fov slider input maps menu stuff
[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/vg_steam_friends.h"
11
12 #define CUTE_FILES_IMPLEMENTATION
13 #include "vg/dep/randygaul/cute_files.h"
14
15 VG_STATIC mdl_context menu_model;
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 VG_STATIC v2f menu_extra_angles;
22
23 VG_STATIC int cl_menu = 0,
24 cl_menu_go_away = 0;
25
26 VG_STATIC int menu_enabled(void){ return cl_menu; }
27
28 VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
29
30 vg_tex2d tex_menu = { .path = "textures/menu.qoi",.flags = VG_TEXTURE_NEAREST };
31
32 VG_STATIC struct input_binding input_menu_h,
33 input_menu_v,
34 input_menu_press,
35 input_menu_back,
36 input_menu_toggle,
37 input_menu_toggle_kbm;
38
39 VG_STATIC void menu_btn_quit( int event );
40 VG_STATIC void menu_btn_skater( int event );
41 VG_STATIC void menu_btn_fuckoff( int event );
42 VG_STATIC void menu_btn_reset( int event );
43 VG_STATIC void menu_btn_map( int event );
44 VG_STATIC void menu_btn_settings( int event );
45
46 VG_STATIC mdl_node *menu_pnode_fov_slider,
47 *menu_pnode_fov_min,
48 *menu_pnode_fov_max;
49
50 struct
51 {
52 /* state */
53 int loc;
54 u32 page;
55
56 /* map browser */
57 struct menu_map_file
58 {
59 char name[ 64 ];
60 }
61 maps_list[ 16 ];
62
63 int selected_map,
64 map_count;
65 }
66 VG_STATIC game_menu;
67
68 enum menu_page
69 {
70 k_menu_page_main = 0x1,
71 k_menu_page_skater = 0x2,
72 k_menu_page_quit = 0x4,
73 k_menu_page_settings = 0x8,
74 k_menu_page_map = 0x10
75 };
76
77 VG_STATIC int menu_vis( int group_mask )
78 {
79 if( group_mask & game_menu.page )
80 return 1;
81 else
82 return 0;
83 }
84
85 VG_STATIC int menu_controller( int ctr )
86 {
87 if( (game_menu.page & (k_menu_page_main|k_menu_page_settings))
88 && (ctr == menu_display_controller) )
89 return 1;
90 return 0;
91 }
92
93 VG_STATIC int menu_controller_inf( int ctr )
94 {
95 if( (game_menu.page & k_menu_page_settings) && (ctr == menu_display_controller) )
96 return 1;
97 return 0;
98 }
99
100 struct menu_button
101 {
102 const char *name;
103
104 int (*fn_visibility)( int user );
105 int user;
106
107 void (*fn_press)( int event );
108
109 const char *ll,
110 *lu,
111 *lr,
112 *ld;
113
114 mdl_node *pnode;
115 float falpha, fsize;
116 }
117 VG_STATIC menu_buttons[] =
118 {
119 {
120 "text_quit", menu_vis, k_menu_page_main|k_menu_page_quit,
121 .fn_press = menu_btn_quit,
122 .ld="text_reset", .lr="text_settings", .ll="text_map"
123 },
124 {
125 "text_quitty", menu_vis, k_menu_page_quit
126 },
127 {
128 "text_yes", menu_vis, k_menu_page_quit,
129 .fn_press = menu_btn_fuckoff
130 },
131 {
132 "text_reset", menu_vis, k_menu_page_main,
133 .fn_press = menu_btn_reset,
134 .lu="text_quit", .ld="text_skater", .ll="text_map", .lr="text_settings"
135 },
136 {
137 "text_skater", menu_vis, k_menu_page_main|k_menu_page_skater,
138 .fn_press = menu_btn_skater,
139 .lu="text_reset", .ll="text_map", .lr="text_settings"
140 },
141 {
142 "text_map", menu_vis, k_menu_page_main,
143 .fn_press = menu_btn_map,
144 .lr="text_skater"
145 },
146 {
147 "text_settings", menu_vis, k_menu_page_main|k_menu_page_settings,
148 .fn_press = menu_btn_settings,
