6 #include "world_render.h"
9 #include "shaders/menu.h"
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
;
19 VG_STATIC
int menu_loc
= 1,
21 VG_STATIC u32 menu_page
= 0;
23 VG_STATIC
int cl_menu
= 0,
26 VG_STATIC
const char *playermodels
[] = { "ch_new", "ch_jordan", "ch_outlaw" };
28 vg_tex2d tex_menu
= { .path
= "textures/menu.qoi",.flags
= VG_TEXTURE_NEAREST
};
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
);
44 void (*fn_press
)(int event
);
50 VG_STATIC menu_buttons
[] =
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} },
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
){}
72 VG_STATIC
void menu_btn_paused( int event
)
77 VG_STATIC
void menu_btn_fuckoff( int event
)
79 glfwSetWindowShouldClose( vg
.window
, 1 );
82 VG_STATIC
void menu_btn_quit( int event
)
88 VG_STATIC
void menu_btn_map( int event
)
94 VG_STATIC
void menu_btn_skater( int event
)
99 VG_STATIC
void menu_init(void)
101 vg_linear_clear( vg_mem
.scratch
);
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
);
108 vg_acquire_thread_sync();
110 mdl_unpack_glmesh( &menu_model
, &menu_glmesh
);
111 vg_tex2d_init( (vg_tex2d
*[]){ &tex_menu
}, 1 );
113 vg_release_thread_sync();
115 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
117 struct menu_button
*btn
= &menu_buttons
[i
];
118 btn
->pnode
= mdl_node_from_name( &menu_model
, btn
->name
);
121 vg_fatal_exit_loop( "Menu programming error" );
124 shader_menu_register();
127 VG_STATIC
void menu_run_directional(void)
129 struct menu_button
*btn
= &menu_buttons
[ menu_loc
];
131 if( vg_get_button_down( "jump" ) )
136 audio_play_oneshot( &audio_ui
[0], 1.0f
);
144 if( menu_input_cooldown
<= 0.0f
)
146 v2f dir
= { vg_get_axis( "lookh" ), vg_get_axis( "lookv" ) };
148 if( v2_length2( dir
) > 0.8f
*0.8f
)
152 if( fabsf(dir
[0]) > fabsf(dir
[1]) )
154 if( dir
[0] > 0.0f
) idir
= 2;
159 if( dir
[1] > 0.0f
) idir
= 3;
163 int link
= btn
->links
[idir
];
167 menu_loc_last
= menu_loc
;
169 menu_input_cooldown
= 0.25f
;
175 VG_STATIC
int menu_page_should_backout(void)
177 return vg_get_button_down( "break" );
180 VG_STATIC
void menu_close(void)
186 VG_STATIC
void menu_page_main(void)
188 if( menu_page_should_backout() )
194 menu_fov_target
= 112.0f
;
195 menu_run_directional();
198 VG_STATIC
void menu_page_map(void)
200 if( menu_page_should_backout() )
206 menu_fov_target
= 80.0f
;
207 menu_run_directional();
210 VG_STATIC
void menu_page_quit(void)
212 if( menu_page_should_backout() )
218 menu_fov_target
= 90.0f
;
219 menu_run_directional();
222 VG_STATIC
void menu_page_skater(void)
224 float h
= vg_get_axis( "lookh" );
225 menu_fov_target
= 97.0f
;
227 if( menu_page_should_backout() )
234 if( (fabsf(h
) > 0.7f
) && (menu_input_cooldown
<= 0.0f
) )
239 if( cl_playermdl_id
< 0 )
242 menu_buttons
[5].fsize
= 0.4f
;
243 menu_buttons
[5].falpha
= 1.0f
;
245 menu_input_cooldown
= 0.25f
;
250 if( cl_playermdl_id
> 2 )
253 menu_buttons
[6].fsize
= 0.4f
;
254 menu_buttons
[6].falpha
= 1.0f
;
256 menu_input_cooldown
= 0.25f
;
261 VG_STATIC
void menu_update(void)
263 if( vg_get_button_down( "menu" ) )
