render fix, menu
[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 #include "shaders/model_menu.h"
10
11 #define MENU_STACK_SIZE 8
12
13 struct {
14 int active;
15 f32 factive;
16 int disable_open;
17
18 u32 page, /* current page index */
19 page_stack[ MENU_STACK_SIZE ],
20 page_depth;
21 ent_menuitem *loc;
22 ent_camera *cam;
23 camera view;
24
25 mdl_context model;
26 GLuint texture;
27 glmesh mesh;
28
29 mdl_array_ptr items, markers, cameras;
30 }
31 static menu;
32
33 static void menu_init(void)
34 {
35 void *alloc = vg_mem.rtmemory;
36
37 mdl_open( &menu.model, "models/rs_menu.mdl", alloc );
38 mdl_load_metadata_block( &menu.model, alloc );
39
40 vg_linear_clear( vg_mem.scratch );
41
42 mdl_load_array( &menu.model, &menu.items, "ent_menuitem", alloc );
43 mdl_load_array( &menu.model, &menu.markers, "ent_marker", alloc );
44 mdl_load_array( &menu.model, &menu.cameras, "ent_camera", alloc );
45
46 vg_linear_clear( vg_mem.scratch );
47
48 if( !mdl_arrcount( &menu.model.textures ) )
49 vg_fatal_error( "No texture in menu file" );
50
51 mdl_texture *tex0 = mdl_arritm( &menu.model.textures, 0 );
52 void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
53 mdl_fread_pack_file( &menu.model, &tex0->file, data );
54
55 mdl_async_load_glmesh( &menu.model, &menu.mesh );
56 vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
57 VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
58 &menu.texture );
59
60 mdl_close( &menu.model );
61 shader_model_menu_register();
62 }
63
64 static void menu_open_page( const char *name )
65 {
66 vg_info( "Try to open %s\n", name );
67
68 u32 hash = vg_strdjb2( name );
69 for( u32 i=0; i<mdl_arrcount(&menu.items); i++ ){
70 ent_menuitem *item = mdl_arritm( &menu.items, i );
71
72 if( item->type == k_ent_menuitem_type_page ){
73 if( mdl_pstreq( &menu.model, item->page.pstr_name, name, hash ) ){
74 menu.page = __builtin_ctz( item->groups );
75 vg_info( "menu page: %u\n", menu.page );
76
77 if( item->page.id_entrypoint ){
78 u32 id = mdl_entity_id_id( item->page.id_entrypoint );
79 menu.loc = mdl_arritm( &menu.items, id );
80 }
81
82 if( item->page.id_viewpoint ){
83 u32 id = mdl_entity_id_id( item->page.id_viewpoint );
84 menu.cam = mdl_arritm( &menu.cameras, id );
85 }
86
87 menu.page_stack[ menu.page_depth ++ ] = menu.page;
88 return;
89 }
90 }
91 }
92 }
93
94 static void menu_back_page(void)
95 {
96 if( menu.page_depth == 0 ){
97 menu.active = 0;
98 }
99 else{
100 menu.page = menu.page_stack[ -- menu.page_depth ];
101 }
102 }
103
104 static void menu_update(void)
105 {
106 if( button_down( k_srbind_mopen ) ){
107 if( !menu.active && !menu.disable_open ){
108 menu.active = 1;
109 menu_open_page( "Main Menu" );
110 }
111 }
112
113 menu.factive = vg_lerpf( menu.factive, menu.active,
114 vg.time_frame_delta * 6.0f );
115
116 if( menu.factive > 0.01f ){
117
118 }
119
120 if( !menu.active ) return;
121 if( !menu.loc ) return;
122 if( !menu.cam ) return;
123
124 int ml = button_down( k_srbind_mleft ),
125 mr = button_down( k_srbind_mright ),
126 mu = button_down( k_srbind_mup ),
127 md = button_down( k_srbind_mdown ),
128 mh = ml-mr,
129 mv = mu-md,
130 enter = button_down( k_srbind_maccept ),
131 escape = button_down( k_srbind_mback );
132
133 if( escape ){
134 menu_back_page();
135 }
136 else if( enter ){
137 if ( menu.loc->type == k_ent_menuitem_type_event_button ){
138
139 }
140 else if( menu.loc->type == k_ent_menuitem_type_page_button ){
141 menu_open_page( mdl_pstr( &menu.model, menu.loc->button.pstr ) );
142 }
143 else if( menu.loc->type == k_ent_menuitem_type_toggle ){
144
145 }
146 }
147 else if( mh||mv ){
148 v3f opt;
149 v3_zero( opt );
150 f32 best = 0.707f;
