Added fading between states

This commit is contained in:
grayson committed 2021-09-07 01:08:37 -05:00
1 parent c78abf303e
commit 7ea56370d6
10 files changed
+146 -18

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+76 -1
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@@ -15,7 +15,11 @@
namespace nf {
Renderer::Renderer(Application* app) :
m_cubemap(nullptr)
m_cubemap(nullptr),
m_fadeIn(false),
m_fadeOut(false),
m_fadeNoText(false),
m_fadeOutComplete(false)
{
m_app = app;
m_hdc = GetDC(m_app->getWindow());
@@ -75,6 +79,9 @@ namespace nf {
const char* cubemapVertex = m_baseAP["cubemapVertex.shader"]->data;
const char* cubemapFragment = m_baseAP["cubemapFragment.shader"]->data;
m_cubemapShader = new Shader(cubemapVertex, cubemapFragment);
const char* fadeVertex = m_baseAP["fadeVertex.shader"]->data;
const char* fadeFragment = m_baseAP["fadeFragment.shader"]->data;
m_fadeShader = new Shader(fadeVertex, fadeFragment);
BaseAssets::cube = (AModel*)m_baseAP["cube.obj"];
BaseAssets::plane = (AModel*)m_baseAP["plane.obj"];
@@ -84,6 +91,33 @@ namespace nf {
BaseAssets::torus = (AModel*)m_baseAP["torus.obj"];
BaseAssets::logo = (ATexture*)m_baseAP["logo.png"];
BaseAssets::defaultFont = (AFont*)m_baseAP["default.ttf"];
float fadeVB[] = {
-1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0
};
unsigned int fadeIB[] = {
0, 1, 2,
2, 3, 0
};
m_fadeVAO = new VertexArray;
m_fadeVAO->addBuffer(fadeVB, sizeof(fadeVB));
m_fadeVAO->push<float>(2);
m_fadeVAO->finishBufferLayout();
m_fadeIB = new IndexBuffer(fadeIB, 6);
m_loadingText.create("Loading...", Vec2(0.025, 0.044), Vec3(0.7, 0.7, 0.7));
}
void Renderer::setFade(bool in, bool out, bool noText) {
m_fadeIn = in;
m_fadeOut = out;
m_fadeNoText = noText;
}
bool Renderer::isFadeOutComplete() {
return m_fadeOutComplete;
}
void Renderer::render(Entity& in) {
@@ -156,6 +190,43 @@ namespace nf {
}
}
m_lUI.clear();
if (m_fadeIn) {
static double opacity = 1.0;
m_fadeShader->setUniform("opacity", (float)opacity);
m_fadeVAO->bind();
m_fadeIB->bind();
glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
if (!m_fadeNoText) {
m_textShader->setUniform("proj", proj);
m_loadingText.setOpacity(opacity);
m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
}
opacity -= 0.03;
if (opacity <= 0.0) {
m_fadeIn = false;
m_fadeOutComplete = false;
opacity = 1.0;
}
}
else if (m_fadeOut) {
static double opacity = 0.0;
m_fadeShader->setUniform("opacity", (float)opacity);
m_fadeVAO->bind();
m_fadeIB->bind();
glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
if (!m_fadeNoText) {
m_textShader->setUniform("proj", proj);
m_loadingText.setOpacity(opacity);
m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
}
opacity += 0.03;
if (opacity >= 1.0) {
m_fadeIn = false;
m_fadeOutComplete = true;
opacity = 0.0;
}
}
glEnable(GL_DEPTH_TEST);
SwapBuffers(m_hdc);
@@ -169,6 +240,10 @@ namespace nf {
delete m_entityShader;
delete m_textShader;
delete m_uiTextureShader;
delete m_cubemapShader;
delete m_fadeShader;
delete m_fadeVAO;
delete m_fadeIB;
ReleaseDC(m_app->getWindow(), m_hdc);
wglMakeCurrent(NULL, NULL);
wglDeleteContext(m_hglrc);