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@ -27,6 +27,8 @@ |
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#include "render/passes/clear-pass.hpp"
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#include "render/passes/clear-pass.hpp"
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#include "game/context.hpp"
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#include "game/context.hpp"
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#include "debug/logger.hpp"
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#include "debug/logger.hpp"
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#include "resources/resource-manager.hpp"
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#include "render/material-flags.hpp"
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namespace game { |
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namespace game { |
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namespace state { |
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namespace state { |
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@ -36,8 +38,32 @@ splash::splash(game::context& ctx): |
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{ |
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{ |
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ctx.logger->push_task("Entering splash state"); |
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ctx.logger->push_task("Entering splash state"); |
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// Enable color buffer clearing in UI pass
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ctx.ui_clear_pass->set_cleared_buffers(true, true, false); |
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ctx.ui_clear_pass->set_cleared_buffers(true, true, false); |
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// Load splash texture
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const gl::texture_2d* splash_texture = ctx.resource_manager->load<gl::texture_2d>("splash.tex"); |
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// Get splash texture dimensions
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auto splash_dimensions = splash_texture->get_dimensions(); |
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// Construct splash billboard material
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splash_billboard_material.set_flags(MATERIAL_FLAG_TRANSLUCENT); |
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splash_billboard_material.set_shader_program(ctx.resource_manager->load<gl::shader_program>("ui-element-textured.glsl")); |
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splash_billboard_material.add_property<const gl::texture_2d*>("background")->set_value(splash_texture); |
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render::material_property<float4>* splash_tint = splash_billboard_material.add_property<float4>("tint"); |
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splash_tint->set_value(float4{1, 1, 1, 0}); |
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splash_billboard_material.update_tweens(); |
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// Construct splash billboard
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splash_billboard.set_material(&splash_billboard_material); |
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splash_billboard.set_scale({(float)std::get<0>(splash_dimensions) * 0.5f, (float)std::get<1>(splash_dimensions) * 0.5f, 1.0f}); |
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splash_billboard.set_translation({0.0f, 0.0f, 0.0f}); |
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splash_billboard.update_tweens(); |
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// Add splash billboard to UI scene
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ctx.ui_scene->add_object(&splash_billboard); |
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// Load animation timing configuration
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// Load animation timing configuration
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double splash_fade_in_duration = 0.0; |
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double splash_fade_in_duration = 0.0; |
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double splash_duration = 0.0; |
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double splash_duration = 0.0; |
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@ -49,50 +75,38 @@ splash::splash(game::context& ctx): |
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if (ctx.config->contains("splash_fade_out_duration")) |
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if (ctx.config->contains("splash_fade_out_duration")) |
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splash_fade_out_duration = (*ctx.config)["splash_fade_out_duration"].get<double>(); |
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splash_fade_out_duration = (*ctx.config)["splash_fade_out_duration"].get<double>(); |
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// Build splash fade in animation
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ctx.splash_fade_in_animation = new animation<float>(); |
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animation_channel<float>* splash_fade_in_opacity_channel = ctx.splash_fade_in_animation->add_channel(0); |
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ctx.splash_fade_in_animation->set_interpolator(ease<float>::out_cubic); |
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// Construct splash fade in animation
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splash_fade_in_animation.set_interpolator(ease<float>::out_cubic); |
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animation_channel<float>* splash_fade_in_opacity_channel = splash_fade_in_animation.add_channel(0); |
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splash_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f}); |
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splash_fade_in_opacity_channel->insert_keyframe({0.0, 0.0f}); |
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splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration, 1.0f}); |
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splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration, 1.0f}); |
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splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration + splash_duration, 1.0f}); |
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splash_fade_in_opacity_channel->insert_keyframe({splash_fade_in_duration + splash_duration, 1.0f}); |
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// Build splash fade out animation
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// Build splash fade out animation
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ctx.splash_fade_out_animation = new animation<float>(); |
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animation_channel<float>* splash_fade_out_opacity_channel = ctx.splash_fade_out_animation->add_channel(0); |
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ctx.splash_fade_out_animation->set_interpolator(ease<float>::out_cubic); |
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splash_fade_out_animation.set_interpolator(ease<float>::out_cubic); |
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animation_channel<float>* splash_fade_out_opacity_channel = splash_fade_out_animation.add_channel(0); |
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splash_fade_out_opacity_channel->insert_keyframe({0.0, 1.0f}); |
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splash_fade_out_opacity_channel->insert_keyframe({0.0, 1.0f}); |
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splash_fade_out_opacity_channel->insert_keyframe({splash_fade_out_duration, 0.0f}); |
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splash_fade_out_opacity_channel->insert_keyframe({splash_fade_out_duration, 0.0f}); |
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// Setup animation frame callbacks
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// Setup animation frame callbacks
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auto set_splash_opacity = [&ctx](int channel, const float& opacity) |
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auto set_splash_opacity = [splash_tint](int channel, const float& opacity) |
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{ |
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{ |
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static_cast<render::material_property<float4>*>(ctx.splash_billboard_material->get_property("tint"))->set_value(float4{1, 1, 1, opacity}); |
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splash_tint->set_value(float4{1, 1, 1, opacity}); |
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}; |
