485 game_menu.loc = menu_get_loc( "text_map" );
486 }
487
488 if( game_menu.map_count > 0 ){
489 float v = input_menu_v.axis.value;
490 if( (fabsf(v) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
491 audio_lock();
492 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
493 audio_unlock();
494
495 if( v > 0.0f ){
496 game_menu.selected_map --;
497
498 if( game_menu.selected_map < 0 )
499 game_menu.selected_map = game_menu.map_count-1;
500
501 menu_input_cooldown = 0.25f;
502 }
503 else{
504 game_menu.selected_map ++;
505
506 if( game_menu.selected_map >= game_menu.map_count )
507 game_menu.selected_map = 0;
508
509 menu_input_cooldown = 0.25f;
510 }
511 }
512
513 if( vg_input_button_down( &input_menu_press ) ){
514 #if 0
515 /* load map */
516 char temp[256];
517 strcpy( temp, "maps/" );
518 strcat( temp, game_menu.maps_list[game_menu.selected_map].name );
519
520 world_change_world( 1, (const char *[]){ temp } );
521 menu_close();
522 #endif
523 }
524 }
525
526 menu_fov_target = 80.0f;
527 }
528
529 VG_STATIC void menu_page_quit(void)
530 {
531 if( menu_page_should_backout() ){
532 game_menu.page = k_menu_page_main;
533 game_menu.loc = menu_get_loc( "text_quit" );
534 }
535
536 menu_fov_target = 90.0f;
537 menu_run_directional();
538 }
539
540 void temp_update_playermodel(void);
541 VG_STATIC void menu_page_skater(void)
542 {
543 float h = input_menu_h.axis.value;
544 menu_fov_target = 97.0f;
545
546 if( menu_page_should_backout() ){
547 game_menu.page = k_menu_page_main;
548 game_menu.loc = menu_get_loc( "text_skater" );
549 return;
550 }
551
552 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
553 audio_lock();
554 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
555 audio_unlock();
556
557 vg_info( "%f\n", h );
558
559 if( h < 0.0f ){
560 cl_playermdl_id --;
561 if( cl_playermdl_id < 0 )
562 cl_playermdl_id = 2;
563
564 int li = menu_get_loc( "skater_left" );
565
566 menu_buttons[li].fsize = 0.4f;
567 menu_buttons[li].falpha = 1.0f;
568
569 menu_input_cooldown = 0.25f;
570 }
571 else{
572 cl_playermdl_id ++;
573 if( cl_playermdl_id > 2 )
574 cl_playermdl_id = 0;
575
576 int ri = menu_get_loc( "skater_right" );
577
578 menu_buttons[ri].fsize = 0.4f;
579 menu_buttons[ri].falpha = 1.0f;
580
581 menu_input_cooldown = 0.25f;
582 }
583
584 temp_update_playermodel();
585 }
586 }
587
588 VG_STATIC void menu_slider( float *value, int set_value,
589 mdl_mesh *slider, v3f co_min, v3f co_max )
590 {
591 if( set_value ){
592 float h = input_menu_h.axis.value;
593 if( fabsf(h) > 0.04f )
594 *value += h * vg.frame_delta;
595 *value = vg_clampf( *value, 0.0f, 1.0f );
596 }
597
598 v3_lerp( co_min, co_max, *value, slider->transform.co );
599 }
600
601 VG_STATIC void menu_page_settings(void)
602 {
603 menu_run_directional();
604
605 int fov_select = game_menu.loc == menu_get_loc( "fov_slider" );
606 menu_slider( &cl_fov, fov_select,
607 menu_mesh_fov_slider, menu_mark_fov_min->transform.co,
608 menu_mark_fov_max->transform.co );
609
610 if( fov_select )
611 menu_fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov ) * 0.8f;
612
613 menu_slider( &vg_audio.external_global_volume,
614 (game_menu.loc == menu_get_loc( "vol_slider" )),
