+struct {
+ int active;
+ f32 factive;
+ int disable_open;
+
+ u32 page; /* current page index */
+ ent_menuitem *loc;
+ ent_camera *cam;
+ camera view;
+
+ mdl_context model;
+ GLuint texture;
+ glmesh mesh;
+
+ mdl_array_ptr items, markers, cameras;
+}
+static menu;
+
+static void menu_init(void)
+{
+ void *alloc = vg_mem.rtmemory;
+
+ mdl_open( &menu.model, "models/rs_menu.mdl", alloc );
+ mdl_load_metadata_block( &menu.model, alloc );
+
+ vg_linear_clear( vg_mem.scratch );
+
+ mdl_load_array( &menu.model, &menu.items, "ent_menuitem", alloc );
+ mdl_load_array( &menu.model, &menu.markers, "ent_marker", alloc );
+ mdl_load_array( &menu.model, &menu.cameras, "ent_camera", alloc );
+
+ vg_linear_clear( vg_mem.scratch );
+
+ if( !mdl_arrcount( &menu.model.textures ) )
+ vg_fatal_error( "No texture in menu file" );
+
+ mdl_texture *tex0 = mdl_arritm( &menu.model.textures, 0 );
+ void *data = vg_linear_alloc( vg_mem.scratch, tex0->file.pack_size );
+ mdl_fread_pack_file( &menu.model, &tex0->file, data );
+
+ mdl_async_load_glmesh( &menu.model, &menu.mesh );
+ vg_tex2d_load_qoi_async( data, tex0->file.pack_size,
+ VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
+ &menu.texture );
+
+ mdl_close( &menu.model );
+ shader_model_menu_register();
+}
+
+static void menu_open_page( const char *name )
+{
+ u32 hash = vg_strdjb2( name );
+ for( u32 i=0; i<mdl_arrcount(&menu.items); i++ ){
+ ent_menuitem *item = mdl_arritm( &menu.items, i );
+
+ if( item->type == k_ent_menuitem_type_page ){
+ if( mdl_pstreq( &menu.model, item->page.pstr_name, name, hash ) ){
+ menu.page = __builtin_ctz( item->groups );
+ vg_info( "menu page: %u\n", menu.page );
+
+ if( item->page.id_entrypoint ){
+ u32 id = mdl_entity_id_id( item->page.id_entrypoint );
+ menu.loc = mdl_arritm( &menu.items, id );
+ }
+
+ if( item->page.id_viewpoint ){
+ u32 id = mdl_entity_id_id( item->page.id_viewpoint );
+ menu.cam = mdl_arritm( &menu.cameras, id );
+ }
+
+ return;
+ }
+ }
+ }
+}
+
+static void menu_update(void)
+{
+ if( button_down( k_srbind_mopen ) ){
+ if( menu.active ){
+ menu.active = 0;
+ }
+ else{
+ if( !menu.disable_open ){
+ menu.active = 1;
+ menu_open_page( "Main Menu" );
+ }
+ }
+ }
+
+ menu.factive = vg_lerpf( menu.factive, menu.active,
+ vg.time_frame_delta * 6.0f );
+
+ if( menu.factive > 0.01f ){
+
+ }
+}
+
+VG_STATIC void menu_render_bg(void)
+{
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glBlendEquation(GL_FUNC_ADD);
+
+ shader_blitcolour_use();
+ shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu.factive*0.5f } );
+ render_fsquad();
+}
+
+VG_STATIC void menu_render_fg(void)
+{
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
+
+ if( menu.cam ){
+ menu.view.fov = menu.cam->fov;
+ menu.view.farz = 150.0f;
+ menu.view.nearz = 0.01f;
+ v3_copy( menu.cam->transform.co, menu.view.pos );
+
+ v3f v0;
+ mdl_transform_vector( &menu.cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
+ player_vector_angles( menu.view.angles, v0, 1.0f, 0.0f );
+ camera_update_transform( &menu.view );
+ camera_update_view( &menu.view );
+ camera_update_projection( &menu.view );
+ camera_finalize( &menu.view );
+ }
+ else return;
+
+ shader_model_menu_use();
+ shader_model_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
+ shader_model_menu_uTexMain( 1 );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, menu.texture );
+ shader_model_menu_uPv( menu.view.mtx.pv );
+ shader_model_menu_uPvmPrev( menu.view.mtx_prev.pv );
+
+ mesh_bind( &menu.mesh );
+
+ for( u32 i=0; i<mdl_arrcount(&menu.items); i++ ){
+ ent_menuitem *item = mdl_arritm( &menu.items, i );
+
+ if( item->type == k_ent_menuitem_type_page ) continue;
+ if( !(item->groups & (0x1 << menu.page)) ) continue;
+
+ m4x3f mmdl;
+ mdl_transform_m4x3( &item->transform, mmdl );
+ shader_model_menu_uMdl( mmdl );
+
+ for( u32 j=0; j<item->submesh_count; j++ ){
+ u32 index = item->submesh_start + j;
+ mdl_draw_submesh( mdl_arritm( &menu.model.submeshs, index ));
+ }
+ }
+}
+
+#endif /* MENU_H */
+
+#if 0
+#ifndef MENU_H
+#define MENU_H
+
+#include "common.h"
+#include "model.h"
+#include "world_render.h"
+#include "player.h"
+#include "conf.h"
+
+#include "shaders/model_menu.h"