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author Hop311 <hop3114@gmail.com>2023-04-05 19:38:40 +0200
committer Hop311 <hop3114@gmail.com>2023-04-05 19:38:40 +0200
commit2d47ff8c02a4ee88270634289381140f8ac1617e (patch)
tree920dc801e7bf5f83b9cca110a437a2e64524f1d7
parent29b334995b084e5d6944c45b7950c88f370941cc (diff)
Custom map mesh that fixes UV issue
-rw-r--r--extension/src/MapMesh.cpp146
-rw-r--r--extension/src/MapMesh.hpp33
-rw-r--r--extension/src/register_types.cpp3
-rw-r--r--game/src/GameSession/MapView.gd32
-rw-r--r--game/src/GameSession/MapView.tscn8
-rw-r--r--game/src/GameSession/TerrainMap.gdshader16
6 files changed, 203 insertions, 35 deletions
diff --git a/extension/src/MapMesh.cpp b/extension/src/MapMesh.cpp
new file mode 100644
index 0000000..2fa6be4
--- /dev/null
+++ b/extension/src/MapMesh.cpp
@@ -0,0 +1,146 @@
+#include "MapMesh.hpp"
+
+#include <godot_cpp/templates/vector.hpp>
+
+using namespace godot;
+using namespace OpenVic2;
+
+void MapMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_aspect_ratio", "ratio"), &MapMesh::set_aspect_ratio);
+ ClassDB::bind_method(D_METHOD("get_aspect_ratio"), &MapMesh::get_aspect_ratio);
+
+ ClassDB::bind_method(D_METHOD("set_repeat_proportion", "proportion"), &MapMesh::set_repeat_proportion);
+ ClassDB::bind_method(D_METHOD("get_repeat_proportion"), &MapMesh::get_repeat_proportion);
+
+ ClassDB::bind_method(D_METHOD("set_subdivide_width", "divisions"), &MapMesh::set_subdivide_width);
+ ClassDB::bind_method(D_METHOD("get_subdivide_width"), &MapMesh::get_subdivide_width);
+
+ ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &MapMesh::set_subdivide_depth);
+ ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &MapMesh::get_subdivide_depth);
+
+ ClassDB::bind_method(D_METHOD("get_core_aabb"), &MapMesh::get_core_aabb);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "aspect_ratio", PROPERTY_HINT_NONE, "suffix:m"), "set_aspect_ratio", "get_aspect_ratio");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "repeat_proportion", PROPERTY_HINT_NONE, "suffix:m"), "set_repeat_proportion", "get_repeat_proportion");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
+}
+
+void MapMesh::_request_update() {
+ // Hack to trigger _update_lightmap_size and _request_update in PrimitiveMesh
+ set_add_uv2(get_add_uv2());
+}
+
+void MapMesh::set_aspect_ratio(const float ratio) {
+ aspect_ratio = ratio;
+ _request_update();
+}
+
+float MapMesh::get_aspect_ratio() const {
+ return aspect_ratio;
+}
+
+void MapMesh::set_repeat_proportion(const float proportion) {
+ repeat_proportion = proportion;
+ _request_update();
+}
+
+float MapMesh::get_repeat_proportion() const {
+ return repeat_proportion;
+}
+
+void MapMesh::set_subdivide_width(const int divisions) {
+ subdivide_w = divisions > 0 ? divisions : 0;
+ _request_update();
+}
+
+int MapMesh::get_subdivide_width() const {
+ return subdivide_w;
+}
+
+void MapMesh::set_subdivide_depth(const int divisions) {
+ subdivide_d = divisions > 0 ? divisions : 0;
+ _request_update();
+}
+
+int MapMesh::get_subdivide_depth() const {
+ return subdivide_d;
+}
+
+AABB MapMesh::get_core_aabb() const {
+ const Vector3 size{ aspect_ratio, 0.0f, 1.0f };
+ return AABB{ size * -0.5f, size };
+}
+
+Array MapMesh::_create_mesh_array() const {
+ Array arr;
