variable scale 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
10 #include "shaders/model_menu.h"
11 #include "vg_steam_friends.h"
12 #include "submodules/tinydir/tinydir.h"
13
14 VG_STATIC mdl_context menu_model;
15 VG_STATIC mdl_array_ptr menu_markers;
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 menu_smooth_fov = 97.0f;
22 VG_STATIC v2f menu_extra_angles;
23 VG_STATIC v3f menu_camera_pos;
24 VG_STATIC v2f menu_camera_angles;
25
26 VG_STATIC int cl_menu = 0,
27 cl_menu_go_away = 0;
28
29 VG_STATIC int menu_enabled(void){ return cl_menu; }
30
31 VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
32
33 vg_tex2d tex_menu = { .path = "textures/menu.qoi",.flags = VG_TEXTURE_NEAREST };
34
35 VG_STATIC struct input_binding input_menu_h,
36 input_menu_v,
37 input_menu_press,
38 input_menu_back,
39 input_menu_toggle,
40 input_menu_toggle_kbm;
41
42 VG_STATIC void menu_btn_quit( int event );
43 VG_STATIC void menu_btn_skater( int event );
44 VG_STATIC void menu_btn_blur( int event );
45 VG_STATIC void menu_btn_fuckoff( int event );
46 VG_STATIC void menu_btn_reset( int event );
47 VG_STATIC void menu_btn_map( int event );
48 VG_STATIC void menu_btn_settings( int event );
49 VG_STATIC void menu_btn_invert_y( int event );
50
51 VG_STATIC mdl_mesh *menu_mesh_fov_slider,
52 *menu_mesh_vol_slider,
53 *menu_mesh_res_slider;
54
55 VG_STATIC ent_marker
56 *menu_mark_fov_min,
57 *menu_mark_fov_max,
58 *menu_mark_vol_min,
59 *menu_mark_vol_max,
60 *menu_mark_res_min,
61 *menu_mark_res_max;
62
63 struct{
64 /* state */
65 int loc;
66 u32 page;
67
68 /* map browser */
69 struct menu_map_file{
70 char name[ 64 ];
71 }
72 maps_list[ 16 ];
73
74 int selected_map,
75 map_count;
76 }
77 VG_STATIC game_menu;
78
79 enum menu_page{
80 k_menu_page_main = 0x1,
81 k_menu_page_skater = 0x2,
82 k_menu_page_quit = 0x4,
83 k_menu_page_settings = 0x8,
84 k_menu_page_map = 0x10
85 };
86
87 struct menu_btn_userdata{
88 int i;
89 void *ptr_generic;
90 };
91
92 VG_STATIC int menu_settings_if( struct menu_btn_userdata ud )
93 {
94 if( game_menu.page & k_menu_page_settings ){
95 int *ptr = ud.ptr_generic;
96 return *ptr;
97 }
98 else
99 return 0;
100 }
101
102 VG_STATIC int menu_vis( struct menu_btn_userdata ud )
103 {
104 if( ud.i & game_menu.page )
105 return 1;
106 else
107 return 0;
108 }
109
110 VG_STATIC int menu_controller( struct menu_btn_userdata ud )
111 {
112 if( (game_menu.page & (k_menu_page_main|k_menu_page_settings))
113 && (ud.i == menu_display_controller) )
114 return 1;
115 return 0;
116 }
117
118 VG_STATIC int menu_controller_inf( struct menu_btn_userdata ud )
119 {
120 if( (game_menu.page & k_menu_page_settings)
121 && (ud.i == menu_display_controller) )
122 return 1;
123 return 0;
124 }
125
126 struct menu_button
127 {
128 const char *name;
129
130 int (*fn_visibility)( struct menu_btn_userdata ud );
131 struct menu_btn_userdata user;
132
133 void (*fn_press)( int event );
134
135 const char *ll,
136 *lu,
137 *lr,
138 *ld;
139
140 mdl_mesh *mesh;
141 float falpha, fsize;
142 }
143 VG_STATIC menu_buttons[] =
144 {
145 {
146 "text_quit", menu_vis, {.i=k_menu_page_main|k_menu_page_quit},
147 .fn_press = menu_btn_quit,
148 .ld="text_reset", .lr="text_settings", /*.ll="text_map"*/
149 },
150 {
151 "text_quitty", menu_vis, {.i=k_menu_page_quit}
