6 #include "world_render.h"
9 #include "shaders/model_menu.h"
16 u32 page
; /* current page index */
25 mdl_array_ptr items
, markers
, cameras
;
29 static void menu_init(void)
31 void *alloc
= vg_mem
.rtmemory
;
33 mdl_open( &menu
.model
, "models/rs_menu.mdl", alloc
);
34 mdl_load_metadata_block( &menu
.model
, alloc
);
36 vg_linear_clear( vg_mem
.scratch
);
38 mdl_load_array( &menu
.model
, &menu
.items
, "ent_menuitem", alloc
);
39 mdl_load_array( &menu
.model
, &menu
.markers
, "ent_marker", alloc
);
40 mdl_load_array( &menu
.model
, &menu
.cameras
, "ent_camera", alloc
);
42 vg_linear_clear( vg_mem
.scratch
);
44 if( !mdl_arrcount( &menu
.model
.textures
) )
45 vg_fatal_error( "No texture in menu file" );
47 mdl_texture
*tex0
= mdl_arritm( &menu
.model
.textures
, 0 );
48 void *data
= vg_linear_alloc( vg_mem
.scratch
, tex0
->file
.pack_size
);
49 mdl_fread_pack_file( &menu
.model
, &tex0
->file
, data
);
51 mdl_async_load_glmesh( &menu
.model
, &menu
.mesh
);
52 vg_tex2d_load_qoi_async( data
, tex0
->file
.pack_size
,
53 VG_TEX2D_LINEAR
|VG_TEX2D_CLAMP
,
56 mdl_close( &menu
.model
);
57 shader_model_menu_register();
60 static void menu_open_page( const char *name
)
62 u32 hash
= vg_strdjb2( name
);
63 for( u32 i
=0; i
<mdl_arrcount(&menu
.items
); i
++ ){
64 ent_menuitem
*item
= mdl_arritm( &menu
.items
, i
);
66 if( item
->type
== k_ent_menuitem_type_page
){
67 if( mdl_pstreq( &menu
.model
, item
->page
.pstr_name
, name
, hash
) ){
68 menu
.page
= __builtin_ctz( item
->groups
);
69 vg_info( "menu page: %u\n", menu
.page
);
71 if( item
->page
.id_entrypoint
){
72 u32 id
= mdl_entity_id_id( item
->page
.id_entrypoint
);
73 menu
.loc
= mdl_arritm( &menu
.items
, id
);
76 if( item
->page
.id_viewpoint
){
77 u32 id
= mdl_entity_id_id( item
->page
.id_viewpoint
);
78 menu
.cam
= mdl_arritm( &menu
.cameras
, id
);
87 static void menu_update(void)
89 if( button_down( k_srbind_mopen
) ){
94 if( !menu
.disable_open
){
96 menu_open_page( "Main Menu" );
101 menu
.factive
= vg_lerpf( menu
.factive
, menu
.active
,
102 vg
.time_frame_delta
* 6.0f
);
104 if( menu
.factive
> 0.01f
){
109 VG_STATIC
void menu_render_bg(void)
112 glDisable(GL_DEPTH_TEST
);
113 glBlendFunc( GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
114 glBlendEquation(GL_FUNC_ADD
);
116 shader_blitcolour_use();
117 shader_blitcolour_uColour( (v4f
){ 0.1f
, 0.1f
, 0.3f
, menu
.factive
*0.5f
} );
121 VG_STATIC
void menu_render_fg(void)
123 glEnable( GL_DEPTH_TEST
);
124 glDisable( GL_BLEND
);
127 menu
.view
.fov
= menu
.cam
->fov
;
128 menu
.view
.farz
= 150.0f
;
129 menu
.view
.nearz
= 0.01f
;
130 v3_copy( menu
.cam
->transform
.co
, menu
.view
.pos
);
133 mdl_transform_vector( &menu
.cam
->transform
, (v3f
){0.0f
,-1.0f
,0.0f
}, v0
);
134 player_vector_angles( menu
.view
.angles
, v0
, 1.0f
, 0.0f
);
