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_STATIC
void menu_btn_paused( int event
);
29 VG_STATIC
void menu_btn_quit( int event
);
30 VG_STATIC
void menu_btn_skater( int event
);
31 VG_STATIC
void menu_btn_map( int event
);
32 VG_STATIC
void menu_btn_map_a( int event
);
33 VG_STATIC
void menu_btn_map_b( int event
);
34 VG_STATIC
void menu_btn_map_c( int event
);
35 VG_STATIC
void menu_btn_fuckoff( int event
);
42 void (*fn_press
)(int event
);
48 VG_STATIC menu_buttons
[] =
50 /*0*/{"text_paused", 1, menu_btn_paused
},
51 /*1*/{"text_quit", 9, menu_btn_quit
, {3,-1,4,2}},
52 /*2*/{"text_skater", 3, menu_btn_skater
, {3,1,4,-1}},
53 /*3*/{"text_map", 5, menu_btn_map
, {-1,-1,2,-1}},
54 /*4*/{"text_about_game", 1, NULL
, {2,-1,-1,-1}},
55 /*5*/{"skater_left", 2, NULL
, {-1,-1,-1,-1}},
56 /*6*/{"skater_right", 2, NULL
, {-1,-1,-1,-1}},
57 /*7*/{"map_a", 4, menu_btn_map_a
,{8, -1, 9, 9 }},
58 /*8*/{"map_b", 4, menu_btn_map_b
,{-1,7,7,-1}},
59 /*9*/{"map_c", 4, menu_btn_map_c
,{7,7,-1,8}},
60 /*a*/{"g_map", 5, NULL
},
61 /*b*/{"g_controls", 1, NULL
},
62 /*c*/{"text_quitty", 8, NULL
},
63 /*d*/{"text_yes", 8, menu_btn_fuckoff
,{-1,-1,-1,-1} },
66 VG_STATIC
void menu_btn_map_a( int event
){}
67 VG_STATIC
void menu_btn_map_b( int event
){}
68 VG_STATIC
void menu_btn_map_c( int event
){}
70 VG_STATIC
void menu_btn_paused( int event
)
75 VG_STATIC
void menu_btn_fuckoff( int event
)
77 glfwSetWindowShouldClose( vg
.window
, 1 );
80 VG_STATIC
void menu_btn_quit( int event
)
86 VG_STATIC
void menu_btn_map( int event
)
92 VG_STATIC
void menu_btn_skater( int event
)
97 VG_STATIC
void menu_init(void)
99 vg_linear_clear( vg_mem
.scratch
);
101 mdl_open( &menu_model
, "models/rs_menu.mdl" );
102 mdl_load_metadata( &menu_model
, vg_mem
.rtmemory
);
103 mdl_load_mesh_data( &menu_model
, vg_mem
.scratch
);
104 mdl_close( &menu_model
);
106 vg_acquire_thread_sync();
107 mdl_unpack_glmesh( &menu_model
, &menu_glmesh
);
108 vg_release_thread_sync();
110 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
112 struct menu_button
*btn
= &menu_buttons
[i
];
113 btn
->pnode
= mdl_node_from_name( &menu_model
, btn
->name
);
116 vg_fatal_exit_loop( "Menu programming error" );
119 shader_menu_register();
122 VG_STATIC
void menu_run_directional(void)
124 struct menu_button
*btn
= &menu_buttons
[ menu_loc
];
126 if( vg_get_button_down( "jump" ) )
131 audio_play_oneshot( &audio_ui
[0], 1.0f
);
139 if( menu_input_cooldown
<= 0.0f
)
141 v2f dir
= { vg_get_axis( "lookh" ), vg_get_axis( "lookv" ) };
143 if( v2_length2( dir
) > 0.8f
*0.8f
)
147 if( fabsf(dir
[0]) > fabsf(dir
[1]) )
149 if( dir
[0] > 0.0f
) idir
= 2;
154 if( dir
[1] > 0.0f
) idir
= 3;
158 int link
= btn
->links
[idir
];
162 menu_loc_last
= menu_loc
;
164 menu_input_cooldown
= 0.25f
;
170 VG_STATIC
int menu_page_should_backout(void)
172 return vg_get_button_down( "break" );
175 VG_STATIC
void menu_close(void)
181 VG_STATIC
void menu_page_main(void)
183 if( menu_page_should_backout() )
189 menu_fov_target
= 112.0f
;
190 menu_run_directional();
193 VG_STATIC
void menu_page_map(void)
195 if( menu_page_should_backout() )
201 menu_fov_target
= 80.0f
;
202 menu_run_directional();
205 VG_STATIC
void menu_page_quit(void)
207 if( menu_page_should_backout() )
213 menu_fov_target
= 90.0f
;
214 menu_run_directional();
217 VG_STATIC
void menu_page_skater(void)
219 float h
= vg_get_axis( "lookh" );
220 menu_fov_target
= 97.0f
;
222 if( menu_page_should_backout() )
229 if( (fabsf(h
) > 0.7f
) && (menu_input_cooldown
<= 0.0f
) )
234 if( cl_playermdl_id
< 0 )
237 menu_buttons
[5].fsize
= 0.4f
;
238 menu_buttons
[5].falpha
= 1.0f
;
240 menu_input_cooldown
= 0.25f
;
245 if( cl_playermdl_id
> 2 )
248 menu_buttons
[6].fsize
= 0.4f
;
249 menu_buttons
[6].falpha
= 1.0f
;
251 menu_input_cooldown
= 0.25f
;
256 VG_STATIC
void menu_update(void)
258 if( vg_get_button_down( "menu" ) )
274 else if( menu_page
== 2 )
