#include "shaders/menu.h"
-static mdl_header *menu_model;
-static glmesh menu_glmesh;
-static v3f menu_cam_pos,
- menu_target_cam_pos;
-static v4f menu_cam_q = { 0.0f, 0.0f, 0.0f, 1.0f },
- menu_target_cam_q;
-static m4x3f menu_cam, menu_cam_inv;
-static float menu_opacity = 0.0f;
+VG_STATIC mdl_context menu_model;
+VG_STATIC glmesh menu_glmesh;
+VG_STATIC m4x3f menu_mdl_mtx;
+VG_STATIC float menu_opacity = 0.0f;
+VG_STATIC float menu_input_cooldown = 0.0f;
+VG_STATIC float menu_fov_target = 97.0f;
+VG_STATIC v2f menu_extra_angles;
-static void menu_init(void)
+VG_STATIC int menu_loc = 1,
+ menu_loc_last = 1;
+VG_STATIC u32 menu_page = 0;
+
+VG_STATIC int cl_menu = 0,
+ cl_menu_go_away = 0;
+
+VG_STATIC const char *playermodels[] = { "ch_new", "ch_jordan", "ch_outlaw" };
+
+vg_tex2d tex_menu = { .path = "textures/menu.qoi",.flags = VG_TEXTURE_NEAREST };
+
+VG_STATIC void menu_btn_paused( int event );
+VG_STATIC void menu_btn_quit( int event );
+VG_STATIC void menu_btn_skater( int event );
+VG_STATIC void menu_btn_map( int event );
+VG_STATIC void menu_btn_map_a( int event );
+VG_STATIC void menu_btn_map_b( int event );
+VG_STATIC void menu_btn_map_c( int event );
+VG_STATIC void menu_btn_fuckoff( int event );
+
+struct menu_button
+{
+ const char *name;
+ u32 areas;
+
+ void (*fn_press)(int event);
+ int links[4];
+ mdl_node *pnode;
+
+ float falpha, fsize;
+}
+VG_STATIC menu_buttons[] =
+{
+/*0*/{"text_paused", 1, menu_btn_paused },
+/*1*/{"text_quit", 9, menu_btn_quit, {3,-1,4,2}},
+/*2*/{"text_skater", 3, menu_btn_skater, {3,1,4,-1}},
+/*3*/{"text_map", 5, menu_btn_map, {-1,-1,2,-1}},
+/*4*/{"text_about_game", 1, NULL, {2,-1,-1,-1}},
+/*5*/{"skater_left", 2, NULL, {-1,-1,-1,-1}},
+/*6*/{"skater_right", 2, NULL, {-1,-1,-1,-1}},
+/*7*/{"map_a", 4, menu_btn_map_a,{8, -1, 9, 9 }},
+/*8*/{"map_b", 4, menu_btn_map_b,{-1,7,7,-1}},
+/*9*/{"map_c", 4, menu_btn_map_c,{7,7,-1,8}},
+/*a*/{"g_map", 5, NULL },
+/*b*/{"g_controls", 1, NULL },
+/*c*/{"text_quitty", 8, NULL },
+/*d*/{"text_yes", 8, menu_btn_fuckoff,{-1,-1,-1,-1} },
+};
+
+VG_STATIC void menu_btn_map_a( int event ){}
+VG_STATIC void menu_btn_map_b( int event ){}
+VG_STATIC void menu_btn_map_c( int event ){}
+
+VG_STATIC void menu_btn_paused( int event )
+{
+
+}
+
+VG_STATIC void menu_btn_fuckoff( int event )
+{
+ glfwSetWindowShouldClose( vg.window, 1 );
+}
+
+VG_STATIC void menu_btn_quit( int event )
{
- menu_model = mdl_load( "models/rs_menu.mdl" );
+ menu_page = 0x8;
+ menu_loc = 0xd;
+}
- if( !menu_model )
- vg_fatal_exit_loop( "No menu model" );
+VG_STATIC void menu_btn_map( int event )
+{
+ menu_page = 0x4;
+ menu_loc = 7;
+}
+
+VG_STATIC void menu_btn_skater( int event )
+{
+ menu_page = 0x2;
+}
+
+VG_STATIC void menu_init(void)
+{
+ vg_linear_clear( vg_mem.scratch );
+
