menu stuff
[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 },
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 btn->fn_press( 1 );
138 return;
139 }
140 }
141
142 if( menu_input_cooldown <= 0.0f )
143 {
144 v2f dir = { vg_get_axis( "lookh" ), vg_get_axis( "lookv" ) };
145
146 if( v2_length2( dir ) > 0.8f*0.8f )
147 {
148 int idir = 0;
149
150 if( fabsf(dir[0]) > fabsf(dir[1]) )
151 {
152 if( dir[0] > 0.0f ) idir = 2;
153 else idir = 0;
154 }
155 else
156 {
157 if( dir[1] > 0.0f ) idir = 3;
158 else idir = 1;
159 }
160
161 int link = btn->links[idir];
162
163 if( link != -1 )
164 {
165 menu_loc_last = menu_loc;
166 menu_loc = link;
167 menu_input_cooldown = 0.25f;
168 }
169 }
170 }
171 }
172
173 static int menu_page_should_backout(void)
174 {
175 return vg_get_button_down( "break" );
176 }
177
178 static void menu_close(void)
179 {
180 cl_menu_go_away = 1;
181 menu_page = 0;
182 }
183
184 static void menu_page_main(void)
185 {
186 if( menu_page_should_backout() )
187 {
188 menu_close();
189 return;
190 }
191
192 menu_fov_target = 112.0f;
193 menu_run_directional();
194 }
195
196 static void menu_page_map(void)
197 {
198 if( menu_page_should_backout() )
199 {
200 menu_page = 1;
201 menu_loc = 3;
202 }
203
204 menu_fov_target = 80.0f;
205 menu_run_directional();
206 }
207
208 static void menu_page_quit(void)
209 {
210 if( menu_page_should_backout() )
211 {
212 menu_page = 1;
213 menu_loc = 1;
214 }
215
216 menu_fov_target = 90.0f;
217 menu_run_directional();
218 }
219
220 static void menu_page_skater(void)
221 {
222 float h = vg_get_axis( "lookh" );
223 menu_fov_target = 97.0f;
224
225 if( menu_page_should_backout() )
226 {
227 menu_page = 1;
228 menu_loc = 2;
229 return;
230 }
231
232 if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
233 {
234 if( h < 0.0f )
235 {
236 cl_playermdl_id --;
237 if( cl_playermdl_id < 0 )
238 cl_playermdl_id = 2;
239
240 menu_buttons[5].fsize = 0.4f;
241 menu_buttons[5].falpha = 1.0f;
242
243 menu_input_cooldown = 0.25f;
244 player_load_model( playermodels[ cl_playermdl_id ], 1 );
245 }
246 else
247 {
248 cl_playermdl_id ++;
249 if( cl_playermdl_id > 2 )
250 cl_playermdl_id = 0;
251
252 menu_buttons[6].fsize = 0.4f;
253 menu_buttons[6].falpha = 1.0f;
254
255 menu_input_cooldown = 0.25f;
256 player_load_model( playermodels[ cl_playermdl_id ], 1 );
257 }
258 }
259 }
260
261 static void menu_update(void)
262 {
263 if( vg_get_button_down( "menu" ) )
264 {
265 if( cl_menu )
266 {
267 cl_menu_go_away = 1;
268 menu_page = 0;
269 }
270 else
271 {
272 cl_menu = 1;
273 menu_page = 1;
274 }
275 }
276
277 if( menu_page == 1 )
278 menu_page_main();
279 else if( menu_page == 2 )
280 menu_page_skater();
281 else if( menu_page == 4 )
282 menu_page_map();
283 else if( menu_page == 8 )
284 menu_page_quit();
285
286 struct menu_button *btn = &menu_buttons[ menu_loc ];
287
288 v3f pos;
289 v2f angles;
290
291 /* Base */
292 {
293 v3f lookdir;
294 v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
295 m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
296
297 lookdir[1] = 0.0f;
298 v3_normalize( lookdir );
299
300 v3f center_rough;
301
302 if( player.is_dead )
303 {
304 v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
305 }
306 else
307 {
308 v3_add( player.camera_pos, player.visual_transform[3], center_rough );
309 v3_muls( center_rough, 0.5f, center_rough );
310 }
311
312 v3_muladds( center_rough, lookdir, 1.5f, pos );
313 v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
314
315 angles[1] = 0.0f;
316 angles[0] = -atan2f( lookdir[0], lookdir[2] );
317
318 /* setup model matrix */
319 v4f qmenu_mdl;
320 q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