152 },
153 {
154 "text_yes", menu_vis, {.i=k_menu_page_quit},
155 .fn_press = menu_btn_fuckoff
156 },
157 {
158 "text_reset", menu_vis, {.i=k_menu_page_main},
159 .fn_press = menu_btn_reset,
160 .lu="text_quit", .ld="text_skater", /*.ll="text_map",*/ .lr="text_settings"
161 },
162 {
163 "text_skater", menu_vis, {.i=k_menu_page_main|k_menu_page_skater},
164 .fn_press = menu_btn_skater,
165 .lu="text_reset", /*.ll="text_map",*/ .lr="text_settings"
166 },
167 /*
168 {
169 "text_map", menu_vis, {.i=k_menu_page_main},
170 .fn_press = menu_btn_map,
171 .lr="text_reset"
172 },
173 */
174 {
175 "text_settings", menu_vis, {.i=k_menu_page_main|k_menu_page_settings},
176 .fn_press = menu_btn_settings,
177 .ll="text_reset"
178 },
179 {
180 "skater_left", menu_vis, {k_menu_page_skater}
181 },
182 {
183 "skater_right", menu_vis, {k_menu_page_skater}
184 },
185
186 {
187 "fov_slider", menu_vis, {k_menu_page_settings},
188 .ld="text_invert_y"
189 },
190 { "fov_info", menu_vis, {k_menu_page_settings} },
191
192 {
193 "vol_slider", menu_vis, {k_menu_page_settings},
194 .lu="res_slider"
195 },
196 { "vol_info", menu_vis, {k_menu_page_settings} },
197
198 {
199 "text_invert_y", menu_vis, {k_menu_page_settings},
200 .fn_press = menu_btn_invert_y,
201 .lu = "fov_slider", .ld="text_blur"
202 },
203 {
204 "text_invert_y_check", menu_settings_if, {.ptr_generic=&cl_invert_y}
205 },
206 {
207 "text_blur", menu_vis, {k_menu_page_settings},
208 .fn_press = menu_btn_blur,
209 .lu="text_invert_y", .ld="res_slider"
210 },
211 {
212 "text_blur_check", menu_settings_if, {.ptr_generic=&cl_blur}
213 },
214 {
215 "res_slider", menu_vis, {k_menu_page_settings},
216 .ld = "vol_slider", .lu = "text_blur"
217 },
218 {
219 "res_info", menu_vis, {k_menu_page_settings},
220 },
221 { "ctr_xbox", menu_controller_inf, {k_menu_controller_type_xbox}},
222 { "ctr_xbox_text", menu_controller_inf, {k_menu_controller_type_xbox}},
223 { "ctr_steam", menu_controller_inf, {k_menu_controller_type_steam}},
224 { "ctr_steam_text", menu_controller_inf, {k_menu_controller_type_steam}},
225 { "ctr_deck", menu_controller_inf, {k_menu_controller_type_steam_deck}},
226 { "ctr_deck_text", menu_controller_inf, {k_menu_controller_type_steam_deck}},
227 { "ctr_ps", menu_controller_inf, {k_menu_controller_type_playstation}},
228 { "ctr_ps_text", menu_controller_inf, {k_menu_controller_type_playstation}},
229 { "ctr_kbm", menu_controller_inf, {k_menu_controller_type_keyboard}},
230 { "ctr_kbm_text", menu_controller_inf, {k_menu_controller_type_keyboard}},
231 {
232 "text_paused", menu_vis, {k_menu_page_main}
233 },
234 };
235
236 VG_STATIC int menu_get_loc( const char *loc )
237 {
238 for( int i=0; i<vg_list_size(menu_buttons); i++ )
239 if( !strcmp( menu_buttons[i].name, loc ) )
240 return i;
241
242 assert(0);
243 return 0;
244 }
245
246 VG_STATIC int __respawn( int argc, const char *argv[] );
247 VG_STATIC void menu_btn_reset( int event )
248 {
249 __respawn(0,NULL);
250 cl_menu_go_away = 1;
251 game_menu.page = 0;
252 }
253
254 VG_STATIC void menu_btn_fuckoff( int event )
255 {
256 vg.window_should_close = 1;
257 }
258
259 VG_STATIC void menu_btn_quit( int event )
260 {
261 game_menu.page = k_menu_page_quit;
262 game_menu.loc = menu_get_loc( "text_yes" );
263 }
264