151 ent_menuitem *nextpos = NULL;
152
153 opt[0] += mh;
154 opt[2] += mv;
155 mdl_transform_vector( &menu.cam->transform, opt, opt );
156
157 for( u32 i=0; i<4; i++ ){
158 u32 id = menu.loc->id_links[i];
159 if( !id ) continue;
160 u32 index = mdl_entity_id_id( id );
161
162 ent_menuitem *other = mdl_arritm( &menu.items, index );
163 v3f delta;
164 v3_sub( menu.loc->transform.co, other->transform.co, delta );
165 v3_normalize( delta );
166
167 f32 score = v3_dot( delta, opt );
168 if( score > best ){
169 best = score;
170 nextpos = other;
171 }
172 }
173
174 if( nextpos ){
175 menu.loc = nextpos;
176 }
177 }
178 }
179
180 VG_STATIC void menu_render(void)
181 {
182 glEnable(GL_BLEND);
183 glDisable(GL_DEPTH_TEST);
184 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
185 glBlendEquation(GL_FUNC_ADD);
186
187 shader_blitcolour_use();
188 shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu.factive*0.5f } );
189 render_fsquad();
190
191 glEnable( GL_DEPTH_TEST );
192 glDisable( GL_BLEND );
193
194 if( menu.cam ){
195 menu.view.fov = menu.cam->fov;
196 menu.view.farz = 150.0f;
197 menu.view.nearz = 0.01f;
198 v3_copy( menu.cam->transform.co, menu.view.pos );
199
200 v3f v0;
201 mdl_transform_vector( &menu.cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
202 player_vector_angles( menu.view.angles, v0, 1.0f, 0.0f );
203 camera_update_transform( &menu.view );
204 camera_update_view( &menu.view );
205 camera_update_projection( &menu.view );
206 camera_finalize( &menu.view );
207 }
208 else return;
209
210 shader_model_menu_use();
211 shader_model_menu_uTexMain( 1 );
212 glActiveTexture( GL_TEXTURE1 );
213 glBindTexture( GL_TEXTURE_2D, menu.texture );
214 shader_model_menu_uPv( menu.view.mtx.pv );
215 shader_model_menu_uPvmPrev( menu.view.mtx_prev.pv );
216
217 mesh_bind( &menu.mesh );
218
219 for( u32 i=0; i<mdl_arrcount(&menu.items); i++ ){
220 ent_menuitem *item = mdl_arritm( &menu.items, i );
221
222 if( item->type == k_ent_menuitem_type_page ) continue;
223 if( !(item->groups & (0x1 << menu.page)) ) continue;
224
225 if( item == menu.loc ){
226 shader_model_menu_uColour( (v4f){ 0.1f,0.25f,0.9f,1.0f} );
227 }
228 else{
229 shader_model_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
230 }
231
232 m4x3f mmdl;
233 mdl_transform_m4x3( &item->transform, mmdl );
234 shader_model_menu_uMdl( mmdl );
235
236 for( u32 j=0; j<item->submesh_count; j++ ){
237 u32 index = item->submesh_start + j;
238 mdl_draw_submesh( mdl_arritm( &menu.model.submeshs, index ));
239 }
240 }
241 }
242
243 #endif /* MENU_H */
244
245 #if 0
246 #ifndef MENU_H
247 #define MENU_H
248
249 #include "common.h"
250 #include "model.h"
251 #include "world_render.h"
252 #include "player.h"
253 #include "conf.h"
254
255 #include "shaders/model_menu.h"
256 #include "vg_steam_friends.h"
257
258 VG_STATIC mdl_context menu_model;
259 VG_STATIC mdl_array_ptr menu_markers;
260 VG_STATIC glmesh menu_glmesh;
261 VG_STATIC m4x3f menu_mdl_mtx;
262 VG_STATIC float menu_opacity = 0.0f;
263 VG_STATIC float menu_input_cooldown = 0.0f;
264 VG_STATIC float menu_fov_target = 97.0f,
265 menu_smooth_fov = 97.0f;
266 VG_STATIC v2f menu_extra_angles;
267 VG_STATIC v3f menu_camera_pos;
268 VG_STATIC v2f menu_camera_angles;
269
270 VG_STATIC int cl_menu = 0,
271 cl_menu_go_away = 0;
272
273 VG_STATIC int menu_enabled(void){ return cl_menu; }
274
275 VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
276
277 GLuint tex_menu;
278
279 #if 0
280 VG_STATIC struct input_binding input_menu_h,
281 input_menu_v,
282 input_menu_press,
283 input_menu_back,
284 input_menu_toggle,
285 input_menu_toggle_kbm;
286 #endif
287
288 VG_STATIC void menu_btn_quit( int event );