+ mdl_open( &menu_model, "models/rs_menu.mdl" );
+ mdl_load_metadata( &menu_model, vg_mem.rtmemory );
+ mdl_load_mesh_data( &menu_model, vg_mem.scratch );
+ mdl_close( &menu_model );
vg_acquire_thread_sync();
- mdl_unpack_glmesh( menu_model, &menu_glmesh );
+ {
+ mdl_unpack_glmesh( &menu_model, &menu_glmesh );
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_menu }, 1 );
+ }
vg_release_thread_sync();
+ for( int i=0; i<vg_list_size(menu_buttons); i++ )
+ {
+ struct menu_button *btn = &menu_buttons[i];
+ btn->pnode = mdl_node_from_name( &menu_model, btn->name );
+
+ if( !btn->pnode )
+ vg_fatal_exit_loop( "Menu programming error" );
+ }
+
shader_menu_register();
}
-static void menu_update( int enabled )
+VG_STATIC void menu_run_directional(void)
{
- static int enabled_last = 0;
+ struct menu_button *btn = &menu_buttons[ menu_loc ];
- if( enabled && !enabled_last )
+ if( vg_get_button_down( "jump" ) )
{
- v3_copy( player.camera[3], menu_cam_pos );
- m3x3_q( player.camera, menu_cam_q );
+ if( btn->fn_press )
+ {
+ audio_lock();
+ audio_play_oneshot( &audio_ui[0], 1.0f );
+ audio_unlock();
- if( player.phys.on_board )
+ btn->fn_press( 1 );
+ return;
+ }
+ }
+
+ if( menu_input_cooldown <= 0.0f )
+ {
+ v2f dir = { vg_get_axis( "lookh" ), vg_get_axis( "lookv" ) };
+
+ if( v2_length2( dir ) > 0.8f*0.8f )
{
- v4f r90;
- q_axis_angle( r90, player.phys.rb.up, VG_PIf*-0.5f );
- q_mul( r90, player.phys.rb.q, menu_target_cam_q );
- m4x3_mulv( player.phys.rb.to_world, (v3f){-1.0f,1.6f,0.0f},
- menu_target_cam_pos );
+ int idir = 0;
+
+ if( fabsf(dir[0]) > fabsf(dir[1]) )
+ {
+ if( dir[0] > 0.0f ) idir = 2;
+ else idir = 0;
+ }
+ else
+ {
+ if( dir[1] > 0.0f ) idir = 3;
+ else idir = 1;
+ }
+
+ int link = btn->links[idir];
+
+ if( link != -1 )
+ {
+ menu_loc_last = menu_loc;
+ menu_loc = link;
+ menu_input_cooldown = 0.25f;
+ }
+ }
+ }
+}
+
+VG_STATIC int menu_page_should_backout(void)
+{
+ return vg_get_button_down( "break" );
+}
+
+VG_STATIC void menu_close(void)
+{
+ cl_menu_go_away = 1;
+ menu_page = 0;
+}
+
+VG_STATIC void menu_page_main(void)
+{
+ if( menu_page_should_backout() )
+ {
+ menu_close();
+ return;
+ }
+
+ menu_fov_target = 112.0f;
+ menu_run_directional();
+}
+
+VG_STATIC void menu_page_map(void)
+{
+ if( menu_page_should_backout() )
+ {
+ menu_page = 1;
+ menu_loc = 3;
+ }
+
+ menu_fov_target = 80.0f;
+ menu_run_directional();
+}
+
+VG_STATIC void menu_page_quit(void)
+{
+ if( menu_page_should_backout() )
+ {
+ menu_page = 1;
+ menu_loc = 1;
+ }
+
+ menu_fov_target = 90.0f;
+ menu_run_directional();
+}
+
+VG_STATIC void menu_page_skater(void)
+{
+ float h = vg_get_axis( "lookh" );
+ menu_fov_target = 97.0f;
+
+ if( menu_page_should_backout() )
+ {
+ menu_page = 1;
+ menu_loc = 2;
+ return;
+ }
+
+ if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
