6 #include "world_render.h"
9 #include "shaders/menu.h"
10 #include "vg/vg_steam_friends.h"
12 VG_STATIC mdl_context menu_model
;
13 VG_STATIC glmesh menu_glmesh
;
14 VG_STATIC m4x3f menu_mdl_mtx
;
15 VG_STATIC
float menu_opacity
= 0.0f
;
16 VG_STATIC
float menu_input_cooldown
= 0.0f
;
17 VG_STATIC
float menu_fov_target
= 97.0f
;
18 VG_STATIC v2f menu_extra_angles
;
20 VG_STATIC
int menu_loc
= 0xb,
22 VG_STATIC u32 menu_page
= 0;
24 VG_STATIC
int cl_menu
= 0,
27 VG_STATIC
const char *playermodels
[] = { "ch_new", "ch_jordan", "ch_outlaw" };
29 vg_tex2d tex_menu
= { .path
= "textures/menu.qoi",.flags
= VG_TEXTURE_NEAREST
};
31 VG_STATIC
struct input_binding input_menu_h
,
37 VG_STATIC
void menu_btn_paused( int event
);
38 VG_STATIC
void menu_btn_quit( int event
);
39 VG_STATIC
void menu_btn_skater( int event
);
40 VG_STATIC
void menu_btn_map( int event
);
41 VG_STATIC
void menu_btn_map_a( int event
);
42 VG_STATIC
void menu_btn_map_b( int event
);
43 VG_STATIC
void menu_btn_map_c( int event
);
44 VG_STATIC
void menu_btn_fuckoff( int event
);
45 VG_STATIC
void menu_btn_reset( int event
);
52 void (*fn_press
)(int event
);
58 VG_STATIC menu_buttons
[] =
60 /*0*/{"text_paused", 1, menu_btn_paused
},
61 /*1*/{"text_quit", 9, menu_btn_quit
, {3,-1,4,0xb}},
62 /*2*/{"text_skater", 3, menu_btn_skater
, {3,0xb,4,-1}},
63 /*3*/{"text_map", 5, NULL
, {-1,-1,2,-1}},
64 /*4*/{"text_about_game", 1, NULL
, {2,-1,-1,-1}},
65 /*5*/{"skater_left", 2, NULL
, {-1,-1,-1,-1}},
66 /*6*/{"skater_right", 2, NULL
, {-1,-1,-1,-1}},
67 /*7*/{"g_map", 5, NULL
},
68 /*8*/{"g_controls", 1, NULL
},
69 /*9*/{"text_quitty", 8, NULL
},
70 /*a*/{"text_yes", 8, menu_btn_fuckoff
,{-1,-1,-1,-1} },
71 /*b*/{"text_reset", 1, menu_btn_reset
,{3,1,4,2} },
74 VG_STATIC
void menu_btn_map_a( int event
){}
75 VG_STATIC
void menu_btn_map_b( int event
){}
76 VG_STATIC
void menu_btn_map_c( int event
){}
78 VG_STATIC
void menu_btn_paused( int event
)
83 VG_STATIC
void menu_btn_reset( int event
)
92 VG_STATIC
void menu_btn_fuckoff( int event
)
94 glfwSetWindowShouldClose( vg
.window
, 1 );
97 VG_STATIC
void menu_btn_quit( int event
)
103 VG_STATIC
void menu_btn_map( int event
)
109 VG_STATIC
void menu_btn_skater( int event
)
115 VG_STATIC
void steam_on_game_overlay( CallbackMsg_t
*msg
)
117 GameOverlayActivated_t
*inf
= (GameOverlayActivated_t
*)msg
->m_pubParam
;
118 vg_info( "Steam game overlay activated; pausing\n" );
127 VG_STATIC
void menu_init(void)
129 vg_create_unnamed_input( &input_menu_h
, k_input_type_axis
);
130 vg_create_unnamed_input( &input_menu_v
, k_input_type_axis
);
131 vg_create_unnamed_input( &input_menu_back
, k_input_type_button
);
132 vg_create_unnamed_input( &input_menu_press
, k_input_type_button
);
133 vg_create_unnamed_input( &input_menu_toggle
, k_input_type_button
);
135 vg_apply_bind_str( &input_menu_h
, "", "gp-ls-h" );
136 vg_apply_bind_str( &input_menu_h
, "+", "d" );
137 vg_apply_bind_str( &input_menu_h
, "-", "a" );
138 vg_apply_bind_str( &input_menu_v
, "", "gp-ls-v" );
139 vg_apply_bind_str( &input_menu_v
, "+", "w" );
140 vg_apply_bind_str( &input_menu_v
, "-", "s" );
141 vg_apply_bind_str( &input_menu_press
, "", "gp-a" );
142 vg_apply_bind_str( &input_menu_back
, "", "gp-b" );
143 vg_apply_bind_str( &input_menu_toggle
, "", "\2escape" );
144 vg_apply_bind_str( &input_menu_toggle