279 else if( menu_page
== 2 )
281 else if( menu_page
== 4 )
283 else if( menu_page
== 8 )
286 struct menu_button
*btn
= &menu_buttons
[ menu_loc
];
294 v3f
*mtx
= player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
];
295 m3x3_mulv( mtx
, (v3f
){-1.0f
,0.0f
,0.0f
}, lookdir
);
298 v3_normalize( lookdir
);
304 v3_copy(player
.mdl
.ragdoll
[ player
.mdl
.id_hip
-1 ].rb
.co
, center_rough
);
308 v3_add( player
.camera_pos
, player
.visual_transform
[3], center_rough
);
309 v3_muls( center_rough
, 0.5f
, center_rough
);
312 v3_muladds( center_rough
, lookdir
, 1.5f
, pos
);
313 v3_add( (v3f
){ 0.0f
,0.8f
,0.0f
}, pos
, pos
);
316 angles
[0] = -atan2f( lookdir
[0], lookdir
[2] );
318 /* setup model matrix */
320 q_axis_angle( qmenu_mdl
, (v3f
){0.0f
,1.0f
,0.0f
}, -angles
[0] );
322 q_m3x3( qmenu_mdl
, menu_mdl_mtx
);
323 v3_copy( center_rough
, menu_mdl_mtx
[3] );
329 v3_sub( btn
->pnode
->co
, (v3f
){ 0.0f
,1.5f
,-1.5f
}, delta
);
330 v3_normalize( delta
);
332 float y
= atan2f( delta
[0], delta
[2] ),
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
);
339 v2_muladds( angles
, menu_extra_angles
, 0.8f
, angles
);
340 angles
[0] = fmodf( angles
[0], VG_TAUf
);
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
);
351 float dt
= vg
.frame_delta
* 6.0f
;
352 menu_opacity
= vg_lerpf( menu_opacity
, cl_menu
&&!cl_menu_go_away
, dt
);
354 if( menu_opacity
<= 0.01f
)
360 vg
.time_rate
= 1.0-(double)menu_opacity
;
364 menu_input_cooldown
-= vg
.frame_delta
;
368 /* https://iquilezles.org/articles/functions/ */
369 float expSustainedImpulse( float x
, float f
, float k
)
371 float s
= fmaxf(x
-f
,0.0f
);
372 return fminf( x
*x
/(f
*f
), 1.0f
+(2.0f
/f
)*s
*expf(-k
*s
));
375 VG_STATIC
void menu_render( m4x4f projection
)
378 glDisable(GL_DEPTH_TEST
);
379 glBlendFunc( GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
380 glBlendEquation(GL_FUNC_ADD
);
382 shader_fscolour_use();
383 shader_fscolour_uColour( (v4f
){ 0.1f
, 0.1f
, 0.3f
, menu_opacity
*0.5f
} );
386 glEnable( GL_DEPTH_TEST
);
387 glDisable( GL_BLEND
);
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 );
396 shader_menu_uPv( projection
);
397 mesh_bind( &menu_glmesh
);
399 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
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
;
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
);
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
},
415 v4_lerp( vnormal
, vselected
, btn
->falpha
, vcurrent
);
416 shader_menu_uColour( vcurrent
);
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
);
427 for( int j
=0; j
<btn
->pnode
->submesh_count
; j
++ )
430 &menu_model
.submesh_buffer
[ btn
->pnode
->submesh_start
+j
];
431 mdl_draw_submesh( sm
);
436 for( int i=0; i<menu_model->node_count; i++ )
438 mdl_node *pnode = mdl_node_from_id( menu_model, i );
440 for( int j=0; j<pnode->submesh_count; j++ )
443 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
445 mdl_node_transform( pnode, mtx );
446 m4x3_mul( menu_mdl_mtx, mtx, mtx );
447 shader_menu_uMdl( mtx );
449 mdl_draw_submesh( sm );