#include "model.h"
#include "world_render.h"
#include "player.h"
+#include "conf.h"
-#include "shaders/menu.h"
+#include "shaders/model_menu.h"
#include "vg_steam_friends.h"
#include "submodules/tinydir/tinydir.h"
VG_STATIC mdl_context menu_model;
+VG_STATIC mdl_array_ptr menu_markers;
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 float menu_fov_target = 97.0f,
+ menu_smooth_fov = 97.0f;
VG_STATIC v2f menu_extra_angles;
+VG_STATIC v3f menu_camera_pos;
+VG_STATIC v2f menu_camera_angles;
VG_STATIC int cl_menu = 0,
cl_menu_go_away = 0;
VG_STATIC void menu_btn_reset( int event );
VG_STATIC void menu_btn_map( int event );
VG_STATIC void menu_btn_settings( int event );
+VG_STATIC void menu_btn_invert_y( int event );
-VG_STATIC mdl_node *menu_pnode_fov_slider,
- *menu_pnode_fov_min,
- *menu_pnode_fov_max,
- *menu_pnode_vol_slider,
- *menu_pnode_vol_min,
- *menu_pnode_vol_max;
+VG_STATIC mdl_mesh *menu_mesh_fov_slider,
+ *menu_mesh_vol_slider,
+ *menu_mesh_res_slider;
-struct
-{
+VG_STATIC ent_marker
+ *menu_mark_fov_min,
+ *menu_mark_fov_max,
+ *menu_mark_vol_min,
+ *menu_mark_vol_max,
+ *menu_mark_res_min,
+ *menu_mark_res_max;
+
+struct{
/* state */
int loc;
u32 page;
/* map browser */
- struct menu_map_file
- {
+ struct menu_map_file{
char name[ 64 ];
}
maps_list[ 16 ];
}
VG_STATIC game_menu;
-enum menu_page
-{
+enum menu_page{
k_menu_page_main = 0x1,
k_menu_page_skater = 0x2,
k_menu_page_quit = 0x4,
k_menu_page_map = 0x10
};
-struct menu_btn_userdata
-{
+struct menu_btn_userdata{
int i;
void *ptr_generic;
};
VG_STATIC int menu_settings_if( struct menu_btn_userdata ud )
{
- if( game_menu.page & k_menu_page_settings )
- {
+ if( game_menu.page & k_menu_page_settings ){
int *ptr = ud.ptr_generic;
return *ptr;
}
VG_STATIC int menu_controller( struct menu_btn_userdata ud )
{
if( (game_menu.page & (k_menu_page_main|k_menu_page_settings))
- && (ud.i == menu_display_controller) )
+ && (ud.i == steam_display_controller) )
return 1;
return 0;
}
VG_STATIC int menu_controller_inf( struct menu_btn_userdata ud )
{
if( (game_menu.page & k_menu_page_settings)
- && (ud.i == menu_display_controller) )
+ && (ud.i == steam_display_controller) )
return 1;
return 0;
}
*lr,
*ld;
- mdl_node *pnode;
+ mdl_mesh *mesh;
float falpha, fsize;
}
VG_STATIC menu_buttons[] =
{
"text_quit", menu_vis, {.i=k_menu_page_main|k_menu_page_quit},
.fn_press = menu_btn_quit,
- .ld="text_reset", .lr="text_settings", .ll="text_map"
+ .ld="text_reset", .lr="text_settings", /*.ll="text_map"*/
},
{
"text_quitty", menu_vis, {.i=k_menu_page_quit}
{
"text_reset", menu_vis, {.i=k_menu_page_main},
.fn_press = menu_btn_reset,
- .lu="text_quit", .ld="text_skater", .ll="text_map", .lr="text_settings"
+ .lu="text_quit", .ld="text_skater", /*.ll="text_map",*/ .lr="text_settings"
},
{
"text_skater", menu_vis, {.i=k_menu_page_main|k_menu_page_skater},
.fn_press = menu_btn_skater,
- .lu="text_reset", .ll="text_map", .lr="text_settings"
+ .lu="text_reset", /*.ll="text_map",*/ .lr="text_settings"
},
+/*
{
"text_map", menu_vis, {.i=k_menu_page_main},
.fn_press = menu_btn_map,
.lr="text_reset"
},
+*/
{
"text_settings", menu_vis, {.i=k_menu_page_main|k_menu_page_settings},
.fn_press = menu_btn_settings,
{
"fov_slider", menu_vis, {k_menu_page_settings},
- .ld="text_blur"