289 VG_STATIC void menu_btn_skater( int event );
290 VG_STATIC void menu_btn_blur( int event );
291 VG_STATIC void menu_btn_fuckoff( int event );
292 VG_STATIC void menu_btn_reset( int event );
293 VG_STATIC void menu_btn_map( int event );
294 VG_STATIC void menu_btn_settings( int event );
295 VG_STATIC void menu_btn_invert_y( int event );
296
297 VG_STATIC mdl_mesh *menu_mesh_fov_slider,
298 *menu_mesh_vol_slider,
299 *menu_mesh_res_slider;
300
301 VG_STATIC ent_marker
302 *menu_mark_fov_min,
303 *menu_mark_fov_max,
304 *menu_mark_vol_min,
305 *menu_mark_vol_max,
306 *menu_mark_res_min,
307 *menu_mark_res_max;
308
309 struct{
310 /* state */
311 int loc;
312 u32 page;
313
314 /* map browser */
315 struct menu_map_file{
316 char name[ 64 ];
317 }
318 maps_list[ 16 ];
319
320 int selected_map,
321 map_count;
322 }
323 VG_STATIC game_menu;
324
325 enum menu_page{
326 k_menu_page_main = 0x1,
327 k_menu_page_skater = 0x2,
328 k_menu_page_quit = 0x4,
329 k_menu_page_settings = 0x8,
330 k_menu_page_map = 0x10
331 };
332
333 struct menu_btn_userdata{
334 int i;
335 void *ptr_generic;
336 };
337
338 VG_STATIC int menu_settings_if( struct menu_btn_userdata ud )
339 {
340 if( game_menu.page & k_menu_page_settings ){
341 int *ptr = ud.ptr_generic;
342 return *ptr;
343 }
344 else
345 return 0;
346 }
347
348 VG_STATIC int menu_vis( struct menu_btn_userdata ud )
349 {
350 if( ud.i & game_menu.page )
351 return 1;
352 else
353 return 0;
354 }
355
356 #if 0
357 VG_STATIC int menu_controller( struct menu_btn_userdata ud )
358 {
359 if( (game_menu.page & (k_menu_page_main|k_menu_page_settings))
360 && (ud.i == steam_display_controller) )
361 return 1;
362 return 0;
363 }
364
365 VG_STATIC int menu_controller_inf( struct menu_btn_userdata ud )
366 {
367 if( (game_menu.page & k_menu_page_settings)
368 && (ud.i == steam_display_controller) )
369 return 1;
370 return 0;
371 }
372 #endif
373
374 struct menu_button
375 {
376 const char *name;
377
378 int (*fn_visibility)( struct menu_btn_userdata ud );
379 struct menu_btn_userdata user;
380
381 void (*fn_press)( int event );
382
383 const char *ll,
384 *lu,
385 *lr,
386 *ld;
387
388 mdl_mesh *mesh;
389 float falpha, fsize;
390 }
391 VG_STATIC menu_buttons[] =
392 {
393 {
394 "text_quit", menu_vis, {.i=k_menu_page_main|k_menu_page_quit},
395 .fn_press = menu_btn_quit,
396 .ld="text_reset", .lr="text_settings", /*.ll="text_map"*/
397 },
398 {
399 "text_quitty", menu_vis, {.i=k_menu_page_quit}
400 },
401 {
402 "text_yes", menu_vis, {.i=k_menu_page_quit},
403 .fn_press = menu_btn_fuckoff
404 },
405 {
406 "text_reset", menu_vis, {.i=k_menu_page_main},
407 .fn_press = menu_btn_reset,
408 .lu="text_quit", .ld="text_skater", /*.ll="text_map",*/ .lr="text_settings"
409 },
410 {
411 "text_skater", menu_vis, {.i=k_menu_page_main|k_menu_page_skater},
412 .fn_press = menu_btn_skater,
413 .lu="text_reset", /*.ll="text_map",*/ .lr="text_settings"
414 },
415 /*
416 {
417 "text_map", menu_vis, {.i=k_menu_page_main},
418 .fn_press = menu_btn_map,
419 .lr="text_reset"
420 },
421 */
422 {
423 "text_settings", menu_vis, {.i=k_menu_page_main|k_menu_page_settings},
424 .fn_press = menu_btn_settings,
425 .ll="text_reset"
426 },
427 {
428 "skater_left", menu_vis, {k_menu_page_skater}
429 },
430 {
431 "skater_right", menu_vis, {k_menu_page_skater}
432 },
433
434 {
435 "fov_slider", menu_vis, {k_menu_page_settings},
436 .ld="text_invert_y"
437 },
438 { "fov_info", menu_vis, {k_menu_page_settings} },
439
440 {
441 "vol_slider", menu_vis, {k_menu_page_settings},
442 .lu="res_slider"
443 },
444 { "vol_info", menu_vis, {k_menu_page_settings} },
445
446 {
447 "text_invert_y", menu_vis, {k_menu_page_settings},