+ {
+ if( h < 0.0f )
+ {
+ cl_playermdl_id --;
+ if( cl_playermdl_id < 0 )
+ cl_playermdl_id = 2;
+
+ menu_buttons[5].fsize = 0.4f;
+ menu_buttons[5].falpha = 1.0f;
+
+ menu_input_cooldown = 0.25f;
}
else
{
- v4f r180;
- q_axis_angle( r180, player.phys.rb.up, VG_PIf );
- q_mul( r180, player.phys.rb.q, menu_target_cam_q );
- m4x3_mulv( player.phys.rb.to_world, (v3f){0.0f,1.6f,-1.0f},
- menu_target_cam_pos );
+ cl_playermdl_id ++;
+ if( cl_playermdl_id > 2 )
+ cl_playermdl_id = 0;
+
+ menu_buttons[6].fsize = 0.4f;
+ menu_buttons[6].falpha = 1.0f;
+
+ menu_input_cooldown = 0.25f;
}
+ }
+}
- q_normalize( menu_target_cam_q );
- q_normalize( menu_cam_q );
- menu_opacity = 0.0f;
+VG_STATIC void menu_update(void)
+{
+ if( vg_get_button_down( "menu" ) )
+ {
+ if( cl_menu )
+ {
+ cl_menu_go_away = 1;
+ menu_page = 0;
+ }
+ else
+ {
+ cl_menu = 1;
+ menu_page = 1;
+ }
}
- if( enabled_last && !enabled )
+ if( menu_page == 1 )
+ menu_page_main();
+ else if( menu_page == 2 )
+ menu_page_skater();
+ else if( menu_page == 4 )
+ menu_page_map();
+ else if( menu_page == 8 )
+ menu_page_quit();
+
+ struct menu_button *btn = &menu_buttons[ menu_loc ];
+
+ v3f pos;
+ v2f angles;
+
+ /* Base */
{
- m3x3_q( player.camera, menu_target_cam_q );
- v3_copy( player.camera[3], menu_target_cam_pos );
+ v3f lookdir;
+ v3f *mtx = player.mdl.sk.final_mtx[player.mdl.id_head];
+ m3x3_mulv( mtx, (v3f){-1.0f,0.0f,0.0f}, lookdir );
+
+ lookdir[1] = 0.0f;
+ v3_normalize( lookdir );
+
+ v3f center_rough;
+
+ if( player.is_dead )
+ {
+ v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
+ }
+ else
+ {
+ v3_add( player.camera_pos, player.visual_transform[3], center_rough );
+ v3_muls( center_rough, 0.5f, center_rough );
+ }
+
+ v3_muladds( center_rough, lookdir, 1.5f, pos );
+ v3_add( (v3f){ 0.0f,0.8f,0.0f}, pos, pos );
+
+ angles[1] = 0.0f;
+ angles[0] = -atan2f( lookdir[0], lookdir[2] );
+
+ /* setup model matrix */
+ v4f qmenu_mdl;
+ q_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -angles[0] );
+
+ q_m3x3( qmenu_mdl, menu_mdl_mtx );
+ v3_copy( center_rough, menu_mdl_mtx[3] );
}
- float dt = vg.time_delta * 6.0f;
+ /* Extra */
+ {
+ v3f delta;
+ v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
+ v3_normalize( delta );
+
+ float y = atan2f( delta[0], delta[2] ),
+ p = -sinf(delta[1]),
+ dt = vg.frame_delta;
- q_nlerp( menu_cam_q, menu_target_cam_q, dt, menu_cam_q );
- v3_lerp( menu_cam_pos, menu_target_cam_pos, dt, menu_cam_pos );
+ menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
+ menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
- q_m3x3( menu_cam_q, menu_cam );
- v3_copy( menu_cam_pos, menu_cam[3] );
- m4x3_invert_affine( menu_cam, menu_cam_inv );
- menu_opacity = vg_lerpf( menu_opacity, enabled, dt );
+ v2_muladds( angles, menu_extra_angles, 0.8f, angles );