+ .ld="text_invert_y"
},
{ "fov_info", menu_vis, {k_menu_page_settings} },
{
"vol_slider", menu_vis, {k_menu_page_settings},
- .lu="text_blur"
+ .lu="res_slider"
},
{ "vol_info", menu_vis, {k_menu_page_settings} },
+{
+ "text_invert_y", menu_vis, {k_menu_page_settings},
+ .fn_press = menu_btn_invert_y,
+ .lu = "fov_slider", .ld="text_blur"
+},
+{
+ "text_invert_y_check", menu_settings_if, {.ptr_generic=&cl_invert_y}
+},
{
"text_blur", menu_vis, {k_menu_page_settings},
.fn_press = menu_btn_blur,
- .lu="fov_slider", .ld="vol_slider"
+ .lu="text_invert_y", .ld="res_slider"
},
{
"text_blur_check", menu_settings_if, {.ptr_generic=&cl_blur}
},
-
-{ "ctr_xbox", menu_controller_inf, {k_menu_controller_type_xbox}},
-{ "ctr_xbox_text", menu_controller_inf, {k_menu_controller_type_xbox}},
-{ "ctr_steam", menu_controller_inf, {k_menu_controller_type_steam}},
-{ "ctr_steam_text", menu_controller_inf, {k_menu_controller_type_steam}},
-{ "ctr_deck", menu_controller_inf, {k_menu_controller_type_steam_deck}},
-{ "ctr_deck_text", menu_controller_inf, {k_menu_controller_type_steam_deck}},
-{ "ctr_ps", menu_controller_inf, {k_menu_controller_type_playstation}},
-{ "ctr_ps_text", menu_controller_inf, {k_menu_controller_type_playstation}},
-{ "ctr_kbm", menu_controller_inf, {k_menu_controller_type_keyboard}},
-{ "ctr_kbm_text", menu_controller_inf, {k_menu_controller_type_keyboard}},
+{
+ "res_slider", menu_vis, {k_menu_page_settings},
+ .ld = "vol_slider", .lu = "text_blur"
+},
+{
+ "res_info", menu_vis, {k_menu_page_settings},
+},
+{ "ctr_xbox", menu_controller_inf, {k_steam_controller_type_xbox}},
+{ "ctr_xbox_text", menu_controller_inf, {k_steam_controller_type_xbox}},
+{ "ctr_steam", menu_controller_inf, {k_steam_controller_type_steam}},
+{ "ctr_steam_text", menu_controller_inf, {k_steam_controller_type_steam}},
+{ "ctr_deck", menu_controller_inf, {k_steam_controller_type_steam_deck}},
+{ "ctr_deck_text", menu_controller_inf, {k_steam_controller_type_steam_deck}},
+{ "ctr_ps", menu_controller_inf, {k_steam_controller_type_playstation}},
+{ "ctr_ps_text", menu_controller_inf, {k_steam_controller_type_playstation}},
+{ "ctr_kbm", menu_controller_inf, {k_steam_controller_type_keyboard}},
+{ "ctr_kbm_text", menu_controller_inf, {k_steam_controller_type_keyboard}},
{
"text_paused", menu_vis, {k_menu_page_main}
},
VG_STATIC void menu_btn_reset( int event )
{
- reset_player(0,NULL);
- world_routes_clear();
-
+ localplayer_cmd_respawn( 0, NULL );
cl_menu_go_away = 1;
game_menu.page = 0;
}
cl_blur ^= 0x1;
}
+VG_STATIC void menu_btn_invert_y( int event )
+{
+ cl_invert_y ^= 0x1;
+}
+
VG_STATIC void menu_btn_map( int event )
{
game_menu.page = k_menu_page_map;
tinydir_dir dir;
tinydir_open( &dir, "maps" );
- while( dir.has_next )
- {
+ while( dir.has_next ){
tinydir_file file;
tinydir_readfile( &dir, &file );
- if( file.is_reg )
- {
+ if( file.is_reg ){
struct menu_map_file *mf = &game_menu.maps_list[ game_menu.map_count ];
vg_strncpy( file.name, mf->name,
VG_STATIC void menu_crap_ui(void)
{
- if( cl_menu && (game_menu.page == k_menu_page_map) )
- {
+ if( cl_menu && (game_menu.page == k_menu_page_map) ){
ui_rect box;
box[0] = vg.window_x/2 - 150;
box[1] = vg.window_y/2 - 300;
ui_fill_rect( box, 0xa0000000 );
- if( game_menu.map_count == 0 )
- {