448 .fn_press = menu_btn_invert_y,
449 .lu = "fov_slider", .ld="text_blur"
450 },
451 {
452 "text_invert_y_check", menu_settings_if, {.ptr_generic=&cl_invert_y}
453 },
454 {
455 "text_blur", menu_vis, {k_menu_page_settings},
456 .fn_press = menu_btn_blur,
457 .lu="text_invert_y", .ld="res_slider"
458 },
459 {
460 "text_blur_check", menu_settings_if, {.ptr_generic=&cl_blur}
461 },
462 {
463 "res_slider", menu_vis, {k_menu_page_settings},
464 .ld = "vol_slider", .lu = "text_blur"
465 },
466 {
467 "res_info", menu_vis, {k_menu_page_settings},
468 },
469 #if 0
470 { "ctr_xbox", menu_controller_inf, {k_steam_controller_type_xbox}},
471 { "ctr_xbox_text", menu_controller_inf, {k_steam_controller_type_xbox}},
472 { "ctr_steam", menu_controller_inf, {k_steam_controller_type_steam}},
473 { "ctr_steam_text", menu_controller_inf, {k_steam_controller_type_steam}},
474 { "ctr_deck", menu_controller_inf, {k_steam_controller_type_steam_deck}},
475 { "ctr_deck_text", menu_controller_inf, {k_steam_controller_type_steam_deck}},
476 { "ctr_ps", menu_controller_inf, {k_steam_controller_type_playstation}},
477 { "ctr_ps_text", menu_controller_inf, {k_steam_controller_type_playstation}},
478 { "ctr_kbm", menu_controller_inf, {k_steam_controller_type_keyboard}},
479 { "ctr_kbm_text", menu_controller_inf, {k_steam_controller_type_keyboard}},
480 #endif
481 {
482 "text_paused", menu_vis, {k_menu_page_main}
483 },
484 };
485
486 VG_STATIC int menu_get_loc( const char *loc )
487 {
488 for( int i=0; i<vg_list_size(menu_buttons); i++ )
489 if( !strcmp( menu_buttons[i].name, loc ) )
490 return i;
491
492 assert(0);
493 return 0;
494 }
495
496 VG_STATIC void menu_btn_reset( int event )
497 {
498 localplayer_cmd_respawn( 0, NULL );
499 cl_menu_go_away = 1;
500 game_menu.page = 0;
501 }
502
503 VG_STATIC void menu_btn_fuckoff( int event )
504 {
505 vg.window_should_close = 1;
506 }
507
508 VG_STATIC void menu_btn_quit( int event )
509 {
510 game_menu.page = k_menu_page_quit;
511 game_menu.loc = menu_get_loc( "text_yes" );
512 }
513
514 VG_STATIC void menu_btn_settings( int event )
515 {
516 game_menu.page = k_menu_page_settings;
517 game_menu.loc = menu_get_loc( "fov_slider" );
518 }
519
520 VG_STATIC void menu_btn_skater( int event )
521 {
522 game_menu.page = k_menu_page_skater;
523 }
524
525 VG_STATIC void menu_btn_blur( int event )
526 {
527 cl_blur ^= 0x1;
528 }
529
530 VG_STATIC void menu_btn_invert_y( int event )
531 {
532 cl_invert_y ^= 0x1;
533 }
534
535 VG_STATIC void menu_btn_map( int event )
536 {
537 game_menu.page = k_menu_page_map;
538 game_menu.map_count = 0;
539 game_menu.selected_map = 0;
540
541 tinydir_dir dir;
542 tinydir_open( &dir, "maps" );
543
544 while( dir.has_next ){
545 tinydir_file file;
546 tinydir_readfile( &dir, &file );
547
548 if( file.is_reg ){
549 struct menu_map_file *mf = &game_menu.maps_list[ game_menu.map_count ];
550
551 vg_strncpy( file.name, mf->name,
552 vg_list_size(game_menu.maps_list[0].name),
553 k_strncpy_always_add_null );
554
555 game_menu.map_count ++;
556 if( game_menu.map_count == vg_list_size(game_menu.maps_list) )
557 break;
558 }
559
560 tinydir_next( &dir );
561 }
562
563 tinydir_close(&dir);
564 }
565
566 VG_STATIC void menu_crap_ui(void)
567 {
568 #if 0
569 if( cl_menu && (game_menu.page == k_menu_page_map) ){
570 ui_rect box;
571 box[0] = vg.window_x/2 - 150;
572 box[1] = vg.window_y/2 - 300;
573 box[2] = 300;
574 box[3] = 600;
575
576 ui_fill_rect( box, 0xa0000000 );
577
578 if( game_menu.map_count == 0 ){
579 ui_text( (ui_rect){ vg.window_x/2, box[1]+8, 0,0 }, "No maps found", 1,
580 k_text_align_center );
581 }
582 else{
583 ui_rect_pad( box, 4 );
584 box[3] = 16;
585
