74cb74d3c9
- namespace refactor (example: wiGraphics:: -> wi::graphics) - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59 - resource manager will return `Resource` instead of `shared_ptr<Resource>` objects - MAD shader optimizations - implemented alpha to coverage with alpha tested materials when MSAA is enabled - alpha testing fix with transparent shadow maps - TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
61 lines
894 B
C++
61 lines
894 B
C++
#include "wiFadeManager.h"
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namespace wi
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{
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void FadeManager::Clear()
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{
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opacity = 0;
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state = FADE_FINISHED;
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}
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void FadeManager::Update(float dt)
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{
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if (!IsActive())
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return;
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if (targetFadeTimeInSeconds <= 0)
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{
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// skip fade, just launch the job
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onFade();
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state = FADE_FINISHED;
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}
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float t = timer / targetFadeTimeInSeconds;
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timer += wi::math::Clamp(dt, 0, 0.033f);
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if (state == FADE_IN)
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{
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opacity = wi::math::Lerp(0.0f, 1.0f, t);
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if (t >= 1.0f)
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{
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state = FADE_MID;
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opacity = 1.0f;
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}
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}
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else if (state == FADE_MID)
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{
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state = FADE_OUT;
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opacity = 1.0f;
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onFade();
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timer = 0;
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}
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else if (state == FADE_OUT)
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{
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opacity = wi::math::Lerp(1.0f, 0.0f, t);
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if (t >= 1.0f)
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{
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state = FADE_FINISHED;
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opacity = 0.0f;
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}
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}
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else if (state == FADE_FINISHED)
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{
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opacity = 0.0f;
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onFade = [] {};
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}
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}
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}
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