265 VG_STATIC void menu_btn_settings( int event )
266 {
267 game_menu.page = k_menu_page_settings;
268 game_menu.loc = menu_get_loc( "fov_slider" );
269 }
270
271 VG_STATIC void menu_btn_skater( int event )
272 {
273 game_menu.page = k_menu_page_skater;
274 }
275
276 VG_STATIC void menu_btn_blur( int event )
277 {
278 cl_blur ^= 0x1;
279 }
280
281 VG_STATIC void menu_btn_invert_y( int event )
282 {
283 cl_invert_y ^= 0x1;
284 }
285
286 VG_STATIC void menu_btn_map( int event )
287 {
288 game_menu.page = k_menu_page_map;
289 game_menu.map_count = 0;
290 game_menu.selected_map = 0;
291
292 tinydir_dir dir;
293 tinydir_open( &dir, "maps" );
294
295 while( dir.has_next ){
296 tinydir_file file;
297 tinydir_readfile( &dir, &file );
298
299 if( file.is_reg ){
300 struct menu_map_file *mf = &game_menu.maps_list[ game_menu.map_count ];
301
302 vg_strncpy( file.name, mf->name,
303 vg_list_size(game_menu.maps_list[0].name)-1 );
304
305 game_menu.map_count ++;
306 if( game_menu.map_count == vg_list_size(game_menu.maps_list) )
307 break;
308 }
309
310 tinydir_next( &dir );
311 }
312
313 tinydir_close(&dir);
314 }
315
316 VG_STATIC void menu_crap_ui(void)
317 {
318 if( cl_menu && (game_menu.page == k_menu_page_map) ){
319 ui_rect box;
320 box[0] = vg.window_x/2 - 150;
321 box[1] = vg.window_y/2 - 300;
322 box[2] = 300;
323 box[3] = 600;
324
325 ui_fill_rect( box, 0xa0000000 );
326
327 if( game_menu.map_count == 0 ){
328 ui_text( (ui_rect){ vg.window_x/2, box[1]+8, 0,0 }, "No maps found", 1,
329 k_text_align_center );
330 }
331 else{
332 ui_rect_pad( box, 4 );
333 box[3] = 16;
334
335 for( int i=0; i<game_menu.map_count; i++ ){
336 struct menu_map_file *mf = &game_menu.maps_list[ i ];
337
338 ui_fill_rect( box, game_menu.selected_map == i? 0xa0ffffff:
339 0xa0808080 );
340 ui_text( (ui_rect){ vg.window_x/2, box[1]+2, 0,0 },
341 mf->name, 1, k_text_align_center );
342 box[1] += 16+4;
343 }
344 }
345 }
346 }
347
348 VG_STATIC void steam_on_game_overlay( CallbackMsg_t *msg )
349 {
350 GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
351 vg_info( "Steam game overlay activated; pausing\n" );
352
353 if( inf->m_bActive ){
354 cl_menu = 1;
355 game_menu.page = k_menu_page_main;
356 game_menu.loc = menu_get_loc( "text_skater" );
357 }
358 }
359
360 VG_STATIC void menu_init(void)
361 {
362 vg_create_unnamed_input( &input_menu_h, k_input_type_axis );
363 vg_create_unnamed_input( &input_menu_v, k_input_type_axis );
364 vg_create_unnamed_input( &input_menu_back, k_input_type_button );
365 vg_create_unnamed_input( &input_menu_press, k_input_type_button );
366 vg_create_unnamed_input( &input_menu_toggle, k_input_type_button );
367 vg_create_unnamed_input( &input_menu_toggle_kbm, k_input_type_button );
368
369 vg_apply_bind_str( &input_menu_h, "", "gp-ls-h" );
370 vg_apply_bind_str( &input_menu_h, "+", "right" );
371 vg_apply_bind_str( &input_menu_h, "-", "left" );
372 vg_apply_bind_str( &input_menu_v, "", "-gp-ls-v" );
373 vg_apply_bind_str( &input_menu_v, "+", "up" );
374 vg_apply_bind_str( &input_menu_v, "-", "down" );
375 vg_apply_bind_str( &input_menu_press, "", "gp-a" );
376 vg_apply_bind_str( &input_menu_press, "", "\2enter" );
377 vg_apply_bind_str( &input_menu_back, "", "gp-b" );
378 vg_apply_bind_str( &input_menu_back, "", "\2escape" );