321
322 q_m3x3( qmenu_mdl, menu_mdl_mtx );
323 v3_copy( center_rough, menu_mdl_mtx[3] );
324 }
325
326 /* Extra */
327 {
328 v3f delta;
329 v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
330 v3_normalize( delta );
331
332 float y = atan2f( delta[0], delta[2] ),
333 p = -sinf(delta[1]),
334 dt = vg.frame_delta;
335
336 menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
337 menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
338
339 v2_muladds( angles, menu_extra_angles, 0.8f, angles );
340 angles[0] = fmodf( angles[0], VG_TAUf );
341 }
342
343 /* Update camera */
344 {
345 camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
346 camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
347 v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
348 camera_update();
349 }
350
351 float dt = vg.frame_delta * 6.0f;
352 menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
353
354 if( menu_opacity <= 0.01f )
355 {
356 cl_menu = 0;
357 cl_menu_go_away = 0;
358 }
359
360 vg.time_rate = 1.0-(double)menu_opacity;
361
362 if( cl_menu )
363 {
364 menu_input_cooldown -= vg.frame_delta;
365 }
366 }
367
368 /* https://iquilezles.org/articles/functions/ */
369 float expSustainedImpulse( float x, float f, float k )
370 {
371 float s = fmaxf(x-f,0.0f);
372 return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
373 }
374
375 static void menu_render( m4x4f projection )
376 {
377 glEnable(GL_BLEND);
378 glDisable(GL_DEPTH_TEST);
379 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
380 glBlendEquation(GL_FUNC_ADD);
381
382 shader_fscolour_use();
383 shader_fscolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
384 render_fsquad();
385
386 glEnable( GL_DEPTH_TEST );
387 glDisable( GL_BLEND );
388
389 m4x3f mtx;
390
391 shader_menu_use();
392 shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
393 shader_menu_uTexMain( 1 );
394 vg_tex2d_bind( &tex_graffiti, 1 );
395
396 shader_menu_uPv( projection );
397 mesh_bind( &menu_glmesh );
398
399 for( int i=0; i<vg_list_size(menu_buttons); i++ )
400 {
401 struct menu_button *btn = &menu_buttons[i];
402 float talpha = i==menu_loc? 1.0f: 0.0f,
403 tsize0 = btn->areas & menu_page? 1.0f: 0.0f,
404 tsize1 = i==menu_loc? 0.07f: 0.0f,
405 tsize = tsize0+tsize1;
406
407 btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
408 btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
409
410 /* Colour */
411 v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
412 vnormal = {1.0f,1.0f,1.0f, 1.0f},
413 vcurrent;
414
415 v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
416 shader_menu_uColour( vcurrent );
417
418 /* Create matrix */
419 m4x3f mtx_size;
420 mdl_node_transform( btn->pnode, mtx );
421 m4x3_mul( menu_mdl_mtx, mtx, mtx );
422 m4x3_identity( mtx_size );
423 m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
424 m4x3_mul( mtx, mtx_size, mtx );
425 shader_menu_uMdl( mtx );
426
427 for( int j=0; j<btn->pnode->submesh_count; j++ )
428 {
429 mdl_submesh *sm =
430 mdl_submesh_from_id( menu_model, btn->pnode->submesh_start+j );
431 mdl_draw_submesh( sm );
432 }
433 }
434
435 /*
436 for( int i=0; i<menu_model->node_count; i++ )
437 {
438 mdl_node *pnode = mdl_node_from_id( menu_model, i );
439
440 for( int j=0; j<pnode->submesh_count; j++ )
441 {
442 mdl_submesh *sm =
443 mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
444
445 mdl_node_transform( pnode, mtx );
446 m4x3_mul( menu_mdl_mtx, mtx, mtx );
447 shader_menu_uMdl( mtx );
448
449 mdl_draw_submesh( sm );
450 }
451 }
452 */
453 }
454
455 static void menu_free(void *_)
456 {
457 mesh_free( &menu_glmesh );
458 }
459
460 #endif /* MENU_H */