OVRScreenFade.cs 5.28 KB
/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.

Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/

Unless required by applicable law or agreed to in writing, the Utilities 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;
		}
	}
}