oh yeah mr crabs
[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 static mdl_header *menu_model;
12 static glmesh menu_glmesh;
13 static m4x3f menu_mdl_mtx;
14 static float menu_opacity = 0.0f;
15 static float menu_input_cooldown = 0.0f;
16 static float menu_fov_target = 97.0f;
17 static v2f menu_extra_angles;
18
19 static int menu_loc = 1,
20 menu_loc_last = 1;
21 static u32 menu_page = 0;
22
23 static int cl_menu = 0,
24 cl_menu_go_away = 0;
25 static int cl_playermdl_id = 0;
26
27 static const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
28
29 static void menu_btn_paused( int event );
30 static void menu_btn_quit( int event );
31 static void menu_btn_skater( int event );
32 static void menu_btn_map( int event );
33 static void menu_btn_map_a( int event );
34 static void menu_btn_map_b( int event );
35 static void menu_btn_map_c( int event );
36 static void menu_btn_fuckoff( int event );
37
38 struct menu_button
39 {
40 const char *name;
41 u32 areas;
42
43 void (*fn_press)(int event);
44 int links[4];
45 mdl_node *pnode;
46
47 float falpha, fsize;
48 }
49 static menu_buttons[] =
50 {
51 /*0*/{"text_paused", 1, menu_btn_paused },
52 /*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,2}},
53 /*2*/{"text_skater", 3, menu_btn_skater, {3,1,4,-1}},
54 /*3*/{"text_map", 5, menu_btn_map, {-1,-1,2,-1}},
55 /*4*/{"text_about_game", 1, NULL, {2,-1,-1,-1}},
56 /*5*/{"skater_left", 2, NULL, {-1,-1,-1,-1}},
57 /*6*/{"skater_right", 2, NULL, {-1,-1,-1,-1}},
58 /*7*/{"map_a", 4, menu_btn_map_a,{8, -1, 9, 9 }},
59 /*8*/{"map_b", 4, menu_btn_map_b,{-1,7,7,-1}},
60 /*9*/{"map_c", 4, menu_btn_map_c,{7,7,-1,8}},
61 /*a*/{"g_map", 5, NULL },
62 /*b*/{"g_controls", 1, NULL },
63 /*c*/{"text_quitty", 8, NULL },
64 /*d*/{"text_yes", 8, menu_btn_fuckoff,{-1,-1,-1,-1} },
65 };
66
67 static void menu_btn_map_a( int event ){}
68 static void menu_btn_map_b( int event ){}
69 static void menu_btn_map_c( int event ){}
70
71 static void menu_btn_paused( int event )
72 {
73
74 }
75
76 static void menu_btn_fuckoff( int event )
77 {
78 glfwSetWindowShouldClose( vg.window, 1 );
79 }
80
81 static void menu_btn_quit( int event )
82 {
83 menu_page = 0x8;
84 menu_loc = 0xd;
85 }
86
87 static void menu_btn_map( int event )
88 {
89 menu_page = 0x4;
90 menu_loc = 7;
91 }
92
93 static void menu_btn_skater( int event )
94 {
95 menu_page = 0x2;
96 }
97
98 static void menu_init(void)
99 {
100 menu_model = mdl_load( "models/rs_menu.mdl" );
101
102 if( !menu_model )
103 vg_fatal_exit_loop( "No menu model" );
104
105 for( int i=0; i<vg_list_size(menu_buttons); i++ )
106 {
107 struct menu_button *btn = &menu_buttons[i];
108 btn->pnode = mdl_node_from_name( menu_model, btn->name );
109
110 if( !btn->pnode )
111 vg_fatal_exit_loop( "Menu programming error" );
112 }
113
114 vg_convar_push( (struct vg_convar){
115 .name = "cl_playermdl_id",
116 .data = &cl_playermdl_id,
117 .data_type = k_convar_dtype_i32,
118 .opt_i32 = { .min=0, .max=2, .clamp=1 },
119 .persistent = 1
120 });
121
122 vg_acquire_thread_sync();
123 mdl_unpack_glmesh( menu_model, &menu_glmesh );
124 vg_release_thread_sync();
125
126 shader_menu_register();
127 }
128
129 static void menu_run_directional(void)
130 {
131 struct menu_button *btn = &menu_buttons[ menu_loc ];
132
133 if( vg_get_button_down( "jump" ) )
134 {
135 if( btn->fn_press )
136 {
137 audio_lock();
138 audio_play_oneshot( &audio_ui[0], 1.0f );
139 audio_unlock();
140
141 btn->fn_press( 1 );
142 return;
143 }
144 }
145
146 if( menu_input_cooldown <= 0.0f )
147 {
