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@ -673,6 +673,23 @@ void setup_scenes(game::context* ctx) |
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ctx->splash_billboard->set_translation({0.0f, 0.0f, 0.0f}); |
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ctx->splash_billboard->update_tweens(); |
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// Create camera flash billboard
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material* flash_material = new material(); |
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flash_material->set_shader_program(ctx->resource_manager->load<gl::shader_program>("ui-element-untextured.glsl")); |
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auto flash_tint = flash_material->add_property<float4>("tint"); |
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flash_tint->set_value(float4{1, 1, 1, 1}); |
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//flash_tint->set_tween_interpolator(ease<float4>::out_quad);
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flash_material->set_flags(MATERIAL_FLAG_TRANSLUCENT); |
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flash_material->update_tweens(); |
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ctx->camera_flash_billboard = new scene::billboard(); |
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ctx->camera_flash_billboard->set_material(flash_material); |
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ctx->camera_flash_billboard->set_scale({(float)viewport_dimensions[0] * 0.5f, (float)viewport_dimensions[1] * 0.5f, 1.0f}); |
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ctx->camera_flash_billboard->set_translation({0.0f, 0.0f, 0.0f}); |
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ctx->camera_flash_billboard->update_tweens(); |
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// Create depth debug billboard
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/*
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material* depth_debug_material = new material(); |
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@ -755,6 +772,16 @@ void setup_animation(game::context* ctx) |
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ctx->ui_scene->add_object(ctx->radial_transition_outer->get_billboard()); |
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ctx->animator->add_animation(ctx->radial_transition_outer->get_animation()); |
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// Create camera flash animation
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ctx->camera_flash_animation = new animation<float>(); |
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{ |
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ctx->camera_flash_animation->set_interpolator(ease<float>::out_sine); |
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const float duration = 0.5f; |
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animation_channel<float>* channel = ctx->camera_flash_animation->add_channel(0); |
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channel->insert_keyframe({0.0f, 1.0f}); |
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channel->insert_keyframe({duration, 0.0f}); |
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} |
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// Set material pass tweens
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ctx->common_final_pass->set_time_tween(ctx->time_tween); |
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ctx->surface_sky_pass->set_time_tween(ctx->time_tween); |
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