586 for( int i=0; i<game_menu.map_count; i++ ){
587 struct menu_map_file *mf = &game_menu.maps_list[ i ];
588
589 ui_fill_rect( box, game_menu.selected_map == i? 0xa0ffffff:
590 0xa0808080 );
591 ui_text( (ui_rect){ vg.window_x/2, box[1]+2, 0,0 },
592 mf->name, 1, k_text_align_center );
593 box[1] += 16+4;
594 }
595 }
596 }
597 #endif
598 }
599
600 VG_STATIC void steam_on_game_overlay( CallbackMsg_t *msg )
601 {
602 GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
603 vg_info( "Steam game overlay activated; pausing\n" );
604
605 if( inf->m_bActive ){
606 cl_menu = 1;
607 game_menu.page = k_menu_page_main;
608 game_menu.loc = menu_get_loc( "text_skater" );
609 }
610 }
611
612 VG_STATIC void menu_init(void)
613 {
614 #if 0
615 vg_apply_bind_str( &input_menu_h, "", "gp-ls-h" );
616 vg_apply_bind_str( &input_menu_h, "+", "right" );
617 vg_apply_bind_str( &input_menu_h, "-", "left" );
618 vg_apply_bind_str( &input_menu_v, "", "-gp-ls-v" );
619 vg_apply_bind_str( &input_menu_v, "+", "up" );
620 vg_apply_bind_str( &input_menu_v, "-", "down" );
621 vg_apply_bind_str( &input_menu_press, "", "gp-a" );
622 vg_apply_bind_str( &input_menu_press, "", "\2enter" );
623 vg_apply_bind_str( &input_menu_back, "", "gp-b" );
624 vg_apply_bind_str( &input_menu_back, "", "\2escape" );
625 vg_apply_bind_str( &input_menu_toggle_kbm, "", "\2escape" );
626 vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
627 #endif
628
629 vg_linear_clear( vg_mem.scratch );
630
631 mdl_open( &menu_model, "models/rs_menu.mdl", vg_mem.rtmemory );
632 mdl_load_metadata_block( &menu_model, vg_mem.rtmemory );
633 mdl_load_array( &menu_model, &menu_markers, "ent_marker", vg_mem.rtmemory );
634 //mdl_invert_uv_coordinates( &menu_model );
635 mdl_async_load_glmesh( &menu_model, &menu_glmesh );
636 mdl_close( &menu_model );
637
638 vg_tex2d_load_qoi_async_file( "textures/menu.qoi",
639 VG_TEX2D_CLAMP|VG_TEX2D_NEAREST,
640 &tex_menu );
641
642
643 for( int i=0; i<vg_list_size(menu_buttons); i++ ){
644 struct menu_button *btn = &menu_buttons[i];
645 btn->mesh = mdl_find_mesh( &menu_model, btn->name );
646
647 if( !btn->mesh ){
648 vg_info( "info: %s\n", btn->name );
649 vg_fatal_error( "Menu programming error" );
650 }
651 }
652
653 menu_mark_fov_max =
654 ent_find_marker( &menu_model, &menu_markers, "fov_slider_max" );
655 menu_mark_fov_min =
656 ent_find_marker( &menu_model, &menu_markers, "fov_slider_min" );
657 menu_mark_vol_max =
658 ent_find_marker( &menu_model, &menu_markers, "vol_slider_max" );
659 menu_mark_vol_min =
660 ent_find_marker( &menu_model, &menu_markers, "vol_slider_min" );
661 menu_mark_res_max =
662 ent_find_marker( &menu_model, &menu_markers, "res_slider_max" );
663 menu_mark_res_min =
664 ent_find_marker( &menu_model, &menu_markers, "res_slider_min" );
665
666 menu_mesh_fov_slider = mdl_find_mesh( &menu_model, "fov_slider" );
667 menu_mesh_vol_slider = mdl_find_mesh( &menu_model, "vol_slider" );
668 menu_mesh_res_slider = mdl_find_mesh( &menu_model, "res_slider" );
669
670 shader_model_menu_register();
671
672 #ifdef SR_NETWORKED
673 steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
674 #endif
675 }
676
677 VG_STATIC void menu_run_directional(void)
678 {
679 #if 0
680 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
681
682 if( vg_input_button_down( &input_menu_press ) ){
683 if( btn->fn_press ){
684 audio_lock();
685 audio_oneshot( &audio_ui[0], 1.0f, 0.0f );
686 audio_unlock();
687
688 btn->fn_press( 1 );
689 return;
690 }
691 }
692
693 if( menu_input_cooldown <= 0.0f ){
694 v2f dir = { input_menu_h.axis.value,
695 -input_menu_v.axis.value };
696
697 if( v2_length2( dir ) > 0.8f*0.8f ){
698 const char *link = NULL;
699