149 .ll="text_skater"
150 },
151 {
152 "skater_left", menu_vis, k_menu_page_skater
153 },
154 {
155 "skater_right", menu_vis, k_menu_page_skater
156 },
157
158 { "fov_slider", menu_vis, k_menu_page_settings },
159 { "fov_info", menu_vis, k_menu_page_settings },
160
161 { "ctr_xbox", menu_controller_inf, k_menu_controller_type_xbox, },
162 { "ctr_xbox_text", menu_controller_inf, k_menu_controller_type_xbox },
163 { "ctr_steam", menu_controller_inf, k_menu_controller_type_steam },
164 { "ctr_steam_text", menu_controller_inf, k_menu_controller_type_steam },
165 { "ctr_deck", menu_controller_inf, k_menu_controller_type_steam_deck },
166 { "ctr_deck_text", menu_controller_inf, k_menu_controller_type_steam_deck },
167 { "ctr_ps", menu_controller_inf, k_menu_controller_type_playstation },
168 { "ctr_ps_text", menu_controller_inf, k_menu_controller_type_playstation },
169 { "ctr_kbm", menu_controller_inf, k_menu_controller_type_keyboard },
170 { "ctr_kbm_text", menu_controller_inf, k_menu_controller_type_keyboard },
171 {
172 "text_paused", menu_vis, k_menu_page_main
173 },
174 };
175
176 VG_STATIC int menu_get_loc( const char *loc )
177 {
178 for( int i=0; i<vg_list_size(menu_buttons); i++ )
179 if( !strcmp( menu_buttons[i].name, loc ) )
180 return i;
181
182 assert(0);
183 return 0;
184 }
185
186 VG_STATIC void menu_btn_reset( int event )
187 {
188 reset_player(0,NULL);
189 world_routes_clear();
190
191 cl_menu_go_away = 1;
192 game_menu.page = 0;
193 }
194
195 VG_STATIC void menu_btn_fuckoff( int event )
196 {
197 glfwSetWindowShouldClose( vg.window, 1 );
198 }
199
200 VG_STATIC void menu_btn_quit( int event )
201 {
202 game_menu.page = k_menu_page_quit;
203 game_menu.loc = menu_get_loc( "text_yes" );
204 }
205
206 VG_STATIC void menu_btn_settings( int event )
207 {
208 game_menu.page = k_menu_page_settings;
209 game_menu.loc = menu_get_loc( "fov_slider" );
210 }
211
212 VG_STATIC void menu_btn_skater( int event )
213 {
214 game_menu.page = k_menu_page_skater;
215 }
216
217 VG_STATIC void menu_btn_map( int event )
218 {
219 game_menu.page = k_menu_page_map;
220 game_menu.map_count = 0;
221 game_menu.selected_map = 0;
222
223 cf_dir_t dir;
224 cf_dir_open( &dir, "maps" );
225
226 while( dir.has_next )
227 {
228 cf_file_t file;
229 cf_read_file( &dir, &file );
230
231 if( file.is_reg )
232 {
233 struct menu_map_file *mf = &game_menu.maps_list[ game_menu.map_count ];
234
235 vg_strncpy( file.name, mf->name,
236 vg_list_size(game_menu.maps_list[0].name)-1 );
237
238 game_menu.map_count ++;
239 if( game_menu.map_count == vg_list_size(game_menu.maps_list) )
240 break;
241 }
242
243 cf_dir_next( &dir );
244 }
245
246 cf_dir_close(&dir);
247 }
248
249 VG_STATIC void menu_crap_ui(void)
250 {
251 if( cl_menu && (game_menu.page == k_menu_page_map) )
252 {
253 ui_rect box;
254 box[0] = vg.window_x/2 - 150;
255 box[1] = vg.window_y/2 - 300;
256 box[2] = 300;
257 box[3] = 600;
258
259 ui_fill_rect( box, 0xa0000000 );
260
261 if( game_menu.map_count == 0 )
262 {
263 ui_text( (ui_rect){ vg.window_x/2, box[1]+8, 0,0 }, "No maps found", 1,
264 k_text_align_center );
265 }
266 else
267 {
268 ui_rect_pad( box, 4 );
269 box[3] = 16;
270