615 menu_mesh_vol_slider, menu_mark_vol_min->transform.co,
616 menu_mark_vol_max->transform.co );
617
618 if( menu_page_should_backout() ){
619 game_menu.page = k_menu_page_main;
620 game_menu.loc = menu_get_loc( "text_settings" );
621 return;
622 }
623 }
624
625 player_instance *tmp_localplayer(void);
626
627 VG_STATIC void menu_update(void)
628 {
629 vg_input_update( 1, &input_menu_h );
630 vg_input_update( 1, &input_menu_v );
631 vg_input_update( 1, &input_menu_back );
632 vg_input_update( 1, &input_menu_press );
633 vg_input_update( 1, &input_menu_toggle );
634 vg_input_update( 1, &input_menu_toggle_kbm );
635
636 int toggle_gp = vg_input_button_down( &input_menu_toggle ),
637 toggle_kb = vg_input_button_down( &input_menu_toggle_kbm ),
638 wait_for_a_sec = 0;
639
640 if( toggle_gp || toggle_kb ){
641 if( cl_menu ){
642 if( toggle_gp ){
643 menu_close();
644 }
645 }
646 else{
647 if( toggle_kb )
648 wait_for_a_sec = 1;
649
650 cl_menu = 1;
651 game_menu.page = 1;
652 }
653 }
654
655 if( !wait_for_a_sec && cl_menu ){
656 if( game_menu.page == k_menu_page_main )
657 menu_page_main();
658 else if( game_menu.page == k_menu_page_skater )
659 menu_page_skater();
660 else if( game_menu.page == k_menu_page_quit )
661 menu_page_quit();
662 else if( game_menu.page == k_menu_page_settings )
663 menu_page_settings();
664 else if( game_menu.page == k_menu_page_map )
665 menu_page_map();
666 }
667
668 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
669
670 /* Base */
671 {
672 player_instance *player = tmp_localplayer();
673 struct player_avatar *av = player->playeravatar;
674
675 v3f center_rough;
676 if( player->subsystem == k_player_subsystem_dead ){
677 m4x3_mulv( av->sk.final_mtx[av->id_hip], (v3f){0.0f,0.9f,0.0f},
678 center_rough );
679 }
680 else{
681 m4x3_mulv( av->sk.final_mtx[av->id_head], (v3f){0.0f,1.5f,0.0f},
682 center_rough );
683 }
684
685 v3f cam_offset;
686 float cam_rot;
687 if( player->subsystem == k_player_subsystem_walk ){
688 v3_muls( player->rb.to_world[2], 1.0f, cam_offset );
689 cam_rot = 0.0f;
690 }
691 else{
692 v3_muls( player->rb.to_world[0], -1.0f, cam_offset );
693 cam_rot = -VG_PIf*0.5f;
694 }
695
696
697 v3f lookdir;
698 m3x3_mulv( player->invbasis, cam_offset, lookdir );
699 lookdir[1] = 0.0f;
700 v3_normalize( lookdir );
701
702 m3x3_mulv( player->basis, lookdir, cam_offset );
703 v3_muladds( center_rough, cam_offset, 2.0f, menu_camera_pos );
704
705 menu_camera_angles[1] = 0.0f;
706 menu_camera_angles[0] = -atan2f( lookdir[0], lookdir[2] );
707
708 /* setup model matrix */
709 v4f qmenu_mdl;
710 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -menu_camera_angles[0] );
711 q_m3x3( qmenu_mdl, menu_mdl_mtx );
712 v3_add( center_rough, (v3f){0.0f,-0.5f,0.0f}, menu_mdl_mtx[3] );
713 m3x3_mul( player->basis, menu_mdl_mtx, menu_mdl_mtx );
714
715 menu_smooth_fov = vg_lerpf( menu_smooth_fov, menu_fov_target,
716 vg.frame_delta * 8.2f );
717 }
718
719 /* Extra */
720 {
721 v3f delta;
722 v3_sub( btn->mesh->transform.co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
723 v3_normalize( delta );
724
725 float y = atan2f( delta[0], delta[2] ),
726 p = -sinf(delta[1]),