+ arr.resize(Mesh::ARRAY_MAX);
+
+ const int vertex_count = (subdivide_w + 2) * (subdivide_d + 2);
+ const int indice_count = (subdivide_w + 1) * (subdivide_d + 1) * 6;
+
+ PackedVector3Array points;
+ PackedVector3Array normals;
+ PackedFloat32Array tangents;
+ PackedVector2Array uvs;
+ PackedInt32Array indices;
+
+ points.resize(vertex_count);
+ normals.resize(vertex_count);
+ tangents.resize(vertex_count * 4);
+ uvs.resize(vertex_count);
+ indices.resize(indice_count);
+
+ static const Vector3 normal{ 0.0f, 1.0f, 0.0f };
+ const Size2 uv_size{ 1.0f + 2.0f * repeat_proportion, 1.0f };
+ const Size2 size{ aspect_ratio * uv_size.x, uv_size.y }, start_pos = size * -0.5f;
+
+ int point_index = 0, thisrow = 0, prevrow = 0, indice_index = 0;
+ Vector2 subdivide_step{ 1.0f / (subdivide_w + 1.0f) , 1.0f / (subdivide_d + 1.0f) };
+ Vector3 point{ 0.0f, 0.0f, start_pos.y };
+ Vector2 point_step = subdivide_step * size;
+ Vector2 uv{}, uv_step = subdivide_step * uv_size;
+
+ for (int j = 0; j <= subdivide_d + 1; ++j) {
+ point.x = start_pos.x;
+ uv.x = -repeat_proportion;
+
+ for (int i = 0; i <= subdivide_w + 1; ++i) {
+
+ points[point_index] = point;
+ normals[point_index] = normal;
+ tangents[point_index * 4 + 0] = 1.0f;
+ tangents[point_index * 4 + 1] = 0.0f;
+ tangents[point_index * 4 + 2] = 0.0f;
+ tangents[point_index * 4 + 3] = 1.0f;
+ uvs[point_index] = uv;
+ point_index++;
+
+ if (i > 0 && j > 0) {
+ indices[indice_index + 0] = prevrow + i - 1;
+ indices[indice_index + 1] = prevrow + i;
+ indices[indice_index + 2] = thisrow + i - 1;
+ indices[indice_index + 3] = prevrow + i;
+ indices[indice_index + 4] = thisrow + i;
+ indices[indice_index + 5] = thisrow + i - 1;
+ indice_index += 6;
+ }
+
+ point.x += point_step.x;
+ uv.x += uv_step.x;
+ }
+
+ point.z += point_step.y;
+ uv.y += uv_step.y;
+ prevrow = thisrow;
+ thisrow = point_index;
+ }
+
+ arr[Mesh::ARRAY_VERTEX] = points;
+ arr[Mesh::ARRAY_NORMAL] = normals;
+ arr[Mesh::ARRAY_TANGENT] = tangents;
+ arr[Mesh::ARRAY_TEX_UV] = uvs;
+ arr[Mesh::ARRAY_INDEX] = indices;
+
+ return arr;
+}
diff --git a/extension/src/MapMesh.hpp b/extension/src/MapMesh.hpp
new file mode 100644
index 0000000..5427894
--- /dev/null
+++ b/extension/src/MapMesh.hpp
@@ -0,0 +1,33 @@
+#pragma once
+
+#include <godot_cpp/classes/primitive_mesh.hpp>
+
+namespace OpenVic2 {
+ class MapMesh : public godot::PrimitiveMesh {
+ GDCLASS(MapMesh, godot::PrimitiveMesh)
+
+ float aspect_ratio = 2.0f, repeat_proportion = 0.5f;
+ int subdivide_w = 0, subdivide_d = 0;
+
+ protected:
+ static void _bind_methods();
+ void _request_update();
+
+ public:
+ void set_aspect_ratio(const float ratio);
+ float get_aspect_ratio() const;
+
+ void set_repeat_proportion(const float proportion);
+ float get_repeat_proportion() const;
+
+ void set_subdivide_width(const int divisions);
+ int get_subdivide_width() const;
+
+ void set_subdivide_depth(const int divisions);
+ int get_subdivide_depth() const;
+
+ godot::AABB get_core_aabb() const;
+
+ godot::Array _create_mesh_array() const override;
+ };
+}
diff --git a/extension/src/register_types.cpp b/extension/src/register_types.cpp
index 3ef0c24..16e59b2 100644
--- a/extension/src/register_types.cpp
+++ b/extension/src/register_types.cpp
@@ -10,6 +10,7 @@
#include "Checksum.hpp"
#include "LoadLocalisation.hpp"