271 for( int i=0; i<game_menu.map_count; i++ )
272 {
273 struct menu_map_file *mf = &game_menu.maps_list[ i ];
274
275 ui_fill_rect( box, game_menu.selected_map == i? 0xa0ffffff:
276 0xa0808080 );
277 ui_text( (ui_rect){ vg.window_x/2, box[1]+2, 0,0 },
278 mf->name, 1, k_text_align_center );
279 box[1] += 16+4;
280 }
281 }
282 }
283 }
284
285 VG_STATIC void steam_on_game_overlay( CallbackMsg_t *msg )
286 {
287 GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
288 vg_info( "Steam game overlay activated; pausing\n" );
289
290 if( inf->m_bActive )
291 {
292 cl_menu = 1;
293 game_menu.page = k_menu_page_main;
294 game_menu.loc = menu_get_loc( "text_skater" );
295 }
296 }
297
298 VG_STATIC void menu_init(void)
299 {
300 vg_create_unnamed_input( &input_menu_h, k_input_type_axis );
301 vg_create_unnamed_input( &input_menu_v, k_input_type_axis );
302 vg_create_unnamed_input( &input_menu_back, k_input_type_button );
303 vg_create_unnamed_input( &input_menu_press, k_input_type_button );
304 vg_create_unnamed_input( &input_menu_toggle, k_input_type_button );
305 vg_create_unnamed_input( &input_menu_toggle_kbm, k_input_type_button );
306
307 vg_apply_bind_str( &input_menu_h, "", "gp-ls-h" );
308 vg_apply_bind_str( &input_menu_h, "+", "right" );
309 vg_apply_bind_str( &input_menu_h, "-", "left" );
310 vg_apply_bind_str( &input_menu_v, "", "-gp-ls-v" );
311 vg_apply_bind_str( &input_menu_v, "+", "up" );
312 vg_apply_bind_str( &input_menu_v, "-", "down" );
313 vg_apply_bind_str( &input_menu_press, "", "gp-a" );
314 vg_apply_bind_str( &input_menu_press, "", "\2enter" );
315 vg_apply_bind_str( &input_menu_back, "", "gp-b" );
316 vg_apply_bind_str( &input_menu_back, "", "\2escape" );
317 vg_apply_bind_str( &input_menu_toggle_kbm, "", "\2escape" );
318 vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
319
320 vg_linear_clear( vg_mem.scratch );
321
322 mdl_open( &menu_model, "models/rs_menu.mdl" );
323 mdl_load_metadata( &menu_model, vg_mem.rtmemory );
324 mdl_load_mesh_data( &menu_model, vg_mem.scratch );
325 mdl_invert_uv_coordinates( &menu_model );
326 mdl_close( &menu_model );
327
328 vg_acquire_thread_sync();
329 {
330 mdl_unpack_glmesh( &menu_model, &menu_glmesh );
331 vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
332 }
333 vg_release_thread_sync();
334
335 for( int i=0; i<vg_list_size(menu_buttons); i++ )
336 {
337 struct menu_button *btn = &menu_buttons[i];
338 btn->pnode = mdl_node_from_name( &menu_model, btn->name );
339
340 if( !btn->pnode )
341 vg_fatal_exit_loop( "Menu programming error" );
342 }
343
344 menu_pnode_fov_max = mdl_node_from_name( &menu_model, "fov_slider_max" );
345 menu_pnode_fov_min = mdl_node_from_name( &menu_model, "fov_slider_min" );
346 menu_pnode_fov_slider = mdl_node_from_name( &menu_model, "fov_slider" );
347
348 shader_menu_register();
349
350 #ifdef SR_NETWORKED
351 steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
352 #endif
353 }
354
355 VG_STATIC void menu_run_directional(void)
356 {
357 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
358
359 if( vg_input_button_down( &input_menu_press ) )
360 {
361 if( btn->fn_press )
362 {
363 audio_lock();
364 audio_play_oneshot( &audio_ui[0], 1.0f );