135 camera_update_transform( &menu
.view
);
136 camera_update_view( &menu
.view
);
137 camera_update_projection( &menu
.view
);
138 camera_finalize( &menu
.view
);
142 shader_model_menu_use();
143 shader_model_menu_uColour( (v4f
){ 1.0f
,1.0f
,1.0f
,1.0f
} );
144 shader_model_menu_uTexMain( 1 );
145 glActiveTexture( GL_TEXTURE1
);
146 glBindTexture( GL_TEXTURE_2D
, menu
.texture
);
147 shader_model_menu_uPv( menu
.view
.mtx
.pv
);
148 shader_model_menu_uPvmPrev( menu
.view
.mtx_prev
.pv
);
150 mesh_bind( &menu
.mesh
);
152 for( u32 i
=0; i
<mdl_arrcount(&menu
.items
); i
++ ){
153 ent_menuitem
*item
= mdl_arritm( &menu
.items
, i
);
155 if( item
->type
== k_ent_menuitem_type_page
) continue;
156 if( !(item
->groups
& (0x1 << menu
.page
)) ) continue;
159 mdl_transform_m4x3( &item
->transform
, mmdl
);
160 shader_model_menu_uMdl( mmdl
);
162 for( u32 j
=0; j
<item
->submesh_count
; j
++ ){
163 u32 index
= item
->submesh_start
+ j
;
164 mdl_draw_submesh( mdl_arritm( &menu
.model
.submeshs
, index
));
177 #include "world_render.h"
181 #include "shaders/model_menu.h"
182 #include "vg_steam_friends.h"
184 VG_STATIC mdl_context menu_model
;
185 VG_STATIC mdl_array_ptr menu_markers
;
186 VG_STATIC glmesh menu_glmesh
;
187 VG_STATIC m4x3f menu_mdl_mtx
;
188 VG_STATIC
float menu_opacity
= 0.0f
;
189 VG_STATIC
float menu_input_cooldown
= 0.0f
;
190 VG_STATIC
float menu_fov_target
= 97.0f
,
191 menu_smooth_fov
= 97.0f
;
192 VG_STATIC v2f menu_extra_angles
;
193 VG_STATIC v3f menu_camera_pos
;
194 VG_STATIC v2f menu_camera_angles
;
196 VG_STATIC
int cl_menu
= 0,
199 VG_STATIC
int menu_enabled(void){ return cl_menu
; }
201 VG_STATIC
const char *playermodels
[] = { "ch_new", "ch_jordan", "ch_outlaw" };
206 VG_STATIC
struct input_binding input_menu_h
,
211 input_menu_toggle_kbm
;
214 VG_STATIC
void menu_btn_quit( int event
);
215 VG_STATIC
void menu_btn_skater( int event
);
216 VG_STATIC
void menu_btn_blur( int event
);
217 VG_STATIC
void menu_btn_fuckoff( int event
);
218 VG_STATIC
void menu_btn_reset( int event
);
219 VG_STATIC
void menu_btn_map( int event
);
220 VG_STATIC
void menu_btn_settings( int event
);
221 VG_STATIC
void menu_btn_invert_y( int event
);
223 VG_STATIC mdl_mesh
*menu_mesh_fov_slider
,
224 *menu_mesh_vol_slider
,
225 *menu_mesh_res_slider
;
241 struct menu_map_file
{
252 k_menu_page_main
= 0x1,
253 k_menu_page_skater
= 0x2,
254 k_menu_page_quit
= 0x4,
255 k_menu_page_settings
= 0x8,
256 k_menu_page_map
= 0x10
259 struct menu_btn_userdata
{
264 VG_STATIC
int menu_settings_if( struct menu_btn_userdata ud
)
266 if( game_menu
.page
& k_menu_page_settings
){
267 int *ptr
= ud
.ptr_generic
;
274 VG_STATIC
int menu_vis( struct menu_btn_userdata ud
)
276 if( ud
.i
& game_menu
.page
)
283 VG_STATIC
int menu_controller( struct menu_btn_userdata ud
)
285 if( (game_menu
.page
& (k_menu_page_main