700 if( fabsf(dir[0]) > fabsf(dir[1]) ){
701 if( dir[0] > 0.0f ) link = btn->lr;
702 else link = btn->ll;
703 }
704 else{
705 if( dir[1] > 0.0f ) link = btn->ld;
706 else link = btn->lu;
707 }
708
709 if( link ){
710 game_menu.loc = menu_get_loc( link );
711 menu_input_cooldown = 0.25f;
712 }
713 }
714 }
715 #endif
716 }
717
718 VG_STATIC int menu_page_should_backout(void)
719 {
720 return 0;
721 #if 0
722 return vg_input_button_down( &input_menu_back );
723 #endif
724 }
725
726 VG_STATIC void menu_close(void)
727 {
728 cl_menu_go_away = 1;
729 game_menu.page = 0;
730 game_menu.loc = menu_get_loc( "text_skater" );
731 }
732
733 VG_STATIC void menu_page_main(void)
734 {
735 if( menu_page_should_backout() )
736 {
737 menu_close();
738 return;
739 }
740
741 menu_fov_target = 112.0f;
742 menu_run_directional();
743 }
744
745 VG_STATIC void menu_page_map(void)
746 {
747 if( menu_page_should_backout() ){
748 game_menu.page = k_menu_page_main;
749 game_menu.loc = menu_get_loc( "text_map" );
750 }
751
752 if( game_menu.map_count > 0 ){
753 #if 0
754 float v = input_menu_v.axis.value;
755 if( (fabsf(v) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
756 audio_lock();
757 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
758 audio_unlock();
759
760 if( v > 0.0f ){
761 game_menu.selected_map --;
762
763 if( game_menu.selected_map < 0 )
764 game_menu.selected_map = game_menu.map_count-1;
765
766 menu_input_cooldown = 0.25f;
767 }
768 else{
769 game_menu.selected_map ++;
770
771 if( game_menu.selected_map >= game_menu.map_count )
772 game_menu.selected_map = 0;
773
774 menu_input_cooldown = 0.25f;
775 }
776 }
777
778 if( vg_input_button_down( &input_menu_press ) ){
779 #if 0
780 /* load map */
781 char temp[256];
782 strcpy( temp, "maps/" );
783 strcat( temp, game_menu.maps_list[game_menu.selected_map].name );
784
785 world_change_world( 1, (const char *[]){ temp } );
786 menu_close();
787 #endif
788 }
789 #endif
790 }
791
792 menu_fov_target = 80.0f;
793 }
794
795 VG_STATIC void menu_page_quit(void)
796 {
797 if( menu_page_should_backout() ){
798 game_menu.page = k_menu_page_main;
799 game_menu.loc = menu_get_loc( "text_quit" );
800 }
801
802 menu_fov_target = 90.0f;
803 menu_run_directional();
804 }
805
806 void temp_update_playermodel(void);
807 VG_STATIC void menu_page_skater(void)
808 {
809 #if 0
810 float h = input_menu_h.axis.value;
811 menu_fov_target = 97.0f;
812
813 if( menu_page_should_backout() ){
814 game_menu.page = k_menu_page_main;
815 game_menu.loc = menu_get_loc( "text_skater" );
816 return;
817 }
818
819 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
820 audio_lock();
821 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
822 audio_unlock();
823
824 vg_info( "%f\n", h );
825
826 if( h < 0.0f ){
827 cl_playermdl_id --;
828 if( cl_playermdl_id < 0 )
829 cl_playermdl_id = 2;
830
831 int li = menu_get_loc( "skater_left" );
832
833 menu_buttons[li].fsize = 0.4f;
834 menu_buttons[li].falpha = 1.0f;
835
836 menu_input_cooldown = 0.25f;
837 }
838 else{
839 cl_playermdl_id ++;
840 if( cl_playermdl_id > 2 )
841 cl_playermdl_id = 0;
842
843 int ri = menu_get_loc( "skater_right" );
844
845 menu_buttons[ri].fsize = 0.4f;
846 menu_buttons[ri].falpha = 1.0f;
847
848 menu_input_cooldown = 0.25f;
849 }
850
851 temp_update_playermodel();
852 }
853 #endif
854 }
855
856 VG_STATIC void menu_slider( float *value, int set_value,
857 mdl_mesh *slider, v3f co_min, v3f co_max )
858 {
859 #if 0
860 if( set_value ){
861 float h = input_menu_h.axis.value;
862 if( fabsf(h) > 0.04f )
863 *value += h * vg.time_frame_delta;
864 *value = vg_clampf( *value, 0.0f, 1.0f );
865 }
866
867 v3_lerp( co_min, co_max, *value, slider->transform.co );