365 audio_unlock();
366
367 btn->fn_press( 1 );
368 return;
369 }
370 }
371
372 if( menu_input_cooldown <= 0.0f )
373 {
374 v2f dir = { input_menu_h.axis.value,
375 -input_menu_v.axis.value };
376
377 if( v2_length2( dir ) > 0.8f*0.8f )
378 {
379 const char *link = NULL;
380
381 if( fabsf(dir[0]) > fabsf(dir[1]) )
382 {
383 if( dir[0] > 0.0f ) link = btn->lr;
384 else link = btn->ll;
385 }
386 else
387 {
388 if( dir[1] > 0.0f ) link = btn->ld;
389 else link = btn->lu;
390 }
391
392 if( link )
393 {
394 game_menu.loc = menu_get_loc( link );
395 menu_input_cooldown = 0.25f;
396 }
397 }
398 }
399 }
400
401 VG_STATIC int menu_page_should_backout(void)
402 {
403 return vg_input_button_down( &input_menu_back );
404 }
405
406 VG_STATIC void menu_close(void)
407 {
408 cl_menu_go_away = 1;
409 game_menu.page = 0;
410 game_menu.loc = menu_get_loc( "text_skater" );
411 }
412
413 VG_STATIC void menu_page_main(void)
414 {
415 if( menu_page_should_backout() )
416 {
417 menu_close();
418 return;
419 }
420
421 menu_fov_target = 112.0f;
422 menu_run_directional();
423 }
424
425 VG_STATIC void menu_page_map(void)
426 {
427 if( menu_page_should_backout() )
428 {
429 game_menu.page = k_menu_page_main;
430 game_menu.loc = menu_get_loc( "text_map" );
431 }
432
433 if( game_menu.map_count > 0 )
434 {
435 float v = input_menu_v.axis.value;
436 if( (fabsf(v) > 0.7f) && (menu_input_cooldown <= 0.0f) )
437 {
438 audio_lock();
439 audio_play_oneshot( &audio_rewind[4], 1.0f );
440 audio_unlock();
441
442 if( v < 0.0f )
443 {
444 game_menu.selected_map --;
445
446 if( game_menu.selected_map < 0 )
447 game_menu.selected_map = game_menu.map_count-1;
448
449 menu_input_cooldown = 0.25f;
450 }
451 else
452 {
453 game_menu.selected_map ++;
454
455 if( game_menu.selected_map >= game_menu.map_count )
456 game_menu.selected_map = 0;
457
458 menu_input_cooldown = 0.25f;
459 }
460 }
461
462 if( vg_input_button_down( &input_menu_press ) )
463 {
464 /* load map */
465 char temp[256];
466 strcpy( temp, "maps/" );
467 strcat( temp, game_menu.maps_list[game_menu.selected_map].name );
468
469 world_change_world( 1, (const char *[]){ temp } );
470 menu_close();
471 }
472 }
473
474 menu_fov_target = 80.0f;
475 }
476
477 VG_STATIC void menu_page_quit(void)
478 {
479 if( menu_page_should_backout() )
480 {
481 game_menu.page = k_menu_page_main;
482 game_menu.loc = menu_get_loc( "text_quit" );
483 }
484
485 menu_fov_target = 90.0f;
486 menu_run_directional();
487 }
488
489 VG_STATIC void menu_page_skater(void)
490 {
491 float h = input_menu_h.axis.value;
492 menu_fov_target = 97.0f;
493
494 if( menu_page_should_backout() )
495 {
496 game_menu.page = k_menu_page_main;
497 game_menu.loc = menu_get_loc( "text_skater" );
498 return;
499 }
500
501 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
502 {
503 audio_lock();
504 audio_play_oneshot( &audio_rewind[4], 1.0f );
505 audio_unlock();
506
507 if( h < 0.0f )
508 {
509 cl_playermdl_id --;
510 if( cl_playermdl_id < 0 )
511 cl_playermdl_id = 2;
512
513 int li = menu_get_loc( "skater_left" );
514
515 menu_buttons[li].fsize = 0.4f;
516 menu_buttons[li].falpha = 1.0f;
517
518 menu_input_cooldown = 0.25f;
519 }
520 else
521 {