|k_menu_page_settings
))
286 && (ud
.i
== steam_display_controller
) )
291 VG_STATIC
int menu_controller_inf( struct menu_btn_userdata ud
)
293 if( (game_menu
.page
& k_menu_page_settings
)
294 && (ud
.i
== steam_display_controller
) )
304 int (*fn_visibility
)( struct menu_btn_userdata ud
);
305 struct menu_btn_userdata user
;
307 void (*fn_press
)( int event
);
317 VG_STATIC menu_buttons
[] =
320 "text_quit", menu_vis
, {.i
=k_menu_page_main
|k_menu_page_quit
},
321 .fn_press
= menu_btn_quit
,
322 .ld
="text_reset", .lr
="text_settings", /*.ll="text_map"*/
325 "text_quitty", menu_vis
, {.i
=k_menu_page_quit
}
328 "text_yes", menu_vis
, {.i
=k_menu_page_quit
},
329 .fn_press
= menu_btn_fuckoff
332 "text_reset", menu_vis
, {.i
=k_menu_page_main
},
333 .fn_press
= menu_btn_reset
,
334 .lu
="text_quit", .ld
="text_skater", /*.ll="text_map",*/ .lr
="text_settings"
337 "text_skater", menu_vis
, {.i
=k_menu_page_main
|k_menu_page_skater
},
338 .fn_press
= menu_btn_skater
,
339 .lu
="text_reset", /*.ll="text_map",*/ .lr
="text_settings"
343 "text_map", menu_vis, {.i=k_menu_page_main},
344 .fn_press = menu_btn_map,
349 "text_settings", menu_vis
, {.i
=k_menu_page_main
|k_menu_page_settings
},
350 .fn_press
= menu_btn_settings
,
354 "skater_left", menu_vis
, {k_menu_page_skater
}
357 "skater_right", menu_vis
, {k_menu_page_skater
}
361 "fov_slider", menu_vis
, {k_menu_page_settings
},
364 { "fov_info", menu_vis
, {k_menu_page_settings
} },
367 "vol_slider", menu_vis
, {k_menu_page_settings
},
370 { "vol_info", menu_vis
, {k_menu_page_settings
} },
373 "text_invert_y", menu_vis
, {k_menu_page_settings
},
374 .fn_press
= menu_btn_invert_y
,
375 .lu
= "fov_slider", .ld
="text_blur"
378 "text_invert_y_check", menu_settings_if
, {.ptr_generic
=&cl_invert_y
}
381 "text_blur", menu_vis
, {k_menu_page_settings
},
382 .fn_press
= menu_btn_blur
,
383 .lu
="text_invert_y", .ld
="res_slider"
386 "text_blur_check", menu_settings_if
, {.ptr_generic
=&cl_blur
}
389 "res_slider", menu_vis
, {k_menu_page_settings
},
390 .ld
= "vol_slider", .lu
= "text_blur"
393 "res_info", menu_vis
, {k_menu_page_settings
},
396 { "ctr_xbox", menu_controller_inf
, {k_steam_controller_type_xbox
}},
397 { "ctr_xbox_text", menu_controller_inf
, {k_steam_controller_type_xbox
}},
398 { "ctr_steam", menu_controller_inf
, {k_steam_controller_type_steam
}},
399 { "ctr_steam_text", menu_controller_inf
, {k_steam_controller_type_steam
}},
400 { "ctr_deck", menu_controller_inf
, {k_steam_controller_type_steam_deck
}},
401 { "ctr_deck_text", menu_controller_inf
, {k_steam_controller_type_steam_deck
}},
402 { "ctr_ps", menu_controller_inf
, {k_steam_controller_type_playstation
}},
403 { "ctr_ps_text", menu_controller_inf
, {k_steam_controller_type_playstation
}},
404 { "ctr_kbm", menu_controller_inf
, {k_steam_controller_type_keyboard
