surface props
[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
11 VG_STATIC mdl_context menu_model;
12 VG_STATIC glmesh menu_glmesh;
13 VG_STATIC m4x3f menu_mdl_mtx;
14 VG_STATIC float menu_opacity = 0.0f;
15 VG_STATIC float menu_input_cooldown = 0.0f;
16 VG_STATIC float menu_fov_target = 97.0f;
17 VG_STATIC v2f menu_extra_angles;
18
19 VG_STATIC int menu_loc = 1,
20 menu_loc_last = 1;
21 VG_STATIC u32 menu_page = 0;
22
23 VG_STATIC int cl_menu = 0,
24 cl_menu_go_away = 0;
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 void menu_btn_paused( int event );
31 VG_STATIC void menu_btn_quit( int event );
32 VG_STATIC void menu_btn_skater( int event );
33 VG_STATIC void menu_btn_map( int event );
34 VG_STATIC void menu_btn_map_a( int event );
35 VG_STATIC void menu_btn_map_b( int event );
36 VG_STATIC void menu_btn_map_c( int event );
37 VG_STATIC void menu_btn_fuckoff( int event );
38
39 struct menu_button
40 {
41 const char *name;
42 u32 areas;
43
44 void (*fn_press)(int event);
45 int links[4];
46 mdl_node *pnode;
47
48 float falpha, fsize;
49 }
50 VG_STATIC menu_buttons[] =
51 {
52 /*0*/{"text_paused", 1, menu_btn_paused },
53 /*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,2}},
54 /*2*/{"text_skater", 3, menu_btn_skater, {3,1,4,-1}},
55 /*3*/{"text_map", 5, menu_btn_map, {-1,-1,2,-1}},
56 /*4*/{"text_about_game", 1, NULL, {2,-1,-1,-1}},
57 /*5*/{"skater_left", 2, NULL, {-1,-1,-1,-1}},
58 /*6*/{"skater_right", 2, NULL, {-1,-1,-1,-1}},
59 /*7*/{"map_a", 4, menu_btn_map_a,{8, -1, 9, 9 }},
60 /*8*/{"map_b", 4, menu_btn_map_b,{-1,7,7,-1}},
61 /*9*/{"map_c", 4, menu_btn_map_c,{7,7,-1,8}},
62 /*a*/{"g_map", 5, NULL },
63 /*b*/{"g_controls", 1, NULL },
64 /*c*/{"text_quitty", 8, NULL },
65 /*d*/{"text_yes", 8, menu_btn_fuckoff,{-1,-1,-1,-1} },
66 };
67
68 VG_STATIC void menu_btn_map_a( int event ){}
69 VG_STATIC void menu_btn_map_b( int event ){}
70 VG_STATIC void menu_btn_map_c( int event ){}
71
72 VG_STATIC void menu_btn_paused( int event )
73 {
74
75 }
76
77 VG_STATIC void menu_btn_fuckoff( int event )
78 {
79 glfwSetWindowShouldClose( vg.window, 1 );
80 }
81
82 VG_STATIC void menu_btn_quit( int event )
83 {
84 menu_page = 0x8;
85 menu_loc = 0xd;
86 }
87
88 VG_STATIC void menu_btn_map( int event )
89 {
90 menu_page = 0x4;
91 menu_loc = 7;
92 }
93
94 VG_STATIC void menu_btn_skater( int event )
95 {
96 menu_page = 0x2;
97 }
98
99 VG_STATIC void menu_init(void)
100 {
101 vg_linear_clear( vg_mem.scratch );
102
103 mdl_open( &menu_model, "models/rs_menu.mdl" );
104 mdl_load_metadata( &menu_model, vg_mem.rtmemory );
105 mdl_load_mesh_data( &menu_model, vg_mem.scratch );
106 mdl_close( &menu_model );
107
108 vg_acquire_thread_sync();
109 {
110 mdl_unpack_glmesh( &menu_model, &menu_glmesh );
111 vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
112 }
113 vg_release_thread_sync();
114
115 for( int i=0; i<vg_list_size(menu_buttons); i++ )
116 {
117 struct menu_button *btn = &menu_buttons[i];
118 btn->pnode = mdl_node_from_name( &menu_model, btn->name );
119
120 if( !btn->pnode )
121 vg_fatal_exit_loop( "Menu programming error" );
122 }
123
124 shader_menu_register();
125 }
126
127 VG_STATIC void menu_run_directional(void)
128 {
129 struct menu_button *btn = &menu_buttons[ menu_loc ];
130
131 if( vg_get_button_down( "jump" ) )
132 {
133 if( btn->fn_press )
134 {
135 audio_lock();
136 audio_play_oneshot( &audio_ui[0], 1.0f );
137 audio_unlock();
138
139 btn->fn_press( 1 );
140 return;
141 }