522 cl_playermdl_id ++;
523 if( cl_playermdl_id > 2 )
524 cl_playermdl_id = 0;
525
526 int ri = menu_get_loc( "skater_left" );
527
528 menu_buttons[ri].fsize = 0.4f;
529 menu_buttons[ri].falpha = 1.0f;
530
531 menu_input_cooldown = 0.25f;
532 }
533 }
534 }
535
536 VG_STATIC void menu_page_settings(void)
537 {
538 float h = input_menu_h.axis.value;
539 if( fabsf(h) > 0.04f )
540 g_fov_option += h * vg.frame_delta;
541 g_fov_option = vg_clampf( g_fov_option, 0.0f, 1.0f );
542
543 v3_lerp( menu_pnode_fov_min->co, menu_pnode_fov_max->co, g_fov_option,
544 menu_pnode_fov_slider->co );
545
546 menu_fov_target = vg_lerpf( 97.0f, 135.0f, g_fov_option ) * 0.8f;
547
548 if( menu_page_should_backout() )
549 {
550 game_menu.page = k_menu_page_main;
551 game_menu.loc = menu_get_loc( "text_settings" );
552 return;
553 }
554 }
555
556 VG_STATIC void menu_update(void)
557 {
558 vg_input_update( 1, &input_menu_h );
559 vg_input_update( 1, &input_menu_v );
560 vg_input_update( 1, &input_menu_back );
561 vg_input_update( 1, &input_menu_press );
562 vg_input_update( 1, &input_menu_toggle );
563 vg_input_update( 1, &input_menu_toggle_kbm );
564
565 int toggle_gp = vg_input_button_down( &input_menu_toggle ),
566 toggle_kb = vg_input_button_down( &input_menu_toggle_kbm ),
567 wait_for_a_sec = 0;
568
569 if( toggle_gp || toggle_kb )
570 {
571 if( cl_menu )
572 {
573 if( toggle_gp )
574 {
575 menu_close();
576 }
577 }
578 else
579 {
580 if( toggle_kb )
581 wait_for_a_sec = 1;
582
583 cl_menu = 1;
584 game_menu.page = 1;
585 }
586 }
587
588 if( !wait_for_a_sec && cl_menu )
589 {
590 if( game_menu.page == k_menu_page_main )
591 menu_page_main();
592 else if( game_menu.page == k_menu_page_skater )
593 menu_page_skater();
594 else if( game_menu.page == k_menu_page_quit )
595 menu_page_quit();
596 else if( game_menu.page == k_menu_page_settings )
597 menu_page_settings();
598 else if( game_menu.page == k_menu_page_map )
599 menu_page_map();
600 }
601
602 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
603
604 v3f pos;
605 v2f angles;
606
607 /* Base */
608 {
609 v3f lookdir;
610 v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
611 m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
612
613 lookdir[1] = 0.0f;
614 v3_normalize( lookdir );
615
616 v3f center_rough;
617
618 if( player.is_dead )
619 {
620 v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
621 }
622 else
623 {
624 v3_add( player.camera_pos, player.visual_transform[3], center_rough );
625 v3_muls( center_rough, 0.5f, center_rough );
626 }
627
628 v3_muladds( center_rough, lookdir, 1.5f, pos );
629 v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
630
631 angles[1] = 0.0f;
632 angles[0] = -atan2f( lookdir[0], lookdir[2] );
633
634 /* setup model matrix */
635 v4f qmenu_mdl;
636 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
637
638 q_m3x3( qmenu_mdl, menu_mdl_mtx );
639 v3_copy( center_rough, menu_mdl_mtx[3] );
640 }
641
642 /* Extra */
643 {
644 v3f delta;
645 v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
646 v3_normalize( delta );
647
648 float y = atan2f( delta[0], delta[2] ),
649 p = -sinf(delta[1]),
650 dt = vg.frame_delta;
651
652 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