727 dt = vg.frame_delta;
728
729 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
730 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
731
732 v2_muladds( menu_camera_angles, menu_extra_angles, 0.8f,
733 menu_camera_angles );
734 menu_camera_angles[0] = fmodf( menu_camera_angles[0], VG_TAUf );
735 }
736
737 float dt = vg.frame_delta * 6.0f;
738 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
739
740 if( menu_opacity <= 0.01f ){
741 cl_menu = 0;
742 cl_menu_go_away = 0;
743 }
744
745 vg.time_rate = 1.0-(double)menu_opacity;
746
747 if( cl_menu ){
748 menu_input_cooldown -= vg.frame_delta;
749 }
750 }
751
752 /* https://iquilezles.org/articles/functions/ */
753 float expSustainedImpulse( float x, float f, float k )
754 {
755 float s = fmaxf(x-f,0.0f);
756 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
757 }
758
759 VG_STATIC void menu_render_bg(void)
760 {
761 glEnable(GL_BLEND);
762 glDisable(GL_DEPTH_TEST);
763 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
764 glBlendEquation(GL_FUNC_ADD);
765
766 shader_blitcolour_use();
767 shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
768 render_fsquad();
769 }
770
771 VG_STATIC void menu_render_fg( camera *cam )
772 {
773 glEnable( GL_DEPTH_TEST );
774 glDisable( GL_BLEND );
775
776 m4x3f mtx;
777
778 shader_model_menu_use();
779 shader_model_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
780 shader_model_menu_uTexMain( 1 );
781 vg_tex2d_bind( &tex_menu, 1 );
782
783 shader_model_menu_uPv( cam->mtx.pv );
784 shader_model_menu_uPvmPrev( cam->mtx_prev.pv );
785 mesh_bind( &menu_glmesh );
786
787 for( int i=0; i<vg_list_size(menu_buttons); i++ ){
788 struct menu_button *btn = &menu_buttons[i];
789 float talpha = i==game_menu.loc? 1.0f: 0.0f,
790 tsize0 = btn->fn_visibility( btn->user )? 1.0f: 0.0f,
791 tsize1 = i==game_menu.loc? 0.07f: 0.0f,
792 tsize = tsize0+tsize1;
793
794 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
795 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 7.0f );
796
797 /* Colour */
798 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
799 vnormal = {1.0f,1.0f,1.0f, 1.0f},
800 vcurrent;
801
802 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
803 shader_model_menu_uColour( vcurrent );
804
805 /* Create matrix */
806 m4x3f mtx_size;
807 mdl_transform_m4x3( &btn->mesh->transform, mtx );
808 m4x3_mul( menu_mdl_mtx, mtx, mtx );
809 m4x3_identity( mtx_size );
810 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
811 m4x3_mul( mtx, mtx_size, mtx );
812 shader_model_menu_uMdl( mtx );
813
814 for( int j=0; j<btn->mesh->submesh_count; j++ ){
815 mdl_submesh *sm =
816 mdl_arritm( &menu_model.submeshs, btn->mesh->submesh_start+j );
817 mdl_draw_submesh( sm );
818 }
819 }
820
821 /*
822 for( int i=0; i<menu_model->node_count; i++ )
823 {
824 mdl_node *pnode = mdl_node_from_id( menu_model, i );
825
826 for( int j=0; j<pnode->submesh_count; j++ )
827 {
828 mdl_submesh *sm =
829 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
830
831 mdl_node_transform( pnode, mtx );
832 m4x3_mul( menu_mdl_mtx, mtx, mtx );
833 shader_menu_uMdl( mtx );
834
835 mdl_draw_submesh( sm );
836 }
837 }
838 */
839 }
840
841 #endif /* MENU_H */