142 }
143
144 if( menu_input_cooldown <= 0.0f )
145 {
146 v2f dir = { vg_get_axis( "lookh" ), vg_get_axis( "lookv" ) };
147
148 if( v2_length2( dir ) > 0.8f*0.8f )
149 {
150 int idir = 0;
151
152 if( fabsf(dir[0]) > fabsf(dir[1]) )
153 {
154 if( dir[0] > 0.0f ) idir = 2;
155 else idir = 0;
156 }
157 else
158 {
159 if( dir[1] > 0.0f ) idir = 3;
160 else idir = 1;
161 }
162
163 int link = btn->links[idir];
164
165 if( link != -1 )
166 {
167 menu_loc_last = menu_loc;
168 menu_loc = link;
169 menu_input_cooldown = 0.25f;
170 }
171 }
172 }
173 }
174
175 VG_STATIC int menu_page_should_backout(void)
176 {
177 return vg_get_button_down( "break" );
178 }
179
180 VG_STATIC void menu_close(void)
181 {
182 cl_menu_go_away = 1;
183 menu_page = 0;
184 }
185
186 VG_STATIC void menu_page_main(void)
187 {
188 if( menu_page_should_backout() )
189 {
190 menu_close();
191 return;
192 }
193
194 menu_fov_target = 112.0f;
195 menu_run_directional();
196 }
197
198 VG_STATIC void menu_page_map(void)
199 {
200 if( menu_page_should_backout() )
201 {
202 menu_page = 1;
203 menu_loc = 3;
204 }
205
206 menu_fov_target = 80.0f;
207 menu_run_directional();
208 }
209
210 VG_STATIC void menu_page_quit(void)
211 {
212 if( menu_page_should_backout() )
213 {
214 menu_page = 1;
215 menu_loc = 1;
216 }
217
218 menu_fov_target = 90.0f;
219 menu_run_directional();
220 }
221
222 VG_STATIC void menu_page_skater(void)
223 {
224 float h = vg_get_axis( "lookh" );
225 menu_fov_target = 97.0f;
226
227 if( menu_page_should_backout() )
228 {
229 menu_page = 1;
230 menu_loc = 2;
231 return;
232 }
233
234 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
235 {
236 if( h < 0.0f )
237 {
238 cl_playermdl_id --;
239 if( cl_playermdl_id < 0 )
240 cl_playermdl_id = 2;
241
242 menu_buttons[5].fsize = 0.4f;
243 menu_buttons[5].falpha = 1.0f;
244
245 menu_input_cooldown = 0.25f;
246 }
247 else
248 {
249 cl_playermdl_id ++;
250 if( cl_playermdl_id > 2 )
251 cl_playermdl_id = 0;
252
253 menu_buttons[6].fsize = 0.4f;
254 menu_buttons[6].falpha = 1.0f;
255
256 menu_input_cooldown = 0.25f;
257 }
258 }
259 }
260
261 VG_STATIC void menu_update(void)
262 {
263 if( vg_get_button_down( "menu" ) )
264 {
265 if( cl_menu )
266 {
267 cl_menu_go_away = 1;
268 menu_page = 0;
269 }
270 else
271 {
272 cl_menu = 1;
273 menu_page = 1;
274 }
275 }
276
277 if( menu_page == 1 )
278 menu_page_main();
279 else if( menu_page == 2 )
280 menu_page_skater();
281 else if( menu_page == 4 )
282 menu_page_map();
283 else if( menu_page == 8 )
284 menu_page_quit();
285
286 struct menu_button *btn = &menu_buttons[ menu_loc ];
287
288 v3f pos;
289 v2f angles;
290
291 /* Base */
292 {
293 v3f lookdir;
294 v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
295 m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
296
297 lookdir[1] = 0.0f;
298 v3_normalize( lookdir );
299
300 v3f center_rough;
301
302 if( player.is_dead )
303 {
304 v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
305 }
306 else
307 {
308 v3_add( player.camera_pos, player.visual_transform[3], center_rough );
309 v3_muls( center_rough, 0.5f, center_rough );
310 }
311
312 v3_muladds( center_rough, lookdir, 1.5f, pos );
313 v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
314
315 angles[1] = 0.0f;
316 angles[0] = -atan2f( lookdir[0], lookdir[2] );
317
318 /* setup model matrix */
319 v4f qmenu_mdl;
320 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
321
322 q_m3x3( qmenu_mdl, menu_mdl_mtx );