}},
405 { "ctr_kbm_text", menu_controller_inf
, {k_steam_controller_type_keyboard
}},
408 "text_paused", menu_vis
, {k_menu_page_main
}
412 VG_STATIC
int menu_get_loc( const char *loc
)
414 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
415 if( !strcmp( menu_buttons
[i
].name
, loc
) )
422 VG_STATIC
void menu_btn_reset( int event
)
424 localplayer_cmd_respawn( 0, NULL
);
429 VG_STATIC
void menu_btn_fuckoff( int event
)
431 vg
.window_should_close
= 1;
434 VG_STATIC
void menu_btn_quit( int event
)
436 game_menu
.page
= k_menu_page_quit
;
437 game_menu
.loc
= menu_get_loc( "text_yes" );
440 VG_STATIC
void menu_btn_settings( int event
)
442 game_menu
.page
= k_menu_page_settings
;
443 game_menu
.loc
= menu_get_loc( "fov_slider" );
446 VG_STATIC
void menu_btn_skater( int event
)
448 game_menu
.page
= k_menu_page_skater
;
451 VG_STATIC
void menu_btn_blur( int event
)
456 VG_STATIC
void menu_btn_invert_y( int event
)
461 VG_STATIC
void menu_btn_map( int event
)
463 game_menu
.page
= k_menu_page_map
;
464 game_menu
.map_count
= 0;
465 game_menu
.selected_map
= 0;
468 tinydir_open( &dir
, "maps" );
470 while( dir
.has_next
){
472 tinydir_readfile( &dir
, &file
);
475 struct menu_map_file
*mf
= &game_menu
.maps_list
[ game_menu
.map_count
];
477 vg_strncpy( file
.name
, mf
->name
,
478 vg_list_size(game_menu
.maps_list
[0].name
),
479 k_strncpy_always_add_null
);
481 game_menu
.map_count
++;
482 if( game_menu
.map_count
== vg_list_size(game_menu
.maps_list
) )
486 tinydir_next( &dir
);
492 VG_STATIC
void menu_crap_ui(void)
495 if( cl_menu
&& (game_menu
.page
== k_menu_page_map
) ){
497 box
[0] = vg
.window_x
/2 - 150;
498 box
[1] = vg
.window_y
/2 - 300;
502 ui_fill_rect( box
, 0xa0000000 );
504 if( game_menu
.map_count
== 0 ){
505 ui_text( (ui_rect
){ vg
.window_x
/2, box
[1]+8, 0,0 }, "No maps found", 1,
506 k_text_align_center
);
509 ui_rect_pad( box
, 4 );
512 for( int i
=0; i
<game_menu
.map_count
; i
++ ){
513 struct menu_map_file
*mf
= &game_menu
.maps_list
[ i
];
515 ui_fill_rect( box
, game_menu
.selected_map
== i
? 0xa0ffffff:
517 ui_text( (ui_rect
){ vg
.window_x
/2, box
[1]+2, 0,0 },
518 mf
->name
, 1, k_text_align_center
);
526 VG_STATIC
void steam_on_game_overlay( CallbackMsg_t
*msg
)
528 GameOverlayActivated_t
*inf
= (GameOverlayActivated_t
*)msg
->m_pubParam
;
529 vg_info( "Steam game overlay activated; pausing\n" );
531 if( inf
->m_bActive
){
533 game_menu
.page
= k_menu_page_main
;
534 game_menu
.loc
= menu_get_loc( "text_skater" );
538 VG_STATIC
void menu_init(void)
541 vg_apply_bind_str( &input_menu_h
, "", "gp-ls-h" );
542 vg_apply_bind_str( &input_menu_h
, "+", "right" );
543 vg_apply_bind_str( &input_menu_h
, "-", "left" );
544 vg_apply_bind_str( &input_menu_v
, "", "-gp-ls-v" );
545 vg_apply_bind_str( &input_menu_v
, "+", "up" );
546 vg_apply_bind_str( &input_menu_v