+ if( game_menu.map_count == 0 ){
ui_text( (ui_rect){ vg.window_x/2, box[1]+8, 0,0 }, "No maps found", 1,
k_text_align_center );
}
- else
- {
+ else{
ui_rect_pad( box, 4 );
box[3] = 16;
- for( int i=0; i<game_menu.map_count; i++ )
- {
+ for( int i=0; i<game_menu.map_count; i++ ){
struct menu_map_file *mf = &game_menu.maps_list[ i ];
ui_fill_rect( box, game_menu.selected_map == i? 0xa0ffffff:
GameOverlayActivated_t *inf = (GameOverlayActivated_t *)msg->m_pubParam;
vg_info( "Steam game overlay activated; pausing\n" );
- if( inf->m_bActive )
- {
+ if( inf->m_bActive ){
cl_menu = 1;
game_menu.page = k_menu_page_main;
game_menu.loc = menu_get_loc( "text_skater" );
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_invert_uv_coordinates( &menu_model );
+ mdl_open( &menu_model, "models/rs_menu.mdl", vg_mem.rtmemory );
+ mdl_load_metadata_block( &menu_model, vg_mem.rtmemory );
+ mdl_load_mesh_block( &menu_model, vg_mem.scratch );
+ mdl_load_array( &menu_model, &menu_markers, "ent_marker", vg_mem.rtmemory );
+ //mdl_invert_uv_coordinates( &menu_model );
mdl_close( &menu_model );
vg_acquire_thread_sync();
}
vg_release_thread_sync();
- for( int i=0; i<vg_list_size(menu_buttons); i++ )
- {
+ 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 );
+ btn->mesh = mdl_find_mesh( &menu_model, btn->name );
- if( !btn->pnode )
- {
+ if( !btn->mesh ){
vg_info( "info: %s\n", btn->name );
vg_fatal_exit_loop( "Menu programming error" );
}
}
- menu_pnode_fov_max = mdl_node_from_name( &menu_model, "fov_slider_max" );
- menu_pnode_fov_min = mdl_node_from_name( &menu_model, "fov_slider_min" );
- menu_pnode_fov_slider = mdl_node_from_name( &menu_model, "fov_slider" );
- menu_pnode_vol_max = mdl_node_from_name( &menu_model, "vol_slider_max" );
- menu_pnode_vol_min = mdl_node_from_name( &menu_model, "vol_slider_min" );
- menu_pnode_vol_slider = mdl_node_from_name( &menu_model, "vol_slider" );
-
- shader_menu_register();
+ menu_mark_fov_max =
+ ent_find_marker( &menu_model, &menu_markers, "fov_slider_max" );
+ menu_mark_fov_min =
+ ent_find_marker( &menu_model, &menu_markers, "fov_slider_min" );
+ menu_mark_vol_max =
+ ent_find_marker( &menu_model, &menu_markers, "vol_slider_max" );
+ menu_mark_vol_min =
+ ent_find_marker( &menu_model, &menu_markers, "vol_slider_min" );
+ menu_mark_res_max =
+ ent_find_marker( &menu_model, &menu_markers, "res_slider_max" );
+ menu_mark_res_min =
+ ent_find_marker( &menu_model, &menu_markers, "res_slider_min" );
+
+ menu_mesh_fov_slider = mdl_find_mesh( &menu_model, "fov_slider" );
+ menu_mesh_vol_slider = mdl_find_mesh( &menu_model, "vol_slider" );
+ menu_mesh_res_slider = mdl_find_mesh( &menu_model, "res_slider" );
+
+ shader_model_menu_register();
#ifdef SR_NETWORKED
steam_register_callback( k_iGameOverlayActivated, steam_on_game_overlay );
{
struct menu_button *btn = &menu_buttons[ game_menu.loc ];
- if( vg_input_button_down( &input_menu_press ) )
- {
- if( btn->fn_press )
- {
+ if( vg_input_button_down( &input_menu_press ) ){
+ if( btn->fn_press ){
audio_lock();
- audio_play_oneshot( &audio_ui[0], 1.0f );
+ audio_oneshot( &audio_ui[0], 1.0f, 0.0f );
audio_unlock();
btn->fn_press( 1 );
}
}
- if( menu_input_cooldown <= 0.0f )
- {
+ if( menu_input_cooldown <= 0.0f ){
v2f dir = { input_menu_h.axis.value,
