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Fade.cpp
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Fade.cpp
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#define _CRT_SECURE_NO_WARNINGS
#include <gl/glew.h>
#include "Fade.h"
#include "lodepng.h"
#define FADE_CHENGE_AMOUNT 0.01f
Fade::Fade(void) {
tex_num = 0;
alpha = 0;
rev_alpha = 0;
state = FADESTATE_NONE;
}
Fade::~Fade(void) {
}
void Fade::init(void) {
alpha = 1;
LodePNG_Decoder decoder;
LodePNG_Decoder_init(&decoder);
unsigned char* buffer;
unsigned char* image;
size_t buffersize, imagesize;
//ロード
LodePNG_loadFile(&buffer, &buffersize, "textures/fade.png");
//デコード
LodePNG_decode(&decoder, &image, &imagesize, buffer, buffersize);
//幅,高さ
int width = decoder.infoPng.width; int height = decoder.infoPng.height;
glGenTextures(1, (GLuint *)&tex_num);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, tex_num);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindTexture(GL_TEXTURE_2D, tex_num );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,width, height, 0,GL_RGBA, GL_UNSIGNED_BYTE, image);
glBindTexture(GL_TEXTURE_2D, 0);
delete image;
delete buffer;
}
void Fade::update(void) {
if(rev_alpha != 0) {
alpha += rev_alpha;
if(alpha > 1.0f) {
alpha = 1.f;
rev_alpha = 0;
state = FADESTATE_OUT_END;
}
if(alpha < 0.0f) {
alpha = 0.f;
rev_alpha = 0;
state = FADESTATE_IN_END;
}
} else {
state = FADESTATE_NONE;
}
}
void Fade::draw(void) {
if(alpha > 0) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
if(tex_num) glBindTexture(GL_TEXTURE_2D, tex_num );
glEnable(GL_TEXTURE_2D);//テクスチャ有効
glColor4f(1, 1, 1, alpha);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0);
glVertex2f(512, 288);
glTexCoord2f(1, 0);
glVertex2f(-512, 288);
glTexCoord2f(0, 1);
glVertex2f(512, -288);
glTexCoord2f(1, 1);
glVertex2f(-512, -288);
glEnd();
glDisable(GL_TEXTURE_2D);//テクスチャ無効
glColor4f(0, 0, 0, alpha);
glBegin(GL_TRIANGLE_STRIP);
glVertex2f(512, 288);
glVertex2f(-512, 288);
glVertex2f(512, -288);
glVertex2f(-512, -288);
glEnd();
glColor4f(1, 1, 1, 1);
glEnable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
}
}
void Fade::release(void) {
glDeleteTextures(1, &tex_num);
delete this;
}
void Fade::fadeIn() {
rev_alpha = -FADE_CHENGE_AMOUNT;
state = FADESTATE_IN;
}
void Fade::fadeOut() {
rev_alpha = FADE_CHENGE_AMOUNT;
state = FADESTATE_OUT;
}
Fade::FADESTATE Fade::getState(void) {
return state;
}