+ angles[0] = fmodf( angles[0], VG_TAUf );
+ }
+
+ /* Update camera */
+ {
+ camera_angles[0] = vg_alerpf( camera_angles[0], angles[0], menu_opacity );
+ camera_angles[1] = vg_lerpf ( camera_angles[1], angles[1], menu_opacity );
+ v3_lerp( camera_pos, pos, menu_opacity, camera_pos );
+ camera_update();
+ }
- enabled_last = enabled;
+ float dt = vg.frame_delta * 6.0f;
+ menu_opacity = vg_lerpf( menu_opacity, cl_menu&&!cl_menu_go_away, dt );
+
+ if( menu_opacity <= 0.01f )
+ {
+ cl_menu = 0;
+ cl_menu_go_away = 0;
+ }
+
+ vg.time_rate = 1.0-(double)menu_opacity;
+
+ if( cl_menu )
+ {
+ menu_input_cooldown -= vg.frame_delta;
+ }
}
-static void menu_render( m4x4f projection )
+/* https://iquilezles.org/articles/functions/ */
+float expSustainedImpulse( float x, float f, float k )
+{
+ float s = fmaxf(x-f,0.0f);
+ return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
+}
+
+VG_STATIC void menu_render( m4x4f projection )
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
shader_menu_use();
shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
shader_menu_uTexMain( 1 );
- vg_tex2d_bind( &tex_graffiti, 1 );
+ vg_tex2d_bind( &tex_menu, 1 );
shader_menu_uPv( projection );
mesh_bind( &menu_glmesh );
- m4x3_identity( mtx );
- shader_menu_uMdl( mtx );
- mesh_draw( &menu_glmesh );
+ for( int i=0; i<vg_list_size(menu_buttons); i++ )
+ {
+ struct menu_button *btn = &menu_buttons[i];
+ float talpha = i==menu_loc? 1.0f: 0.0f,
+ tsize0 = btn->areas & menu_page? 1.0f: 0.0f,
+ tsize1 = i==menu_loc? 0.07f: 0.0f,
+ tsize = tsize0+tsize1;
+
+ btn->falpha = vg_lerpf( btn->falpha, talpha, vg.frame_delta * 14.0f );
+ btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 3.0f );
+ /* Colour */
+ v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
+ vnormal = {1.0f,1.0f,1.0f, 1.0f},
+ vcurrent;
+
+ v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
+ shader_menu_uColour( vcurrent );
+
+ /* Create matrix */
+ m4x3f mtx_size;
+ mdl_node_transform( btn->pnode, mtx );
+ m4x3_mul( menu_mdl_mtx, mtx, mtx );
+ m4x3_identity( mtx_size );
+ m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
+ m4x3_mul( mtx, mtx_size, mtx );
+ shader_menu_uMdl( mtx );
+
+ for( int j=0; j<btn->pnode->submesh_count; j++ )
+ {
+ mdl_submesh *sm =
+ &menu_model.submesh_buffer[ btn->pnode->submesh_start+j ];
+ mdl_draw_submesh( sm );
+ }
+ }
+
+ /*
for( int i=0; i<menu_model->node_count; i++ )
{
mdl_node *pnode = mdl_node_from_id( menu_model, i );
mdl_submesh_from_id( menu_model, pnode->submesh_start+j );
mdl_node_transform( pnode, mtx );
- m4x3_mul( player.phys.rb.to_world, mtx, mtx );
+ m4x3_mul( menu_mdl_mtx, mtx, mtx );
shader_menu_uMdl( mtx );
mdl_draw_submesh( sm );
}
}
-}
-
-static void menu_free(void *_)
-{
- mesh_free( &menu_glmesh );
+ */
}
#endif /* MENU_H */