-input_menu_v.axis.value };
- if( v2_length2( dir ) > 0.8f*0.8f )
- {
+ if( v2_length2( dir ) > 0.8f*0.8f ){
const char *link = NULL;
- if( fabsf(dir[0]) > fabsf(dir[1]) )
- {
+ if( fabsf(dir[0]) > fabsf(dir[1]) ){
if( dir[0] > 0.0f ) link = btn->lr;
else link = btn->ll;
}
- else
- {
+ else{
if( dir[1] > 0.0f ) link = btn->ld;
else link = btn->lu;
}
- if( link )
- {
+ if( link ){
game_menu.loc = menu_get_loc( link );
menu_input_cooldown = 0.25f;
}
VG_STATIC void menu_page_map(void)
{
- if( menu_page_should_backout() )
- {
+ if( menu_page_should_backout() ){
game_menu.page = k_menu_page_main;
game_menu.loc = menu_get_loc( "text_map" );
}
- if( game_menu.map_count > 0 )
- {
+ if( game_menu.map_count > 0 ){
float v = input_menu_v.axis.value;
- if( (fabsf(v) > 0.7f) && (menu_input_cooldown <= 0.0f) )
- {
+ if( (fabsf(v) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
audio_lock();
- audio_play_oneshot( &audio_rewind[4], 1.0f );
+ audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
audio_unlock();
- if( v < 0.0f )
- {
+ if( v > 0.0f ){
game_menu.selected_map --;
if( game_menu.selected_map < 0 )
menu_input_cooldown = 0.25f;
}
- else
- {
+ else{
game_menu.selected_map ++;
if( game_menu.selected_map >= game_menu.map_count )
}
}
- if( vg_input_button_down( &input_menu_press ) )
- {
+ if( vg_input_button_down( &input_menu_press ) ){
+#if 0
/* load map */
char temp[256];
strcpy( temp, "maps/" );
world_change_world( 1, (const char *[]){ temp } );
menu_close();
+#endif
}
}
VG_STATIC void menu_page_quit(void)
{
- if( menu_page_should_backout() )
- {
+ if( menu_page_should_backout() ){
game_menu.page = k_menu_page_main;
game_menu.loc = menu_get_loc( "text_quit" );
}
menu_run_directional();
}
+void temp_update_playermodel(void);
VG_STATIC void menu_page_skater(void)
{
float h = input_menu_h.axis.value;
menu_fov_target = 97.0f;
- if( menu_page_should_backout() )
- {
+ if( menu_page_should_backout() ){
game_menu.page = k_menu_page_main;
game_menu.loc = menu_get_loc( "text_skater" );
return;
}
- if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) )
- {
+ if( (fabsf(h) > 0.7f) && (menu_input_cooldown <= 0.0f) ){
audio_lock();
- audio_play_oneshot( &audio_rewind[4], 1.0f );
+ audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
audio_unlock();
- if( h < 0.0f )
- {
+ vg_info( "%f\n", h );
+
+ if( h < 0.0f ){
cl_playermdl_id --;
if( cl_playermdl_id < 0 )
cl_playermdl_id = 2;
menu_input_cooldown = 0.25f;
}
- else
- {
+ else{
cl_playermdl_id ++;
if( cl_playermdl_id > 2 )
cl_playermdl_id = 0;
- int ri = menu_get_loc( "skater_left" );
+ int ri = menu_get_loc( "skater_right" );
menu_buttons[ri].fsize = 0.4f;
menu_buttons[ri].falpha = 1.0f;
menu_input_cooldown = 0.25f;
}
+
+ temp_update_playermodel();
}
}
VG_STATIC void menu_slider( float *value, int set_value,
- mdl_node *slider, mdl_node *pmin, mdl_node *pmax )
+ mdl_mesh *slider, v3f co_min, v3f co_max )
{
- if( set_value )
- {
+ if( set_value ){
float h = input_menu_h.axis.value;
if( fabsf(h) > 0.04f )
*value += h * vg.frame_delta;
*value = vg_clampf( *value, 0.0f, 1.0f );
}
- v3_lerp( pmin->co, pmax->co, *value, slider->co );
+ v3_lerp( co_min, co_max, *value, slider->transform.co );
}
VG_STATIC void menu_page_settings(void)
int fov_select = game_menu.loc == menu_get_loc( "fov_slider" );