, "", "\2gp-menu" );
146 vg_linear_clear( vg_mem
.scratch
);
148 mdl_open( &menu_model
, "models/rs_menu.mdl" );
149 mdl_load_metadata( &menu_model
, vg_mem
.rtmemory
);
150 mdl_load_mesh_data( &menu_model
, vg_mem
.scratch
);
151 mdl_close( &menu_model
);
153 vg_acquire_thread_sync();
155 mdl_unpack_glmesh( &menu_model
, &menu_glmesh
);
156 vg_tex2d_init( (vg_tex2d
*[]){ &tex_menu
}, 1 );
158 vg_release_thread_sync();
160 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
162 struct menu_button
*btn
= &menu_buttons
[i
];
163 btn
->pnode
= mdl_node_from_name( &menu_model
, btn
->name
);
166 vg_fatal_exit_loop( "Menu programming error" );
169 shader_menu_register();
172 steam_register_callback( k_iGameOverlayActivated
, steam_on_game_overlay
);
176 VG_STATIC
void menu_run_directional(void)
178 struct menu_button
*btn
= &menu_buttons
[ menu_loc
];
180 if( vg_input_button_down( &input_menu_press
) )
185 audio_play_oneshot( &audio_ui
[0], 1.0f
);
193 if( menu_input_cooldown
<= 0.0f
)
195 v2f dir
= { input_menu_h
.axis
.value
,
196 input_menu_v
.axis
.value
};
198 if( v2_length2( dir
) > 0.8f
*0.8f
)
202 if( fabsf(dir
[0]) > fabsf(dir
[1]) )
204 if( dir
[0] > 0.0f
) idir
= 2;
209 if( dir
[1] > 0.0f
) idir
= 3;
213 int link
= btn
->links
[idir
];
217 menu_loc_last
= menu_loc
;
219 menu_input_cooldown
= 0.25f
;
225 VG_STATIC
int menu_page_should_backout(void)
227 return vg_input_button_down( &input_menu_back
);
230 VG_STATIC
void menu_close(void)
236 VG_STATIC
void menu_page_main(void)
238 if( menu_page_should_backout() )
244 menu_fov_target
= 112.0f
;
245 menu_run_directional();
248 VG_STATIC
void menu_page_map(void)
250 if( menu_page_should_backout() )
256 menu_fov_target
= 80.0f
;
257 menu_run_directional();
260 VG_STATIC
void menu_page_quit(void)
262 if( menu_page_should_backout() )
268 menu_fov_target
= 90.0f
;
269 menu_run_directional();
272 VG_STATIC
void menu_page_skater(void)
274 float h
= input_menu_h
.axis
.value
;
275 menu_fov_target
= 97.0f
;
277 if( menu_page_should_backout() )
284 if( (fabsf(h
) > 0.7f
) && (menu_input_cooldown
<= 0.0f
) )
287 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
293 if( cl_playermdl_id
< 0 )
296 menu_buttons
[5].fsize
= 0.4f
;
297 menu_buttons
[5].falpha
= 1.0f
;
299 menu_input_cooldown
= 0.25f
;
304 if( cl_playermdl_id
> 2 )
307 menu_buttons
[6].fsize
= 0.4f
;
308 menu_buttons
[6].falpha
= 1.0f
;
310 menu_input_cooldown
= 0.25f
;
315 VG_STATIC
void menu_update(void)
317 vg_input_update( 1, &input_menu_h
);
318 vg_input_update( 1, &input_menu_v
);
319 vg_input_update( 1, &input_menu_back
);
320 vg_input_update( 1, &input_menu_press
);
321 vg_input_update( 1, &input_menu_toggle
);
323 if( vg_input_button_down( &input_menu_toggle
) )
339 else if( menu_page
== 2 )
341 else if( menu_page
== 4 )
343 else if( menu_page
== 8 )
346 struct menu_button
*btn
= &menu_buttons
[ menu_loc
];
354 v3f
*mtx
= player
.mdl
.sk
.final_mtx
[player
.mdl
.id_head
];
355 m3x3_mulv( mtx
, (v3f
){-1.0f
,0.0f
,0.0f
}, lookdir
);
358 v3_normalize( lookdir
);
364 v3_copy(player
.mdl
.ragdoll
[ player
.mdl
.id_hip
-1 ].rb
.co
, center_rough
);
368 v3_add( player
.camera_pos
, player
.visual_transform
[3], center_rough
);
369 v3_muls( center_rough
, 0.5f
, center_rough
);
372 v3_muladds( center_rough
, lookdir
, 1.5f
, pos
);
373 v3_add( (v3f