379 vg_apply_bind_str( &input_menu_toggle_kbm, "", "\2escape" );
380 vg_apply_bind_str( &input_menu_toggle, "", "\2gp-menu" );
381
382 vg_linear_clear( vg_mem.scratch );
383
384 mdl_open( &menu_model, "models/rs_menu.mdl", vg_mem.rtmemory );
385 mdl_load_metadata_block( &menu_model, vg_mem.rtmemory );
386 mdl_load_mesh_block( &menu_model, vg_mem.scratch );
387 mdl_load_array( &menu_model, &menu_markers, "ent_marker", vg_mem.rtmemory );
388 //mdl_invert_uv_coordinates( &menu_model );
389 mdl_close( &menu_model );
390
391 vg_acquire_thread_sync();
392 {
393 mdl_unpack_glmesh( &menu_model, &menu_glmesh );
394 vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
395 }
396 vg_release_thread_sync();
397
398 for( int i=0; i<vg_list_size(menu_buttons); i++ ){
399 struct menu_button *btn = &menu_buttons[i];
400 btn->mesh = mdl_find_mesh( &menu_model, btn->name );
401
402 if( !btn->mesh ){
403 vg_info( "info: %s\n", btn->name );
404 vg_fatal_exit_loop( "Menu programming error" );
405 }
406 }
407
408 menu_mark_fov_max =
409 ent_find_marker( &menu_model, &menu_markers, "fov_slider_max" );
410 menu_mark_fov_min =
411 ent_find_marker( &menu_model, &menu_markers, "fov_slider_min" );
412 menu_mark_vol_max =
413 ent_find_marker( &menu_model, &menu_markers, "vol_slider_max" );
414 menu_mark_vol_min =
415 ent_find_marker( &menu_model, &menu_markers, "vol_slider_min" );
416 menu_mark_res_max =
417 ent_find_marker( &menu_model, &menu_markers, "res_slider_max" );
418 menu_mark_res_min =
419 ent_find_marker( &menu_model, &menu_markers, "res_slider_min" );
420
421 menu_mesh_fov_slider = mdl_find_mesh( &menu_model, "fov_slider" );
422 menu_mesh_vol_slider = mdl_find_mesh( &menu_model, "vol_slider" );
423 menu_mesh_res_slider = mdl_find_mesh( &menu_model, "res_slider" );
424
425 shader_model_menu_register();
426
427 #ifdef SR_NETWORKED
428 steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
429 #endif
430 }
431
432 VG_STATIC void menu_run_directional(void)
433 {
434 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
435
436 if( vg_input_button_down( &input_menu_press ) ){
437 if( btn->fn_press ){
438 audio_lock();
439 audio_oneshot( &audio_ui[0], 1.0f, 0.0f );
440 audio_unlock();
441
442 btn->fn_press( 1 );
443 return;
444 }
445 }
446
447 if( menu_input_cooldown <= 0.0f ){
448 v2f dir = { input_menu_h.axis.value,
449 -input_menu_v.axis.value };
450
451 if( v2_length2( dir ) > 0.8f*0.8f ){
452 const char *link = NULL;
453
454 if( fabsf(dir[0]) > fabsf(dir[1]) ){
455 if( dir[0] > 0.0f ) link = btn->lr;
456 else link = btn->ll;
457 }
458 else{
459 if( dir[1] > 0.0f ) link = btn->ld;
460 else link = btn->lu;
461 }
462
463 if( link ){
464 game_menu.loc = menu_get_loc( link );
465 menu_input_cooldown = 0.25f;
466 }
467 }
468 }
469 }
470
471 VG_STATIC int menu_page_should_backout(void)
472 {
473 return vg_input_button_down( &input_menu_back );
474 }
475
476 VG_STATIC void menu_close(void)
477 {
478 cl_menu_go_away = 1;
479 game_menu.page = 0;
480 game_menu.loc = menu_get_loc( "text_skater" );
481 }
482
483 VG_STATIC void menu_page_main(void)
484 {
485 if( menu_page_should_backout() )
486 {
487 menu_close();
488 return;
489 }
490
491 menu_fov_target = 112.0f;
492 menu_run_directional();
493 }
494
495 VG_STATIC void menu_page_map(void)