653 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
654
655 v2_muladds( angles, menu_extra_angles, 0.8f, angles );
656 angles[0] = fmodf( angles[0], VG_TAUf );
657 }
658
659 /* Update camera */
660 {
661 camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
662 camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
663 v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
664 camera_update();
665 }
666
667 float dt = vg.frame_delta * 6.0f;
668 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
669
670 if( menu_opacity <= 0.01f )
671 {
672 cl_menu = 0;
673 cl_menu_go_away = 0;
674 }
675
676 vg.time_rate = 1.0-(double)menu_opacity;
677
678 if( cl_menu )
679 {
680 menu_input_cooldown -= vg.frame_delta;
681 }
682 }
683
684 /* https://iquilezles.org/articles/functions/ */
685 float expSustainedImpulse( float x, float f, float k )
686 {
687 float s = fmaxf(x-f,0.0f);
688 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
689 }
690
691 VG_STATIC void menu_render( m4x4f projection )
692 {
693 glEnable(GL_BLEND);
694 glDisable(GL_DEPTH_TEST);
695 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
696 glBlendEquation(GL_FUNC_ADD);
697
698 shader_fscolour_use();
699 shader_fscolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
700 render_fsquad();
701
702 glEnable( GL_DEPTH_TEST );
703 glDisable( GL_BLEND );
704
705 m4x3f mtx;
706
707 shader_menu_use();
708 shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
709 shader_menu_uTexMain( 1 );
710 vg_tex2d_bind( &tex_menu, 1 );
711
712 shader_menu_uPv( projection );
713 mesh_bind( &menu_glmesh );
714
715 for( int i=0; i<vg_list_size(menu_buttons); i++ )
716 {
717 struct menu_button *btn = &menu_buttons[i];
718 float talpha = i==game_menu.loc? 1.0f: 0.0f,
719 tsize0 = btn->fn_visibility( btn->user )? 1.0f: 0.0f,
720 tsize1 = i==game_menu.loc? 0.07f: 0.0f,
721 tsize = tsize0+tsize1;
722
723 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
724 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
725
726 /* Colour */
727 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
728 vnormal = {1.0f,1.0f,1.0f, 1.0f},
729 vcurrent;
730
731 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
732 shader_menu_uColour( vcurrent );
733
734 /* Create matrix */
735 m4x3f mtx_size;
736 mdl_node_transform( btn->pnode, mtx );
737 m4x3_mul( menu_mdl_mtx, mtx, mtx );
738 m4x3_identity( mtx_size );
739 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
740 m4x3_mul( mtx, mtx_size, mtx );
741 shader_menu_uMdl( mtx );
742
743 for( int j=0; j<btn->pnode->submesh_count; j++ )
744 {
745 mdl_submesh *sm =
746 &menu_model.submesh_buffer[ btn->pnode->submesh_start+j ];
747 mdl_draw_submesh( sm );
748 }
749 }
750
751 /*
752 for( int i=0; i<menu_model->node_count; i++ )
753 {
754 mdl_node *pnode = mdl_node_from_id( menu_model, i );
755
756 for( int j=0; j<pnode->submesh_count; j++ )
757 {
758 mdl_submesh *sm =
759 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
760
761 mdl_node_transform( pnode, mtx );
762 m4x3_mul( menu_mdl_mtx, mtx, mtx );
763 shader_menu_uMdl( mtx );
764
765 mdl_draw_submesh( sm );
766 }
767 }
768 */
769 }
770
771 #endif /* MENU_H */