148 v2f dir = { vg_get_axis( "lookh" ), vg_get_axis( "lookv" ) };
149
150 if( v2_length2( dir ) > 0.8f*0.8f )
151 {
152 int idir = 0;
153
154 if( fabsf(dir[0]) > fabsf(dir[1]) )
155 {
156 if( dir[0] > 0.0f ) idir = 2;
157 else idir = 0;
158 }
159 else
160 {
161 if( dir[1] > 0.0f ) idir = 3;
162 else idir = 1;
163 }
164
165 int link = btn->links[idir];
166
167 if( link != -1 )
168 {
169 menu_loc_last = menu_loc;
170 menu_loc = link;
171 menu_input_cooldown = 0.25f;
172 }
173 }
174 }
175 }
176
177 static int menu_page_should_backout(void)
178 {
179 return vg_get_button_down( "break" );
180 }
181
182 static void menu_close(void)
183 {
184 cl_menu_go_away = 1;
185 menu_page = 0;
186 }
187
188 static void menu_page_main(void)
189 {
190 if( menu_page_should_backout() )
191 {
192 menu_close();
193 return;
194 }
195
196 menu_fov_target = 112.0f;
197 menu_run_directional();
198 }
199
200 static void menu_page_map(void)
201 {
202 if( menu_page_should_backout() )
203 {
204 menu_page = 1;
205 menu_loc = 3;
206 }
207
208 menu_fov_target = 80.0f;
209 menu_run_directional();
210 }
211
212 static void menu_page_quit(void)
213 {
214 if( menu_page_should_backout() )
215 {
216 menu_page = 1;
217 menu_loc = 1;
218 }
219
220 menu_fov_target = 90.0f;
221 menu_run_directional();
222 }
223
224 static void menu_page_skater(void)
225 {
226 float h = vg_get_axis( "lookh" );
227 menu_fov_target = 97.0f;
228
229 if( menu_page_should_backout() )
230 {
231 menu_page = 1;
232 menu_loc = 2;
233 return;
234 }
235
236 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
237 {
238 if( h < 0.0f )
239 {
240 cl_playermdl_id --;
241 if( cl_playermdl_id < 0 )
242 cl_playermdl_id = 2;
243
244 menu_buttons[5].fsize = 0.4f;
245 menu_buttons[5].falpha = 1.0f;
246
247 menu_input_cooldown = 0.25f;
248 player_load_model( playermodels[ cl_playermdl_id ], 1 );
249 }
250 else
251 {
252 cl_playermdl_id ++;
253 if( cl_playermdl_id > 2 )
254 cl_playermdl_id = 0;
255
256 menu_buttons[6].fsize = 0.4f;
257 menu_buttons[6].falpha = 1.0f;
258
259 menu_input_cooldown = 0.25f;
260 player_load_model( playermodels[ cl_playermdl_id ], 1 );
261 }
262 }
263 }
264
265 static void menu_update(void)
266 {
267 if( vg_get_button_down( "menu" ) )
268 {
269 if( cl_menu )
270 {
271 cl_menu_go_away = 1;
272 menu_page = 0;
273 }
274 else
275 {
276 cl_menu = 1;
277 menu_page = 1;
278 }
279 }
280
281 if( menu_page == 1 )
282 menu_page_main();
283 else if( menu_page == 2 )
284 menu_page_skater();
285 else if( menu_page == 4 )
286 menu_page_map();
287 else if( menu_page == 8 )
288 menu_page_quit();
289
290 struct menu_button *btn = &menu_buttons[ menu_loc ];
291
292 v3f pos;
293 v2f angles;
294
295 /* Base */
296 {
297 v3f lookdir;
298 v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
299 m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
300
301 lookdir[1] = 0.0f;
302 v3_normalize( lookdir );
303
304 v3f center_rough;
305
306 if( player.is_dead )
307 {
308 v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
309 }
310 else
311 {
312 v3_add( player.camera_pos, player.visual_transform[3], center_rough );
313 v3_muls( center_rough, 0.5f, center_rough );
314 }
315
316 v3_muladds( center_rough, lookdir, 1.5f, pos );
317 v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
318
319 angles[1] = 0.0f;
320 angles[0] = -atan2f( lookdir[0], lookdir[2] );
321
322 /* setup model matrix */
323 v4f qmenu_mdl;
324 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
325
326 q_m3x3( qmenu_mdl, menu_mdl_mtx );
327 v3_copy( center_rough, menu_mdl_mtx[3] );