868 #endif
869 }
870
871 VG_STATIC void menu_page_settings(void)
872 {
873 menu_run_directional();
874
875 int fov_select = game_menu.loc == menu_get_loc( "fov_slider" );
876 menu_slider( &cl_fov, fov_select,
877 menu_mesh_fov_slider, menu_mark_fov_min->transform.co,
878 menu_mark_fov_max->transform.co );
879
880 if( fov_select )
881 menu_fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov ) * 0.8f;
882
883 menu_slider( &vg_audio.external_global_volume,
884 (game_menu.loc == menu_get_loc( "vol_slider" )),
885 menu_mesh_vol_slider, menu_mark_vol_min->transform.co,
886 menu_mark_vol_max->transform.co );
887
888 menu_slider( &gpipeline.view_render_scale,
889 (game_menu.loc == menu_get_loc( "res_slider" )),
890 menu_mesh_res_slider, menu_mark_res_min->transform.co,
891 menu_mark_res_max->transform.co );
892
893 if( menu_page_should_backout() ){
894 game_menu.page = k_menu_page_main;
895 game_menu.loc = menu_get_loc( "text_settings" );
896 return;
897 }
898 }
899
900 VG_STATIC void menu_update(void)
901 {
902 #if 0
903 vg_input_update( 1, &input_menu_h );
904 vg_input_update( 1, &input_menu_v );
905 vg_input_update( 1, &input_menu_back );
906 vg_input_update( 1, &input_menu_press );
907 vg_input_update( 1, &input_menu_toggle );
908 vg_input_update( 1, &input_menu_toggle_kbm );
909 #endif
910 return;
911
912
913 #if 0
914 int toggle_gp = vg_input_button_down( &input_menu_toggle ),
915 toggle_kb = vg_input_button_down( &input_menu_toggle_kbm ),
916 wait_for_a_sec = 0;
917
918 if( toggle_gp || toggle_kb ){
919 if( cl_menu ){
920 if( toggle_gp ){
921 menu_close();
922 }
923 }
924 else{
925 if( toggle_kb )
926 wait_for_a_sec = 1;
927
928 cl_menu = 1;
929 game_menu.page = 1;
930 }
931 }
932
933 if( !wait_for_a_sec && cl_menu ){
934 if( game_menu.page == k_menu_page_main )
935 menu_page_main();
936 else if( game_menu.page == k_menu_page_skater )
937 menu_page_skater();
938 else if( game_menu.page == k_menu_page_quit )
939 menu_page_quit();
940 else if( game_menu.page == k_menu_page_settings )
941 menu_page_settings();
942 else if( game_menu.page == k_menu_page_map )
943 menu_page_map();
944 }
945
946 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
947
948 /* Base */
949 {
950 player_instance *player = &localplayer;
951 struct player_avatar *av = player->playeravatar;
952
953 v3f center_rough;
954 if( player->subsystem == k_player_subsystem_dead ){
955 m4x3_mulv( av->sk.final_mtx[av->id_hip], (v3f){0.0f,0.9f,0.0f},
956 center_rough );
957 }
958 else{
959 m4x3_mulv( av->sk.final_mtx[av->id_head], (v3f){0.0f,1.5f,0.0f},
960 center_rough );
961 }
962
963 v3f cam_offset;
964 float cam_rot;
965 if( player->subsystem == k_player_subsystem_walk ){
966 v3_muls( player->rb.to_world[2], 1.0f, cam_offset );
967 cam_rot = 0.0f;
968 }
969 else{
970 v3_muls( player->rb.to_world[0], -1.0f, cam_offset );
971 cam_rot = -VG_PIf*0.5f;
972 }
973
974
975 v3f lookdir;
976 m3x3_mulv( player->invbasis, cam_offset, lookdir );
977 lookdir[1] = 0.0f;
978 v3_normalize( lookdir );
979
980 m3x3_mulv( player->basis, lookdir, cam_offset );
981 v3_muladds( center_rough, cam_offset, 2.0f, menu_camera_pos );
982
983 menu_camera_angles[1] = 0.0f;
984 menu_camera_angles[0] = -atan2f( lookdir[0], lookdir[2] );
985
986 /* setup model matrix */
987 v4f qmenu_mdl;
988 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -menu_camera_angles[0] );
989 q_m3x3( qmenu_mdl, menu_mdl_mtx );
990 v3_add( center_rough, (v3f){0.0f,-0.5f,0.0f}, menu_mdl_mtx[3] );
991 m3x3_mul( player->basis, menu_mdl_mtx, menu_mdl_mtx );
992
993 menu_smooth_fov = vg_lerpf( menu_smooth_fov, menu_fov_target,
994 vg.time_frame_delta * 8.2f );
995 }
996
997 /* Extra */