, "-", "down" );
547 vg_apply_bind_str( &input_menu_press
, "", "gp-a" );
548 vg_apply_bind_str( &input_menu_press
, "", "\2enter" );
549 vg_apply_bind_str( &input_menu_back
, "", "gp-b" );
550 vg_apply_bind_str( &input_menu_back
, "", "\2escape" );
551 vg_apply_bind_str( &input_menu_toggle_kbm
, "", "\2escape" );
552 vg_apply_bind_str( &input_menu_toggle
, "", "\2gp-menu" );
555 vg_linear_clear( vg_mem
.scratch
);
557 mdl_open( &menu_model
, "models/rs_menu.mdl", vg_mem
.rtmemory
);
558 mdl_load_metadata_block( &menu_model
, vg_mem
.rtmemory
);
559 mdl_load_array( &menu_model
, &menu_markers
, "ent_marker", vg_mem
.rtmemory
);
560 //mdl_invert_uv_coordinates( &menu_model );
561 mdl_async_load_glmesh( &menu_model
, &menu_glmesh
);
562 mdl_close( &menu_model
);
564 vg_tex2d_load_qoi_async_file( "textures/menu.qoi",
565 VG_TEX2D_CLAMP
|VG_TEX2D_NEAREST
,
569 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ ){
570 struct menu_button
*btn
= &menu_buttons
[i
];
571 btn
->mesh
= mdl_find_mesh( &menu_model
, btn
->name
);
574 vg_info( "info: %s\n", btn
->name
);
575 vg_fatal_error( "Menu programming error" );
580 ent_find_marker( &menu_model
, &menu_markers
, "fov_slider_max" );
582 ent_find_marker( &menu_model
, &menu_markers
, "fov_slider_min" );
584 ent_find_marker( &menu_model
, &menu_markers
, "vol_slider_max" );
586 ent_find_marker( &menu_model
, &menu_markers
, "vol_slider_min" );
588 ent_find_marker( &menu_model
, &menu_markers
, "res_slider_max" );
590 ent_find_marker( &menu_model
, &menu_markers
, "res_slider_min" );
592 menu_mesh_fov_slider
= mdl_find_mesh( &menu_model
, "fov_slider" );
593 menu_mesh_vol_slider
= mdl_find_mesh( &menu_model
, "vol_slider" );
594 menu_mesh_res_slider
= mdl_find_mesh( &menu_model
, "res_slider" );
596 shader_model_menu_register();
599 steam_register_callback( k_iGameOverlayActivated
, steam_on_game_overlay
);
603 VG_STATIC
void menu_run_directional(void)
606 struct menu_button
*btn
= &menu_buttons
[ game_menu
.loc
];
608 if( vg_input_button_down( &input_menu_press
) ){
611 audio_oneshot( &audio_ui
[0], 1.0f
, 0.0f
);
619 if( menu_input_cooldown
<= 0.0f
){
620 v2f dir
= { input_menu_h
.axis
.value
,
621 -input_menu_v
.axis
.value
};
623 if( v2_length2( dir
) > 0.8f
*0.8f
){
624 const char *link
= NULL
;
626 if( fabsf(dir
[0]) > fabsf(dir
[1]) ){
627 if( dir
[0] > 0.0f
) link
= btn
->lr
;
631 if( dir
[1] > 0.0f
) link
= btn
->ld
;
636 game_menu
.loc
= menu_get_loc( link
);
637 menu_input_cooldown
= 0.25f
;
644 VG_STATIC
int menu_page_should_backout(void)
648 return vg_input_button_down( &input_menu_back
);
652 VG_STATIC
void menu_close(void)
656 game_menu
.loc
= menu_get_loc( "text_skater" );
659 VG_STATIC
void menu_page_main(void)
661 if( menu_page_should_backout() )
667 menu_fov_target
= 112.0f
;
668 menu_run_directional();
671 VG_STATIC