496 {
497 if( menu_page_should_backout() ){
498 game_menu.page = k_menu_page_main;
499 game_menu.loc = menu_get_loc( "text_map" );
500 }
501
502 if( game_menu.map_count > 0 ){
503 float v = input_menu_v.axis.value;
504 if( (fabsf(v) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
505 audio_lock();
506 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
507 audio_unlock();
508
509 if( v > 0.0f ){
510 game_menu.selected_map --;
511
512 if( game_menu.selected_map < 0 )
513 game_menu.selected_map = game_menu.map_count-1;
514
515 menu_input_cooldown = 0.25f;
516 }
517 else{
518 game_menu.selected_map ++;
519
520 if( game_menu.selected_map >= game_menu.map_count )
521 game_menu.selected_map = 0;
522
523 menu_input_cooldown = 0.25f;
524 }
525 }
526
527 if( vg_input_button_down( &input_menu_press ) ){
528 #if 0
529 /* load map */
530 char temp[256];
531 strcpy( temp, "maps/" );
532 strcat( temp, game_menu.maps_list[game_menu.selected_map].name );
533
534 world_change_world( 1, (const char *[]){ temp } );
535 menu_close();
536 #endif
537 }
538 }
539
540 menu_fov_target = 80.0f;
541 }
542
543 VG_STATIC void menu_page_quit(void)
544 {
545 if( menu_page_should_backout() ){
546 game_menu.page = k_menu_page_main;
547 game_menu.loc = menu_get_loc( "text_quit" );
548 }
549
550 menu_fov_target = 90.0f;
551 menu_run_directional();
552 }
553
554 void temp_update_playermodel(void);
555 VG_STATIC void menu_page_skater(void)
556 {
557 float h = input_menu_h.axis.value;
558 menu_fov_target = 97.0f;
559
560 if( menu_page_should_backout() ){
561 game_menu.page = k_menu_page_main;
562 game_menu.loc = menu_get_loc( "text_skater" );
563 return;
564 }
565
566 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
567 audio_lock();
568 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
569 audio_unlock();
570
571 vg_info( "%f\n", h );
572
573 if( h < 0.0f ){
574 cl_playermdl_id --;
575 if( cl_playermdl_id < 0 )
576 cl_playermdl_id = 2;
577
578 int li = menu_get_loc( "skater_left" );
579
580 menu_buttons[li].fsize = 0.4f;
581 menu_buttons[li].falpha = 1.0f;
582
583 menu_input_cooldown = 0.25f;
584 }
585 else{
586 cl_playermdl_id ++;
587 if( cl_playermdl_id > 2 )
588 cl_playermdl_id = 0;
589
590 int ri = menu_get_loc( "skater_right" );
591
592 menu_buttons[ri].fsize = 0.4f;
593 menu_buttons[ri].falpha = 1.0f;
594
595 menu_input_cooldown = 0.25f;
596 }
597
598 temp_update_playermodel();
599 }
600 }
601
602 VG_STATIC void menu_slider( float *value, int set_value,
603 mdl_mesh *slider, v3f co_min, v3f co_max )
604 {
605 if( set_value ){
606 float h = input_menu_h.axis.value;
607 if( fabsf(h) > 0.04f )
608 *value += h * vg.frame_delta;
609 *value = vg_clampf( *value, 0.0f, 1.0f );
610 }
611
612 v3_lerp( co_min, co_max, *value, slider->transform.co );
613 }
614
615 VG_STATIC void menu_page_settings(void)
616 {
617 menu_run_directional();
618
619 int fov_select = game_menu.loc == menu_get_loc( "fov_slider" );
620 menu_slider( &cl_fov, fov_select,
621 menu_mesh_fov_slider, menu_mark_fov_min->transform.co,
622 menu_mark_fov_max->transform.co );
623
624 if( fov_select )
625 menu_fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov ) * 0.8f;
626
627 menu_slider( &vg_audio.external_global_volume,
628 (game_menu.loc == menu_get_loc( "vol_slider" )),