998 {
999 v3f delta;
1000 v3_sub( btn->mesh->transform.co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
1001 v3_normalize( delta );
1002
1003 float y = atan2f( delta[0], delta[2] ),
1004 p = -sinf(delta[1]),
1005 dt = vg.time_frame_delta;
1006
1007 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
1008 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
1009
1010 v2_muladds( menu_camera_angles, menu_extra_angles, 0.8f,
1011 menu_camera_angles );
1012 menu_camera_angles[0] = fmodf( menu_camera_angles[0], VG_TAUf );
1013 }
1014
1015 float dt = vg.time_frame_delta * 6.0f;
1016 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
1017
1018 if( menu_opacity <= 0.01f ){
1019 cl_menu = 0;
1020 cl_menu_go_away = 0;
1021 }
1022
1023 vg.time_rate = 1.0-(double)menu_opacity;
1024
1025 if( cl_menu ){
1026 menu_input_cooldown -= vg.time_frame_delta;
1027 }
1028 #endif
1029 }
1030
1031 /* https://iquilezles.org/articles/functions/ */
1032 float expSustainedImpulse( float x, float f, float k )
1033 {
1034 float s = fmaxf(x-f,0.0f);
1035 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
1036 }
1037
1038 VG_STATIC void menu_render_bg(void)
1039 {
1040 glEnable(GL_BLEND);
1041 glDisable(GL_DEPTH_TEST);
1042 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
1043 glBlendEquation(GL_FUNC_ADD);
1044
1045 shader_blitcolour_use();
1046 shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
1047 render_fsquad();
1048 }
1049
1050 VG_STATIC void menu_render_fg( camera *cam )
1051 {
1052 glEnable( GL_DEPTH_TEST );
1053 glDisable( GL_BLEND );
1054
1055 m4x3f mtx;
1056
1057 shader_model_menu_use();
1058 shader_model_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
1059 shader_model_menu_uTexMain( 1 );
1060
1061 glActiveTexture( GL_TEXTURE1 );
1062 glBindTexture( GL_TEXTURE_2D, tex_menu );
1063
1064 shader_model_menu_uPv( cam->mtx.pv );
1065 shader_model_menu_uPvmPrev( cam->mtx_prev.pv );
1066 mesh_bind( &menu_glmesh );
1067
1068 for( int i=0; i<vg_list_size(menu_buttons); i++ ){
1069 struct menu_button *btn = &menu_buttons[i];
1070 float talpha = i==game_menu.loc? 1.0f: 0.0f,
1071 tsize0 = btn->fn_visibility( btn->user )? 1.0f: 0.0f,
1072 tsize1 = i==game_menu.loc? 0.07f: 0.0f,
1073 tsize = tsize0+tsize1;
1074
1075 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.time_frame_delta * 14.0f);
1076 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.time_frame_delta * 7.0f );
1077
1078 /* Colour */
1079 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
1080 vnormal = {1.0f,1.0f,1.0f, 1.0f},
1081 vcurrent;
1082
1083 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
1084 shader_model_menu_uColour( vcurrent );
1085
1086 /* Create matrix */
1087 m4x3f mtx_size;
1088 mdl_transform_m4x3( &btn->mesh->transform, mtx );
1089 m4x3_mul( menu_mdl_mtx, mtx, mtx );
1090 m4x3_identity( mtx_size );
1091 m3x3_scalef( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
1092 m4x3_mul( mtx, mtx_size, mtx );
1093 shader_model_menu_uMdl( mtx );
1094
1095 for( int j=0; j<btn->mesh->submesh_count; j++ ){
1096 mdl_submesh *sm =
1097 mdl_arritm( &menu_model.submeshs, btn->mesh->submesh_start+j );
1098 mdl_draw_submesh( sm );
1099 }
1100 }
1101
1102 /*
1103 for( int i=0; i<menu_model->node_count; i++ )
1104 {
1105 mdl_node *pnode = mdl_node_from_id( menu_model, i );
1106
1107 for( int j=0; j<pnode->submesh_count; j++ )
1108 {
1109 mdl_submesh *sm =
1110 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
1111
1112 mdl_node_transform( pnode, mtx );
1113 m4x3_mul( menu_mdl_mtx, mtx, mtx );
1114 shader_menu_uMdl( mtx );
1115
1116 mdl_draw_submesh( sm );
1117 }
1118 }
1119 */
1120 }
1121
1122 #endif /* MENU_H */
1123 #endif