menu_slider( &cl_fov, fov_select,
- menu_pnode_fov_slider, menu_pnode_fov_min,
- menu_pnode_fov_max );
+ menu_mesh_fov_slider, menu_mark_fov_min->transform.co,
+ menu_mark_fov_max->transform.co );
if( fov_select )
menu_fov_target = vg_lerpf( 97.0f, 135.0f, cl_fov ) * 0.8f;
- menu_slider( &vg_audio.volume_console,
+ menu_slider( &vg_audio.external_global_volume,
(game_menu.loc == menu_get_loc( "vol_slider" )),
- menu_pnode_vol_slider, menu_pnode_vol_min,
- menu_pnode_vol_max );
+ menu_mesh_vol_slider, menu_mark_vol_min->transform.co,
+ menu_mark_vol_max->transform.co );
- if( menu_page_should_backout() )
- {
+ menu_slider( &gpipeline.view_render_scale,
+ (game_menu.loc == menu_get_loc( "res_slider" )),
+ menu_mesh_res_slider, menu_mark_res_min->transform.co,
+ menu_mark_res_max->transform.co );
+
+ if( menu_page_should_backout() ){
game_menu.page = k_menu_page_main;
game_menu.loc = menu_get_loc( "text_settings" );
return;
toggle_kb = vg_input_button_down( &input_menu_toggle_kbm ),
wait_for_a_sec = 0;
- if( toggle_gp || toggle_kb )
- {
- if( cl_menu )
- {
- if( toggle_gp )
- {
+ if( toggle_gp || toggle_kb ){
+ if( cl_menu ){
+ if( toggle_gp ){
menu_close();
}
}
- else
- {
+ else{
if( toggle_kb )
wait_for_a_sec = 1;
}
}
- if( !wait_for_a_sec && cl_menu )
- {
+ if( !wait_for_a_sec && cl_menu ){
if( game_menu.page == k_menu_page_main )
menu_page_main();
else if( game_menu.page == k_menu_page_skater )
struct menu_button *btn = &menu_buttons[ game_menu.loc ];
- v3f pos;
- v2f angles;
-
/* Base */
{
- 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 );
-
+ player_instance *player = &localplayer;
+ struct player_avatar *av = player->playeravatar;
+
v3f center_rough;
+ if( player->subsystem == k_player_subsystem_dead ){
+ m4x3_mulv( av->sk.final_mtx[av->id_hip], (v3f){0.0f,0.9f,0.0f},
+ center_rough );
+ }
+ else{
+ m4x3_mulv( av->sk.final_mtx[av->id_head], (v3f){0.0f,1.5f,0.0f},
+ center_rough );
+ }
- if( player.is_dead )
- {
- v3_copy(player.mdl.ragdoll[ player.mdl.id_hip-1 ].rb.co, center_rough);
+ v3f cam_offset;
+ float cam_rot;
+ if( player->subsystem == k_player_subsystem_walk ){
+ v3_muls( player->rb.to_world[2], 1.0f, cam_offset );
+ cam_rot = 0.0f;
}
- else
- {
- v3_add( player.camera_pos, player.visual_transform[3], center_rough );
- v3_muls( center_rough, 0.5f, center_rough );
+ else{
+ v3_muls( player->rb.to_world[0], -1.0f, cam_offset );
+ cam_rot = -VG_PIf*0.5f;
}
- 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] );
+ v3f lookdir;
+ m3x3_mulv( player->invbasis, cam_offset, lookdir );
+ lookdir[1] = 0.0f;
+ v3_normalize( lookdir );
+
+ m3x3_mulv( player->basis, lookdir, cam_offset );
+ v3_muladds( center_rough, cam_offset, 2.0f, menu_camera_pos );
+
+ menu_camera_angles[1] = 0.0f;
+ menu_camera_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_axis_angle( qmenu_mdl, (v3f){0.0f,1.0f,0.0f}, -menu_camera_angles[0] );
q_m3x3( qmenu_mdl, menu_mdl_mtx );
- v3_copy( center_rough, menu_mdl_mtx[3] );
+ v3_add( center_rough, (v3f){0.0f,-0.5f,0.0f}, menu_mdl_mtx[3] );
+ m3x3_mul( player->basis, menu_mdl_mtx, menu_mdl_mtx );
+
+ menu_smooth_fov = vg_lerpf( menu_smooth_fov, menu_fov_target,
+ vg.frame_delta * 8.2f );
}
/* Extra */
{
v3f delta;
- v3_sub( btn->pnode->co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
