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