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MaiDXR/Assets/Oculus/VR/Scripts/Util/OVRScreenFade.cs
2022-08-20 21:35:57 +02:00

237 lines
5.4 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using System.Collections; // required for Coroutines
/// <summary>
/// Fades the screen from black after a new scene is loaded. Fade can also be controlled mid-scene using SetUIFade and SetFadeLevel
/// </summary>
public class OVRScreenFade : MonoBehaviour
{
public static OVRScreenFade instance { get; private set; }
[Tooltip("Fade duration")]
public float fadeTime = 2.0f;
[Tooltip("Screen color at maximum fade")]
public Color fadeColor = new Color(0.01f, 0.01f, 0.01f, 1.0f);
public bool fadeOnStart = true;
/// <summary>
/// The render queue used by the fade mesh. Reduce this if you need to render on top of it.
/// </summary>
public int renderQueue = 5000;
/// <summary>
/// Renders the current alpha value being used to fade the screen.
/// </summary>
public float currentAlpha { get { return Mathf.Max(explicitFadeAlpha, animatedFadeAlpha, uiFadeAlpha); } }
private float explicitFadeAlpha = 0.0f;
private float animatedFadeAlpha = 0.0f;
private float uiFadeAlpha = 0.0f;
private MeshRenderer fadeRenderer;
private MeshFilter fadeMesh;
private Material fadeMaterial = null;
private bool isFading = false;
/// <summary>
/// Automatically starts a fade in
/// </summary>
void Start()
{
if (gameObject.name.StartsWith("OculusMRC_"))
{
Destroy(this);
return;
}
// create the fade material
fadeMaterial = new Material(Shader.Find("Oculus/Unlit Transparent Color"));
fadeMesh = gameObject.AddComponent<MeshFilter>();
fadeRenderer = gameObject.AddComponent<MeshRenderer>();
var mesh = new Mesh();
fadeMesh.mesh = mesh;
Vector3[] vertices = new Vector3[4];
float width = 2f;
float height = 2f;
float depth = 1f;
vertices[0] = new Vector3(-width, -height, depth);
vertices[1] = new Vector3(width, -height, depth);
vertices[2] = new Vector3(-width, height, depth);
vertices[3] = new Vector3(width, height, depth);
mesh.vertices = vertices;
int[] tri = new int[6];
tri[0] = 0;
tri[1] = 2;
tri[2] = 1;
tri[3] = 2;
tri[4] = 3;
tri[5] = 1;
mesh.triangles = tri;
Vector3[] normals = new Vector3[4];
normals[0] = -Vector3.forward;
normals[1] = -Vector3.forward;
normals[2] = -Vector3.forward;
normals[3] = -Vector3.forward;
mesh.normals = normals;
Vector2[] uv = new Vector2[4];
uv[0] = new Vector2(0, 0);
uv[1] = new Vector2(1, 0);
uv[2] = new Vector2(0, 1);
uv[3] = new Vector2(1, 1);
mesh.uv = uv;
explicitFadeAlpha = 0.0f;
animatedFadeAlpha = 0.0f;
uiFadeAlpha = 0.0f;
if (fadeOnStart)
{
FadeIn();
}
instance = this;
}
/// <summary>
/// Start a fade in
/// </summary>
public void FadeIn()
{
StartCoroutine(Fade(1.0f, 0.0f));
}
/// <summary>
/// Start a fade out
/// </summary>
public void FadeOut()
{
StartCoroutine(Fade(0,1));
}
/// <summary>
/// Starts a fade in when a new level is loaded
/// </summary>
void OnLevelFinishedLoading(int level)
{
FadeIn();
}
void OnEnable()
{
if (!fadeOnStart)
{
explicitFadeAlpha = 0.0f;
animatedFadeAlpha = 0.0f;
uiFadeAlpha = 0.0f;
}
}
/// <summary>
/// Cleans up the fade material
/// </summary>
void OnDestroy()
{
instance = null;
if (fadeRenderer != null)
Destroy(fadeRenderer);
if (fadeMaterial != null)
Destroy(fadeMaterial);
if (fadeMesh != null)
Destroy(fadeMesh);
}
/// <summary>
/// Set the UI fade level - fade due to UI in foreground
/// </summary>
public void SetUIFade(float level)
{
uiFadeAlpha = Mathf.Clamp01(level);
SetMaterialAlpha();
}
/// <summary>
/// Override current fade level
/// </summary>
/// <param name="level"></param>
public void SetExplicitFade(float level)
{
explicitFadeAlpha = level;
SetMaterialAlpha();
}
/// <summary>
/// Fades alpha from 1.0 to 0.0
/// </summary>
IEnumerator Fade(float startAlpha, float endAlpha)
{
float elapsedTime = 0.0f;
while (elapsedTime < fadeTime)
{
elapsedTime += Time.deltaTime;
animatedFadeAlpha = Mathf.Lerp(startAlpha, endAlpha, Mathf.Clamp01(elapsedTime / fadeTime));
SetMaterialAlpha();
yield return new WaitForEndOfFrame();
}
animatedFadeAlpha = endAlpha;
SetMaterialAlpha();
}
/// <summary>
/// Update material alpha. UI fade and the current fade due to fade in/out animations (or explicit control)
/// both affect the fade. (The max is taken)
/// </summary>
private void SetMaterialAlpha()
{
Color color = fadeColor;
color.a = currentAlpha;
isFading = color.a > 0;
if (fadeMaterial != null)
{
fadeMaterial.color = color;
fadeMaterial.renderQueue = renderQueue;
fadeRenderer.material = fadeMaterial;
fadeRenderer.enabled = isFading;
}
}
}