){ 0.0f
,0.8f
,0.0f
}, pos
, pos
);
376 angles
[0] = -atan2f( lookdir
[0], lookdir
[2] );
378 /* setup model matrix */
380 q_axis_angle( qmenu_mdl
, (v3f
){0.0f
,1.0f
,0.0f
}, -angles
[0] );
382 q_m3x3( qmenu_mdl
, menu_mdl_mtx
);
383 v3_copy( center_rough
, menu_mdl_mtx
[3] );
389 v3_sub( btn
->pnode
->co
, (v3f
){ 0.0f
,1.5f
,-1.5f
}, delta
);
390 v3_normalize( delta
);
392 float y
= atan2f( delta
[0], delta
[2] ),
396 menu_extra_angles
[0] = vg_lerpf( menu_extra_angles
[0], y
, dt
);
397 menu_extra_angles
[1] = vg_lerpf( menu_extra_angles
[1], p
, dt
);
399 v2_muladds( angles
, menu_extra_angles
, 0.8f
, angles
);
400 angles
[0] = fmodf( angles
[0], VG_TAUf
);
405 camera_angles
[0] = vg_alerpf( camera_angles
[0], angles
[0], menu_opacity
);
406 camera_angles
[1] = vg_lerpf ( camera_angles
[1], angles
[1], menu_opacity
);
407 v3_lerp( camera_pos
, pos
, menu_opacity
, camera_pos
);
411 float dt
= vg
.frame_delta
* 6.0f
;
412 menu_opacity
= vg_lerpf( menu_opacity
, cl_menu
&&!cl_menu_go_away
, dt
);
414 if( menu_opacity
<= 0.01f
)
420 vg
.time_rate
= 1.0-(double)menu_opacity
;
424 menu_input_cooldown
-= vg
.frame_delta
;
428 /* https://iquilezles.org/articles/functions/ */
429 float expSustainedImpulse( float x
, float f
, float k
)
431 float s
= fmaxf(x
-f
,0.0f
);
432 return fminf( x
*x
/(f
*f
), 1.0f
+(2.0f
/f
)*s
*expf(-k
*s
));
435 VG_STATIC
void menu_render( m4x4f projection
)
438 glDisable(GL_DEPTH_TEST
);
439 glBlendFunc( GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
440 glBlendEquation(GL_FUNC_ADD
);
442 shader_fscolour_use();
443 shader_fscolour_uColour( (v4f
){ 0.1f
, 0.1f
, 0.3f
, menu_opacity
*0.5f
} );
446 glEnable( GL_DEPTH_TEST
);
447 glDisable( GL_BLEND
);
452 shader_menu_uColour( (v4f
){ 1.0f
,1.0f
,1.0f
,1.0f
} );
453 shader_menu_uTexMain( 1 );
454 vg_tex2d_bind( &tex_menu
, 1 );
456 shader_menu_uPv( projection
);
457 mesh_bind( &menu_glmesh
);
459 for( int i
=0; i
<vg_list_size(menu_buttons
); i
++ )
461 struct menu_button
*btn
= &menu_buttons
[i
];
462 float talpha
= i
==menu_loc
? 1.0f
: 0.0f
,
463 tsize0
= btn
->areas
& menu_page
? 1.0f
: 0.0f
,
464 tsize1
= i
==menu_loc
? 0.07f
: 0.0f
,
465 tsize
= tsize0
+tsize1
;
467 btn
->falpha
= vg_lerpf( btn
->falpha
, talpha
, vg
.frame_delta
* 14.0f
);
468 btn
->fsize
= vg_lerpf( btn
->fsize
, tsize
, vg
.frame_delta
* 3.0f
);
471 v4f vselected
= {0.95f
*1.3f
,0.45f
*1.3f
,0.095f
*1.3f
, 1.0f
},
472 vnormal
= {1.0f
,1.0f
,1.0f
, 1.0f
},
475 v4_lerp( vnormal
, vselected
, btn
->falpha
, vcurrent
);
476 shader_menu_uColour( vcurrent
);
480 mdl_node_transform( btn
->pnode
, mtx
);
481 m4x3_mul( menu_mdl_mtx
, mtx
, mtx
);
482 m4x3_identity( mtx_size
);
483 m4x3_scale( mtx_size
, expSustainedImpulse( btn
->fsize
, 0.5f
, 8.7f
) );
484 m4x3_mul( mtx
, mtx_size
, mtx
);
485 shader_menu_uMdl( mtx
);
487 for( int j
=0; j
<btn
->pnode
->submesh_count
; j
++ )
490 &menu_model
.submesh_buffer
[ btn
->pnode
->submesh_start
+j
];
491 mdl_draw_submesh( sm
);
496 for( int i=0; i<menu_model->node_count; i++ )
498 mdl_node *pnode = mdl_node_from_id( menu_model, i );
500 for( int j=0; j<pnode->submesh_count; j++ )
503 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
505 mdl_node_transform( pnode, mtx );
506 m4x3_mul( menu_mdl_mtx, mtx, mtx );
507 shader_menu_uMdl( mtx );
509 mdl_draw_submesh( sm );