void menu_page_map(void)
673 if( menu_page_should_backout() ){
674 game_menu
.page
= k_menu_page_main
;
675 game_menu
.loc
= menu_get_loc( "text_map" );
678 if( game_menu
.map_count
> 0 ){
680 float v
= input_menu_v
.axis
.value
;
681 if( (fabsf(v
) > 0.7f
) && (menu_input_cooldown
<= 0.0f
) ){
683 audio_oneshot( &audio_rewind
[4], 1.0f
, 0.0f
);
687 game_menu
.selected_map
--;
689 if( game_menu
.selected_map
< 0 )
690 game_menu
.selected_map
= game_menu
.map_count
-1;
692 menu_input_cooldown
= 0.25f
;
695 game_menu
.selected_map
++;
697 if( game_menu
.selected_map
>= game_menu
.map_count
)
698 game_menu
.selected_map
= 0;
700 menu_input_cooldown
= 0.25f
;
704 if( vg_input_button_down( &input_menu_press
) ){
708 strcpy( temp
, "maps/" );
709 strcat( temp
, game_menu
.maps_list
[game_menu
.selected_map
].name
);
711 world_change_world( 1, (const char *[]){ temp
} );
718 menu_fov_target
= 80.0f
;
721 VG_STATIC
void menu_page_quit(void)
723 if( menu_page_should_backout() ){
724 game_menu
.page
= k_menu_page_main
;
725 game_menu
.loc
= menu_get_loc( "text_quit" );
728 menu_fov_target
= 90.0f
;
729 menu_run_directional();
732 void temp_update_playermodel(void);
733 VG_STATIC
void menu_page_skater(void)
736 float h
= input_menu_h
.axis
.value
;
737 menu_fov_target
= 97.0f
;
739 if( menu_page_should_backout() ){
740 game_menu
.page
= k_menu_page_main
;
741 game_menu
.loc
= menu_get_loc( "text_skater" );
745 if( (fabsf(h
) > 0.7f
) && (menu_input_cooldown
<= 0.0f
) ){
747 audio_oneshot( &audio_rewind
[4], 1.0f
, 0.0f
);
750 vg_info( "%f\n", h
);
754 if( cl_playermdl_id
< 0 )
757 int li
= menu_get_loc( "skater_left" );
759 menu_buttons
[li
].fsize
= 0.4f
;
760 menu_buttons
[li
].falpha
= 1.0f
;
762 menu_input_cooldown
= 0.25f
;
766 if( cl_playermdl_id
> 2 )
769 int ri
= menu_get_loc( "skater_right" );
771 menu_buttons
[ri
].fsize
= 0.4f
;
772 menu_buttons
[ri
].falpha
= 1.0f
;
774 menu_input_cooldown
= 0.25f
;
777 temp_update_playermodel();
782 VG_STATIC
void menu_slider( float *value
, int set_value
,
783 mdl_mesh
*slider
, v3f co_min
, v3f co_max
)
787 float h
= input_menu_h
.axis
.value
;
788 if( fabsf(h
) > 0.04f
)
789 *value
+= h
* vg
.time_frame_delta
;
790 *value
= vg_clampf( *value
, 0.0f
, 1.0f
);
793 v3_lerp( co_min
, co_max
, *value
, slider
->transform
.co
);
797 VG_STATIC
void menu_page_settings(void)
799 menu_run_directional();
801 int fov_select
= game_menu
.loc
== menu_get_loc( "fov_slider" );
802 menu_slider( &cl_fov
, fov_select
,
803 menu_mesh_fov_slider
, menu_mark_fov_min
->transform
.co
,
804 menu_mark_fov_max
->transform
.co
);
807 menu_fov_target
= vg_lerpf( 97.0f
, 135.0f
, cl_fov
) * 0.8f
;
809 menu_slider( &vg_audio
.external_global_volume
,
810 (game_menu
.loc
== menu_get_loc( "vol_slider" )),
811 menu_mesh_vol_slider
, menu_mark_vol_min
->transform
.co
,