323 v3_copy( center_rough, menu_mdl_mtx[3] );
324 }
325
326 /* Extra */
327 {
328 v3f delta;
329 v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
330 v3_normalize( delta );
331
332 float y = atan2f( delta[0], delta[2] ),
333 p = -sinf(delta[1]),
334 dt = vg.frame_delta;
335
336 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
337 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
338
339 v2_muladds( angles, menu_extra_angles, 0.8f, angles );
340 angles[0] = fmodf( angles[0], VG_TAUf );
341 }
342
343 /* Update camera */
344 {
345 camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
346 camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
347 v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
348 camera_update();
349 }
350
351 float dt = vg.frame_delta * 6.0f;
352 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
353
354 if( menu_opacity <= 0.01f )
355 {
356 cl_menu = 0;
357 cl_menu_go_away = 0;
358 }
359
360 vg.time_rate = 1.0-(double)menu_opacity;
361
362 if( cl_menu )
363 {
364 menu_input_cooldown -= vg.frame_delta;
365 }
366 }
367
368 /* https://iquilezles.org/articles/functions/ */
369 float expSustainedImpulse( float x, float f, float k )
370 {
371 float s = fmaxf(x-f,0.0f);
372 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
373 }
374
375 VG_STATIC void menu_render( m4x4f projection )
376 {
377 glEnable(GL_BLEND);
378 glDisable(GL_DEPTH_TEST);
379 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
380 glBlendEquation(GL_FUNC_ADD);
381
382 shader_fscolour_use();
383 shader_fscolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
384 render_fsquad();
385
386 glEnable( GL_DEPTH_TEST );
387 glDisable( GL_BLEND );
388
389 m4x3f mtx;
390
391 shader_menu_use();
392 shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
393 shader_menu_uTexMain( 1 );
394 vg_tex2d_bind( &tex_menu, 1 );
395
396 shader_menu_uPv( projection );
397 mesh_bind( &menu_glmesh );
398
399 for( int i=0; i<vg_list_size(menu_buttons); i++ )
400 {
401 struct menu_button *btn = &menu_buttons[i];
402 float talpha = i==menu_loc? 1.0f: 0.0f,
403 tsize0 = btn->areas & menu_page? 1.0f: 0.0f,
404 tsize1 = i==menu_loc? 0.07f: 0.0f,
405 tsize = tsize0+tsize1;
406
407 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
408 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
409
410 /* Colour */
411 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
412 vnormal = {1.0f,1.0f,1.0f, 1.0f},
413 vcurrent;
414
415 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
416 shader_menu_uColour( vcurrent );
417
418 /* Create matrix */
419 m4x3f mtx_size;
420 mdl_node_transform( btn->pnode, mtx );
421 m4x3_mul( menu_mdl_mtx, mtx, mtx );
422 m4x3_identity( mtx_size );
423 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
424 m4x3_mul( mtx, mtx_size, mtx );
425 shader_menu_uMdl( mtx );
426
427 for( int j=0; j<btn->pnode->submesh_count; j++ )
428 {
429 mdl_submesh *sm =
430 &menu_model.submesh_buffer[ btn->pnode->submesh_start+j ];
431 mdl_draw_submesh( sm );
432 }
433 }
434
435 /*
436 for( int i=0; i<menu_model->node_count; i++ )
437 {
438 mdl_node *pnode = mdl_node_from_id( menu_model, i );
439
440 for( int j=0; j<pnode->submesh_count; j++ )
441 {
442 mdl_submesh *sm =
443 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
444
445 mdl_node_transform( pnode, mtx );
446 m4x3_mul( menu_mdl_mtx, mtx, mtx );
447 shader_menu_uMdl( mtx );
448
449 mdl_draw_submesh( sm );
450 }
451 }
452 */
453 }
454
455 #endif /* MENU_H */