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