812 menu_mark_vol_max
->transform
.co
);
814 menu_slider( &gpipeline
.view_render_scale
,
815 (game_menu
.loc
== menu_get_loc( "res_slider" )),
816 menu_mesh_res_slider
, menu_mark_res_min
->transform
.co
,
817 menu_mark_res_max
->transform
.co
);
819 if( menu_page_should_backout() ){
820 game_menu
.page
= k_menu_page_main
;
821 game_menu
.loc
= menu_get_loc( "text_settings" );
826 VG_STATIC
void menu_update(void)
829 vg_input_update( 1, &input_menu_h
);
830 vg_input_update( 1, &input_menu_v
);
831 vg_input_update( 1, &input_menu_back
);
832 vg_input_update( 1, &input_menu_press
);
833 vg_input_update( 1, &input_menu_toggle
);
834 vg_input_update( 1, &input_menu_toggle_kbm
);
840 int toggle_gp
= vg_input_button_down( &input_menu_toggle
),
841 toggle_kb
= vg_input_button_down( &input_menu_toggle_kbm
),
844 if( toggle_gp
|| toggle_kb
){
859 if( !wait_for_a_sec
&& cl_menu
){
860 if( game_menu
.page
== k_menu_page_main
)
862 else if( game_menu
.page
== k_menu_page_skater
)
864 else if( game_menu
.page
== k_menu_page_quit
)
866 else if( game_menu
.page
== k_menu_page_settings
)
867 menu_page_settings();
868 else if( game_menu
.page
== k_menu_page_map
)
872 struct menu_button
*btn
= &menu_buttons
[ game_menu
.loc
];
876 player_instance
*player
= &localplayer
;
877 struct player_avatar
*av
= player
->playeravatar
;
880 if( player
->subsystem
== k_player_subsystem_dead
){
881 m4x3_mulv( av
->sk
.final_mtx
[av
->id_hip
], (v3f
){0.0f
,0.9f
,0.0f
},
885 m4x3_mulv( av
->sk
.final_mtx
[av
->id_head
], (v3f
){0.0f
,1.5f
,0.0f
},
891 if( player
->subsystem
== k_player_subsystem_walk
){
892 v3_muls( player
->rb
.to_world
[2], 1.0f
, cam_offset
);
896 v3_muls( player
->rb
.to_world
[0], -1.0f
, cam_offset
);
897 cam_rot
= -VG_PIf
*0.5f
;
902 m3x3_mulv( player
->invbasis
, cam_offset
, lookdir
);
904 v3_normalize( lookdir
);
906 m3x3_mulv( player
->basis
, lookdir
, cam_offset
);
907 v3_muladds( center_rough
, cam_offset
, 2.0f
, menu_camera_pos
);
909 menu_camera_angles
[1] = 0.0f
;
910 menu_camera_angles
[0] = -atan2f( lookdir
[0], lookdir
[2] );
912 /* setup model matrix */
914 q_axis_angle( qmenu_mdl
, (v3f
){0.0f
,1.0f
,0.0f
}, -menu_camera_angles
[0] );
915 q_m3x3( qmenu_mdl
, menu_mdl_mtx
);
916 v3_add( center_rough
, (v3f
){0.0f
,-0.5f
,0.0f
}, menu_mdl_mtx
[3] );
917 m3x3_mul( player
->basis
, menu_mdl_mtx
, menu_mdl_mtx
);
919 menu_smooth_fov
= vg_lerpf( menu_smooth_fov
, menu_fov_target
,
920 vg
.time_frame_delta
* 8.2f
);
926 v3_sub( btn
->mesh
->transform
.co
, (v3f
){ 0.0f
,1.5f
,-1.5f
}, delta
);
927 v3_normalize( delta
);
929 float y
= atan2f( delta
[0], delta
[2] ),
931 dt
= vg
.time_frame_delta
;
933 menu_extra_angles
[0] = vg_lerpf( menu_extra_angles
[0], y
, dt
);
934 menu_extra_angles
[1] = vg_lerpf( menu_extra_angles
[1], p
, dt
);
936 v2_muladds( menu_camera_angles