276 else if( menu_page
== 4 )
278 else if( menu_page
== 8 )
281 struct menu_button
*btn
= &menu_buttons
[ menu_loc
];
289 v3f
*mtx
= player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
];
290 m3x3_mulv( mtx
, (v3f
){-1.0f
,0.0f
,0.0f
}, lookdir
);
293 v3_normalize( lookdir
);
299 v3_copy(player
.mdl
.ragdoll
[ player
.mdl
.id_hip
-1 ].rb
.co
, center_rough
);
303 v3_add( player
.camera_pos
, player
.visual_transform
[3], center_rough
);
304 v3_muls( center_rough
, 0.5f
, center_rough
);
307 v3_muladds( center_rough
, lookdir
, 1.5f
, pos
);
308 v3_add( (v3f
){ 0.0f
,0.8f
,0.0f
}, pos
, pos
);
311 angles
[0] = -atan2f( lookdir
[0], lookdir
[2] );
313 /* setup model matrix */
315 q_axis_angle( qmenu_mdl
, (v3f
){0.0f
,1.0f
,0.0f
}, -angles
[0] );
317 q_m3x3( qmenu_mdl
, menu_mdl_mtx
);
318 v3_copy( center_rough
, menu_mdl_mtx
[3] );
324 v3_sub( btn
->pnode
->co
, (v3f
){ 0.0f
,1.5f
,-1.5f
}, delta
);
325 v3_normalize( delta
);
327 float y
= atan2f( delta
[0], delta
[2] ),
331 menu_extra_angles
[0] = vg_lerpf( menu_extra_angles
[0], y
, dt
);
332 menu_extra_angles
[1] = vg_lerpf( menu_extra_angles
[1], p
, dt
);
334 v2_muladds( angles
, menu_extra_angles
, 0.8f
, angles
);
335 angles
[0] = fmodf( angles
[0], VG_TAUf
);
340 camera_angles
[0] = vg_alerpf( camera_angles
[0], angles
[0], menu_opacity
);
341 camera_angles
[1] = vg_lerpf ( camera_angles
[1], angles
[1], menu_opacity
);
342 v3_lerp( camera_pos
, pos
, menu_opacity
, camera_pos
);
346 float dt
= vg
.frame_delta
* 6.0f
;
347 menu_opacity
= vg_lerpf( menu_opacity
, cl_menu
&&!cl_menu_go_away
, dt
);
349 if( menu_opacity
<= 0.01f
)
355 vg
.time_rate
= 1.0-(double)menu_opacity
;
359 menu_input_cooldown
-= vg
.frame_delta
;
363 /* https://iquilezles.org/articles/functions/ */
364 float expSustainedImpulse( float x
, float f
, float k
)
366 float s
= fmaxf(x
-f
,0.0f
);
367 return fminf( x
*x
/(f
*f
), 1.0f
+(2.0f
/f
)*s
*expf(-k
*s
));
370 VG_STATIC
void menu_render( m4x4f projection
)
373 glDisable(GL_DEPTH_TEST
);
374 glBlendFunc( GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
375 glBlendEquation(GL_FUNC_ADD
);
377 shader_fscolour_use();
378 shader_fscolour_uColour( (v4f
){ 0.1f
, 0.1f
, 0.3f
, menu_opacity
*0.5f
} );
381 glEnable( GL_DEPTH_TEST
);
382 glDisable( GL_BLEND
);
387 shader_menu_uColour( (v4f
){ 1.0f
,1.0f
,1.0f
,1.0f
} );
388 shader_menu_uTexMain( 1 );
389 vg_tex2d_bind( &tex_graffiti
, 1 );
391 shader_menu_uPv( projection
);
392 mesh_bind( &menu_glmesh
);
394 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
396 struct menu_button
*btn
= &menu_buttons
[i
];
397 float talpha
= i
==menu_loc
? 1.0f
: 0.0f
,
398 tsize0
= btn
->areas
& menu_page
? 1.0f
: 0.0f
,
399 tsize1
= i
==menu_loc
? 0.07f
: 0.0f
,
400 tsize
= tsize0
+tsize1
;
402 btn
->falpha
= vg_lerpf( btn
->falpha
, talpha
, vg
.frame_delta
* 14.0f
);
403 btn
->fsize
= vg_lerpf( btn
->fsize
, tsize
, vg
.frame_delta
* 3.0f
);
406 v4f vselected
= {0.95f
*1.3f
,0.45f
*1.3f
,0.095f
*1.3f
, 1.0f
},
407 vnormal
= {1.0f
,1.0f
,1.0f
, 1.0f
},
410 v4_lerp( vnormal
, vselected
, btn
->falpha
, vcurrent
);
411 shader_menu_uColour( vcurrent
);
415 mdl_node_transform( btn
->pnode
, mtx
);
416 m4x3_mul( menu_mdl_mtx
, mtx
, mtx
);
417 m4x3_identity( mtx_size
);
418 m4x3_scale( mtx_size
, expSustainedImpulse( btn
->fsize
, 0.5f
, 8.7f
) );
419 m4x3_mul( mtx
, mtx_size
, mtx
);
420 shader_menu_uMdl( mtx
);
422 for( int j
=0; j
<btn
->pnode
->submesh_count
; j
++ )
425 &menu_model
.submesh_buffer
[ btn
->pnode
->submesh_start
+j
];
426 mdl_draw_submesh( sm
);
431 for( int i=0; i<menu_model->node_count; i++ )
433 mdl_node *pnode = mdl_node_from_id( menu_model, i );
435 for( int j=0; j<pnode->submesh_count; j++ )
438 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
440 mdl_node_transform( pnode, mtx );
441 m4x3_mul( menu_mdl_mtx, mtx, mtx );
442 shader_menu_uMdl( mtx );
444 mdl_draw_submesh( sm );