328 }
329
330 /* Extra */
331 {
332 v3f delta;
333 v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
334 v3_normalize( delta );
335
336 float y = atan2f( delta[0], delta[2] ),
337 p = -sinf(delta[1]),
338 dt = vg.frame_delta;
339
340 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
341 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
342
343 v2_muladds( angles, menu_extra_angles, 0.8f, angles );
344 angles[0] = fmodf( angles[0], VG_TAUf );
345 }
346
347 /* Update camera */
348 {
349 camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
350 camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
351 v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
352 camera_update();
353 }
354
355 float dt = vg.frame_delta * 6.0f;
356 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
357
358 if( menu_opacity <= 0.01f )
359 {
360 cl_menu = 0;
361 cl_menu_go_away = 0;
362 }
363
364 vg.time_rate = 1.0-(double)menu_opacity;
365
366 if( cl_menu )
367 {
368 menu_input_cooldown -= vg.frame_delta;
369 }
370 }
371
372 /* https://iquilezles.org/articles/functions/ */
373 float expSustainedImpulse( float x, float f, float k )
374 {
375 float s = fmaxf(x-f,0.0f);
376 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
377 }
378
379 static void menu_render( m4x4f projection )
380 {
381 glEnable(GL_BLEND);
382 glDisable(GL_DEPTH_TEST);
383 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
384 glBlendEquation(GL_FUNC_ADD);
385
386 shader_fscolour_use();
387 shader_fscolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
388 render_fsquad();
389
390 glEnable( GL_DEPTH_TEST );
391 glDisable( GL_BLEND );
392
393 m4x3f mtx;
394
395 shader_menu_use();
396 shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
397 shader_menu_uTexMain( 1 );
398 vg_tex2d_bind( &tex_graffiti, 1 );
399
400 shader_menu_uPv( projection );
401 mesh_bind( &menu_glmesh );
402
403 for( int i=0; i<vg_list_size(menu_buttons); i++ )
404 {
405 struct menu_button *btn = &menu_buttons[i];
406 float talpha = i==menu_loc? 1.0f: 0.0f,
407 tsize0 = btn->areas & menu_page? 1.0f: 0.0f,
408 tsize1 = i==menu_loc? 0.07f: 0.0f,
409 tsize = tsize0+tsize1;
410
411 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
412 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
413
414 /* Colour */
415 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
416 vnormal = {1.0f,1.0f,1.0f, 1.0f},
417 vcurrent;
418
419 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
420 shader_menu_uColour( vcurrent );
421
422 /* Create matrix */
423 m4x3f mtx_size;
424 mdl_node_transform( btn->pnode, mtx );
425 m4x3_mul( menu_mdl_mtx, mtx, mtx );
426 m4x3_identity( mtx_size );
427 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
428 m4x3_mul( mtx, mtx_size, mtx );
429 shader_menu_uMdl( mtx );
430
431 for( int j=0; j<btn->pnode->submesh_count; j++ )
432 {
433 mdl_submesh *sm =
434 mdl_submesh_from_id( menu_model, btn->pnode->submesh_start+j );
435 mdl_draw_submesh( sm );
436 }
437 }
438
439 /*
440 for( int i=0; i<menu_model->node_count; i++ )
441 {
442 mdl_node *pnode = mdl_node_from_id( menu_model, i );
443
444 for( int j=0; j<pnode->submesh_count; j++ )
445 {
446 mdl_submesh *sm =
447 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
448
449 mdl_node_transform( pnode, mtx );
450 m4x3_mul( menu_mdl_mtx, mtx, mtx );
451 shader_menu_uMdl( mtx );
452
453 mdl_draw_submesh( sm );
454 }
455 }
456 */
457 }
458
459 static void menu_free(void *_)
460 {
461 mesh_free( &menu_glmesh );
462 }
463
464 #endif /* MENU_H */