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}; |
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ctx.splash_fade_in_animation->set_frame_callback(set_splash_opacity); |
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ctx.splash_fade_out_animation->set_frame_callback(set_splash_opacity); |
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// Reset splash color when animation starts
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ctx.splash_fade_in_animation->set_start_callback |
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( |
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[&ctx]() |
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{ |
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static_cast<render::material_property<float4>*>(ctx.splash_billboard_material->get_property("tint"))->set_value(float4{1, 1, 1, 0}); |
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ctx.splash_billboard_material->update_tweens(); |
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} |
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); |
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splash_fade_in_animation.set_frame_callback(set_splash_opacity); |
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splash_fade_out_animation.set_frame_callback(set_splash_opacity); |
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// Trigger splash fade out animation when splash fade in animation ends
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// Trigger splash fade out animation when splash fade in animation ends
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ctx.splash_fade_in_animation->set_end_callback |
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splash_fade_in_animation.set_end_callback |
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( |
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( |
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[&ctx]() |
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[this]() |
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{ |
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{ |
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ctx.splash_fade_out_animation->play(); |
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this->splash_fade_out_animation.play(); |
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} |
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} |
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); |
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); |
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// Trigger a state change when the splash fade out animation ends
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// Trigger a state change when the splash fade out animation ends
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ctx.splash_fade_out_animation->set_end_callback |
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splash_fade_out_animation.set_end_callback |
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( |
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( |
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[&ctx]() |
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[&ctx]() |
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{ |
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{ |
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@ -109,11 +123,11 @@ splash::splash(game::context& ctx): |
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); |
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); |
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// Add splash fade animations to animator
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// Add splash fade animations to animator
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ctx.animator->add_animation(ctx.splash_fade_in_animation); |
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ctx.animator->add_animation(ctx.splash_fade_out_animation); |
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ctx.animator->add_animation(&splash_fade_in_animation); |
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ctx.animator->add_animation(&splash_fade_out_animation); |
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// Start splash fade in animation
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// Start splash fade in animation
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ctx.splash_fade_in_animation->play(); |
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splash_fade_in_animation.play(); |
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// Set up splash skipper
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// Set up splash skipper
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ctx.input_listener->set_callback |
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ctx.input_listener->set_callback |
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@ -136,9 +150,6 @@ splash::splash(game::context& ctx): |
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); |
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); |
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ctx.input_listener->set_enabled(true); |
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ctx.input_listener->set_enabled(true); |
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// Add splash billboard to UI scene
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ctx.ui_scene->add_object(ctx.splash_billboard); |
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ctx.logger->pop_task(EXIT_SUCCESS); |
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ctx.logger->pop_task(EXIT_SUCCESS); |
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} |
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} |
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@ -146,21 +157,21 @@ splash::~splash() |
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{ |
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{ |
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ctx.logger->push_task("Exiting splash state"); |
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ctx.logger->push_task("Exiting splash state"); |
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// Remove splash billboard from UI scene
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ctx.ui_scene->remove_object(ctx.splash_billboard); |
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// Disable splash skipper
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// Disable splash skipper
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ctx.input_listener->set_enabled(false); |
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ctx.input_listener->set_enabled(false); |
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ctx.input_listener->set_callback(nullptr); |
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ctx.input_listener->set_callback(nullptr); |
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// Destruct splash fade animations
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ctx.animator->remove_animation(ctx.splash_fade_in_animation); |
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ctx.animator->remove_animation(ctx.splash_fade_out_animation); |
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delete ctx.splash_fade_in_animation; |
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delete ctx.splash_fade_out_animation; |
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ctx.splash_fade_in_animation = nullptr; |
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ctx.splash_fade_out_animation = nullptr; |
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// Remove splash fade animations from animator
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ctx.animator->remove_animation(&splash_fade_in_animation); |
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ctx.animator->remove_animation(&splash_fade_out_animation); |
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// Remove splash billboard from UI scene
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ctx.ui_scene->remove_object(&splash_billboard); |
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// Unload splash texture
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ctx.resource_manager->unload("splash.tex"); |
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// Disable color buffer clearing in UI pass
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ctx.ui_clear_pass->set_cleared_buffers(false, true, false); |
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ctx.ui_clear_pass->set_cleared_buffers(false, true, false); |
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ctx.logger->pop_task(EXIT_SUCCESS); |
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ctx.logger->pop_task(EXIT_SUCCESS); |
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