629 menu_mesh_vol_slider, menu_mark_vol_min->transform.co,
630 menu_mark_vol_max->transform.co );
631
632 menu_slider( &gpipeline.view_render_scale,
633 (game_menu.loc == menu_get_loc( "res_slider" )),
634 menu_mesh_res_slider, menu_mark_res_min->transform.co,
635 menu_mark_res_max->transform.co );
636
637 if( menu_page_should_backout() ){
638 game_menu.page = k_menu_page_main;
639 game_menu.loc = menu_get_loc( "text_settings" );
640 return;
641 }
642 }
643
644 player_instance *tmp_localplayer(void);
645
646 VG_STATIC void menu_update(void)
647 {
648 vg_input_update( 1, &input_menu_h );
649 vg_input_update( 1, &input_menu_v );
650 vg_input_update( 1, &input_menu_back );
651 vg_input_update( 1, &input_menu_press );
652 vg_input_update( 1, &input_menu_toggle );
653 vg_input_update( 1, &input_menu_toggle_kbm );
654
655 int toggle_gp = vg_input_button_down( &input_menu_toggle ),
656 toggle_kb = vg_input_button_down( &input_menu_toggle_kbm ),
657 wait_for_a_sec = 0;
658
659 if( toggle_gp || toggle_kb ){
660 if( cl_menu ){
661 if( toggle_gp ){
662 menu_close();
663 }
664 }
665 else{
666 if( toggle_kb )
667 wait_for_a_sec = 1;
668
669 cl_menu = 1;
670 game_menu.page = 1;
671 }
672 }
673
674 if( !wait_for_a_sec && cl_menu ){
675 if( game_menu.page == k_menu_page_main )
676 menu_page_main();
677 else if( game_menu.page == k_menu_page_skater )
678 menu_page_skater();
679 else if( game_menu.page == k_menu_page_quit )
680 menu_page_quit();
681 else if( game_menu.page == k_menu_page_settings )
682 menu_page_settings();
683 else if( game_menu.page == k_menu_page_map )
684 menu_page_map();
685 }
686
687 struct menu_button *btn = &menu_buttons[ game_menu.loc ];
688
689 /* Base */
690 {
691 player_instance *player = tmp_localplayer();
692 struct player_avatar *av = player->playeravatar;
693
694 v3f center_rough;
695 if( player->subsystem == k_player_subsystem_dead ){
696 m4x3_mulv( av->sk.final_mtx[av->id_hip], (v3f){0.0f,0.9f,0.0f},
697 center_rough );
698 }
699 else{
700 m4x3_mulv( av->sk.final_mtx[av->id_head], (v3f){0.0f,1.5f,0.0f},
701 center_rough );
702 }
703
704 v3f cam_offset;
705 float cam_rot;
706 if( player->subsystem == k_player_subsystem_walk ){
707 v3_muls( player->rb.to_world[2], 1.0f, cam_offset );
708 cam_rot = 0.0f;
709 }
710 else{
711 v3_muls( player->rb.to_world[0], -1.0f, cam_offset );
712 cam_rot = -VG_PIf*0.5f;
713 }
714
715
716 v3f lookdir;
717 m3x3_mulv( player->invbasis, cam_offset, lookdir );
718 lookdir[1] = 0.0f;
719 v3_normalize( lookdir );
720
721 m3x3_mulv( player->basis, lookdir, cam_offset );
722 v3_muladds( center_rough, cam_offset, 2.0f, menu_camera_pos );
723
724 menu_camera_angles[1] = 0.0f;
725 menu_camera_angles[0] = -atan2f( lookdir[0], lookdir[2] );
726
727 /* setup model matrix */
728 v4f qmenu_mdl;
729 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -menu_camera_angles[0] );
730 q_m3x3( qmenu_mdl, menu_mdl_mtx );
731 v3_add( center_rough, (v3f){0.0f,-0.5f,0.0f}, menu_mdl_mtx[3] );
732 m3x3_mul( player->basis, menu_mdl_mtx, menu_mdl_mtx );
733
734 menu_smooth_fov = vg_lerpf( menu_smooth_fov, menu_fov_target,
735 vg.frame_delta * 8.2f );
736 }
737
738 /* Extra */
739 {
740 v3f delta;
741 v3_sub( btn->mesh->transform.co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
742 v3_normalize( delta );