, menu_extra_angles
, 0.8f
,
937 menu_camera_angles
);
938 menu_camera_angles
[0] = fmodf( menu_camera_angles
[0], VG_TAUf
);
941 float dt
= vg
.time_frame_delta
* 6.0f
;
942 menu_opacity
= vg_lerpf( menu_opacity
, cl_menu
&&!cl_menu_go_away
, dt
);
944 if( menu_opacity
<= 0.01f
){
949 vg
.time_rate
= 1.0-(double)menu_opacity
;
952 menu_input_cooldown
-= vg
.time_frame_delta
;
957 /* https://iquilezles.org/articles/functions/ */
958 float expSustainedImpulse( float x
, float f
, float k
)
960 float s
= fmaxf(x
-f
,0.0f
);
961 return fminf( x
*x
/(f
*f
), 1.0f
+(2.0f
/f
)*s
*expf(-k
*s
));
964 VG_STATIC
void menu_render_bg(void)
967 glDisable(GL_DEPTH_TEST
);
968 glBlendFunc( GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
969 glBlendEquation(GL_FUNC_ADD
);
971 shader_blitcolour_use();
972 shader_blitcolour_uColour( (v4f
){ 0.1f
, 0.1f
, 0.3f
, menu_opacity
*0.5f
} );
976 VG_STATIC
void menu_render_fg( camera
*cam
)
978 glEnable( GL_DEPTH_TEST
);
979 glDisable( GL_BLEND
);
983 shader_model_menu_use();
984 shader_model_menu_uColour( (v4f
){ 1.0f
,1.0f
,1.0f
,1.0f
} );
985 shader_model_menu_uTexMain( 1 );
987 glActiveTexture( GL_TEXTURE1
);
988 glBindTexture( GL_TEXTURE_2D
, tex_menu
);
990 shader_model_menu_uPv( cam
->mtx
.pv
);
991 shader_model_menu_uPvmPrev( cam
->mtx_prev
.pv
);
992 mesh_bind( &menu_glmesh
);
994 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ ){
995 struct menu_button
*btn
= &menu_buttons
[i
];
996 float talpha
= i
==game_menu
.loc
? 1.0f
: 0.0f
,
997 tsize0
= btn
->fn_visibility( btn
->user
)? 1.0f
: 0.0f
,
998 tsize1
= i
==game_menu
.loc
? 0.07f
: 0.0f
,
999 tsize
= tsize0
+tsize1
;
1001 btn
->falpha
= vg_lerpf( btn
->falpha
, talpha
, vg
.time_frame_delta
* 14.0f
);
1002 btn
->fsize
= vg_lerpf( btn
->fsize
, tsize
, vg
.time_frame_delta
* 7.0f
);
1005 v4f vselected
= {0.95f
*1.3f
,0.45f
*1.3f
,0.095f
*1.3f
, 1.0f
},
1006 vnormal
= {1.0f
,1.0f
,1.0f
, 1.0f
},
1009 v4_lerp( vnormal
, vselected
, btn
->falpha
, vcurrent
);
1010 shader_model_menu_uColour( vcurrent
);
1014 mdl_transform_m4x3( &btn
->mesh
->transform
, mtx
);
1015 m4x3_mul( menu_mdl_mtx
, mtx
, mtx
);
1016 m4x3_identity( mtx_size
);
1017 m3x3_scalef( mtx_size
, expSustainedImpulse( btn
->fsize
, 0.5f
, 8.7f
) );
1018 m4x3_mul( mtx
, mtx_size
, mtx
);
1019 shader_model_menu_uMdl( mtx
);
1021 for( int j
=0; j
<btn
->mesh
->submesh_count
; j
++ ){
1023 mdl_arritm( &menu_model
.submeshs
, btn
->mesh
->submesh_start
+j
);
1024 mdl_draw_submesh( sm
);
1029 for( int i=0; i<menu_model->node_count; i++ )
1031 mdl_node *pnode = mdl_node_from_id( menu_model, i );
1033 for( int j=0; j<pnode->submesh_count; j++ )
1036 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
1038 mdl_node_transform( pnode, mtx );
1039 m4x3_mul( menu_mdl_mtx, mtx, mtx );
1040 shader_menu_uMdl( mtx );
1042 mdl_draw_submesh( sm );