+ v3_sub( btn->mesh->transform.co, (v3f){ 0.0f,1.5f,-1.5f }, delta );
v3_normalize( delta );
float y = atan2f( delta[0], delta[2] ),
menu_extra_angles[0] = vg_lerpf( menu_extra_angles[0], y, dt );
menu_extra_angles[1] = vg_lerpf( menu_extra_angles[1], p, dt );
- v2_muladds( angles, menu_extra_angles, 0.8f, angles );
- angles[0] = fmodf( angles[0], VG_TAUf );
- }
-
- /* Update camera */
- {
- main_camera.angles[0] =
- vg_alerpf( main_camera.angles[0], angles[0], menu_opacity );
- main_camera.angles[1] =
- vg_lerpf ( main_camera.angles[1], angles[1], menu_opacity );
- v3_lerp( main_camera.pos, pos, menu_opacity, main_camera.pos );
-
- camera_update_transform( &main_camera );
+ v2_muladds( menu_camera_angles, menu_extra_angles, 0.8f,
+ menu_camera_angles );
+ menu_camera_angles[0] = fmodf( menu_camera_angles[0], VG_TAUf );
}
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 )
- {
+ if( menu_opacity <= 0.01f ){
cl_menu = 0;
cl_menu_go_away = 0;
}
vg.time_rate = 1.0-(double)menu_opacity;
- if( cl_menu )
- {
+ if( cl_menu ){
menu_input_cooldown -= vg.frame_delta;
}
}
return fminf( x*x/(f*f), 1.0f+(2.0f/f)*s*expf(-k*s));
}
-VG_STATIC void menu_render( camera *cam )
+VG_STATIC void menu_render_bg(void)
{
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
shader_blitcolour_use();
shader_blitcolour_uColour( (v4f){ 0.1f, 0.1f, 0.3f, menu_opacity*0.5f } );
render_fsquad();
+}
+VG_STATIC void menu_render_fg( camera *cam )
+{
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
m4x3f mtx;
- shader_menu_use();
- shader_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
- shader_menu_uTexMain( 1 );
+ shader_model_menu_use();
+ shader_model_menu_uColour( (v4f){ 1.0f,1.0f,1.0f,1.0f} );
+ shader_model_menu_uTexMain( 1 );
vg_tex2d_bind( &tex_menu, 1 );
- shader_menu_uPv( cam->mtx.pv );
- shader_menu_uPvmPrev( cam->mtx_prev.pv );
+ shader_model_menu_uPv( cam->mtx.pv );
+ shader_model_menu_uPvmPrev( cam->mtx_prev.pv );
mesh_bind( &menu_glmesh );
- for( int i=0; i<vg_list_size(menu_buttons); i++ )
- {
+ for( int i=0; i<vg_list_size(menu_buttons); i++ ){
struct menu_button *btn = &menu_buttons[i];
float talpha = i==game_menu.loc? 1.0f: 0.0f,
tsize0 = btn->fn_visibility( btn->user )? 1.0f: 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 );
+ btn->fsize = vg_lerpf( btn->fsize, tsize, vg.frame_delta * 7.0f );
/* Colour */
v4f vselected = {0.95f*1.3f,0.45f*1.3f,0.095f*1.3f, 1.0f},
vcurrent;
v4_lerp( vnormal, vselected, btn->falpha, vcurrent );
- shader_menu_uColour( vcurrent );
+ shader_model_menu_uColour( vcurrent );
/* Create matrix */
m4x3f mtx_size;
- mdl_node_transform( btn->pnode, mtx );
+ mdl_transform_m4x3( &btn->mesh->transform, mtx );
m4x3_mul( menu_mdl_mtx, mtx, mtx );
m4x3_identity( mtx_size );
- m4x3_scale( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
+ m3x3_scalef( mtx_size, expSustainedImpulse( btn->fsize, 0.5f, 8.7f) );
m4x3_mul( mtx, mtx_size, mtx );
- shader_menu_uMdl( mtx );
+ shader_model_menu_uMdl( mtx );
- for( int j=0; j<btn->pnode->submesh_count; j++ )
- {
+ for( int j=0; j<btn->mesh->submesh_count; j++ ){
mdl_submesh *sm =
- &menu_model.submesh_buffer[ btn->pnode->submesh_start+j ];
+ mdl_arritm( &menu_model.submeshs, btn->mesh->submesh_start+j );
mdl_draw_submesh( sm );
}
}