743
744 float y = atan2f( delta[0], delta[2] ),
745 p = -sinf(delta[1]),
746 dt = vg.frame_delta;
747
748 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
749 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
750
751 v2_muladds( menu_camera_angles, menu_extra_angles, 0.8f,
752 menu_camera_angles );
753 menu_camera_angles[0] = fmodf( menu_camera_angles[0], VG_TAUf );
754 }
755
756 float dt = vg.frame_delta * 6.0f;
757 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
758
759 if( menu_opacity <= 0.01f ){
760 cl_menu = 0;
761 cl_menu_go_away = 0;
762 }
763
764 vg.time_rate = 1.0-(double)menu_opacity;
765
766 if( cl_menu ){
767 menu_input_cooldown -= vg.frame_delta;
768 }
769 }
770
771 /* https://iquilezles.org/articles/functions/ */
772 float expSustainedImpulse( float x, float f, float k )
773 {
774 float s = fmaxf(x-f,0.0f);
775 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
776 }
777
778 VG_STATIC void menu_render_bg(void)
779 {
780 glEnable(GL_BLEND);
781 glDisable(GL_DEPTH_TEST);
782 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
783 glBlendEquation(GL_FUNC_ADD);
784
785 shader_blitcolour_use();
786 shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
787 render_fsquad();
788 }
789
790 VG_STATIC void menu_render_fg( camera *cam )
791 {
792 glEnable( GL_DEPTH_TEST );
793 glDisable( GL_BLEND );
794
795 m4x3f mtx;
796
797 shader_model_menu_use();
798 shader_model_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
799 shader_model_menu_uTexMain( 1 );
800 vg_tex2d_bind( &tex_menu, 1 );
801
802 shader_model_menu_uPv( cam->mtx.pv );
803 shader_model_menu_uPvmPrev( cam->mtx_prev.pv );
804 mesh_bind( &menu_glmesh );
805
806 for( int i=0; i<vg_list_size(menu_buttons); i++ ){
807 struct menu_button *btn = &menu_buttons[i];
808 float talpha = i==game_menu.loc? 1.0f: 0.0f,
809 tsize0 = btn->fn_visibility( btn->user )? 1.0f: 0.0f,
810 tsize1 = i==game_menu.loc? 0.07f: 0.0f,
811 tsize = tsize0+tsize1;
812
813 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
814 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 7.0f );
815
816 /* Colour */
817 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
818 vnormal = {1.0f,1.0f,1.0f, 1.0f},
819 vcurrent;
820
821 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
822 shader_model_menu_uColour( vcurrent );
823
824 /* Create matrix */
825 m4x3f mtx_size;
826 mdl_transform_m4x3( &btn->mesh->transform, mtx );
827 m4x3_mul( menu_mdl_mtx, mtx, mtx );
828 m4x3_identity( mtx_size );
829 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
830 m4x3_mul( mtx, mtx_size, mtx );
831 shader_model_menu_uMdl( mtx );
832
833 for( int j=0; j<btn->mesh->submesh_count; j++ ){
834 mdl_submesh *sm =
835 mdl_arritm( &menu_model.submeshs, btn->mesh->submesh_start+j );
836 mdl_draw_submesh( sm );
837 }
838 }
839
840 /*
841 for( int i=0; i<menu_model->node_count; i++ )
842 {
843 mdl_node *pnode = mdl_node_from_id( menu_model, i );
844
845 for( int j=0; j<pnode->submesh_count; j++ )
846 {
847 mdl_submesh *sm =
848 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
849
850 mdl_node_transform( pnode, mtx );
851 m4x3_mul( menu_mdl_mtx, mtx, mtx );
852 shader_menu_uMdl( mtx );
853
854 mdl_draw_submesh( sm );
855 }
856 }
857 */
858 }
859
860 #endif /* MENU_H */