#include "MapSingleton.hpp"
+#include "MapMesh.hpp"
using namespace godot;
using namespace OpenVic2;
@@ -44,6 +45,8 @@ void initialize_openvic2_types(ModuleInitializationLevel p_level) {
ClassDB::register_class<MapSingleton>();
_map_singleton = memnew(MapSingleton);
Engine::get_singleton()->register_singleton("MapSingleton", MapSingleton::get_singleton());
+
+ ClassDB::register_class<MapMesh>();
}
void uninitialize_openvic2_types(ModuleInitializationLevel p_level) {
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd
index a8b4dcc..4a44bce 100644
--- a/game/src/GameSession/MapView.gd
+++ b/game/src/GameSession/MapView.gd
@@ -31,10 +31,10 @@ const _shader_param_selected_pos : StringName = &"selected_pos"
get: return _zoom_target
set(v): _zoom_target = clamp(v, _zoom_target_min, _zoom_target_max)
-@export var _map_mesh : MeshInstance3D
+@export var _map_mesh_instance : MeshInstance3D
+var _map_mesh : MapMesh
var _map_shader_material : ShaderMaterial
var _map_province_shape_image : Image
-var _map_aspect_ratio : float = 1.0
var _map_mesh_corner : Vector2
var _map_mesh_dims : Vector2
@@ -46,22 +46,21 @@ func _ready():
if _camera == null:
push_error("MapView's _camera variable hasn't been set!")
return
- if _map_mesh == null:
+ if _map_mesh_instance == null:
push_error("MapView's _map_mesh variable hasn't been set!")
return
_map_province_shape_image = MapSingleton.get_province_shape_image()
if _map_province_shape_image == null:
push_error("Failed to get province shape image!")
return
+ if not _map_mesh_instance.mesh is MapMesh:
+ push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)")
+ return
+ _map_mesh = _map_mesh_instance.mesh
# Set map mesh size and get bounds
- _map_aspect_ratio = float(_map_province_shape_image.get_width()) / float(_map_province_shape_image.get_height())
- if _map_mesh.mesh is PlaneMesh:
- # Width is doubled so that the map appears to loop horizontally
- (_map_mesh.mesh as PlaneMesh).size = Vector2(_map_aspect_ratio * 2, 1)
- else:
- push_error("Invalid map mesh class: ", _map_mesh.mesh.get_class(), "(expected PlaneMesh)")
- var map_mesh_aabb := _map_mesh.get_aabb() * _map_mesh.transform
+ _map_mesh.aspect_ratio = float(_map_province_shape_image.get_width()) / float(_map_province_shape_image.get_height())
+ var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform
_map_mesh_corner = Vector2(
min(map_mesh_aabb.position.x, map_mesh_aabb.end.x),
min(map_mesh_aabb.position.z, map_mesh_aabb.end.z)
@@ -71,7 +70,7 @@ func _ready():
map_mesh_aabb.position.z - map_mesh_aabb.end.z
))
- var map_material = _map_mesh.get_active_material(0)
+ var map_material = _map_mesh_instance.get_active_material(0)
if map_material == null:
push_error("Map mesh is missing material!")
return
@@ -87,11 +86,8 @@ func _unhandled_input(event : InputEvent):
# Check if the mouse is outside of bounds
var mouse_inside_flag := 0 < _mouse_pos_map.x and _mouse_pos_map.x < 1 and 0 < _mouse_pos_map.y and _mouse_pos_map.y < 1
if mouse_inside_flag:
- var mouse_pos2D := _mouse_pos_map
- mouse_pos2D.x = mouse_pos2D.x * 2.0 - 0.5
- mouse_pos2D *= Vector2(_map_province_shape_image.get_size())
-
- var province_colour := _map_province_shape_image.get_pixelv(Vector2i(mouse_pos2D)).to_argb32() & 0xFFFFFF
+ var mouse_pixel_pos := Vector2i(_mouse_pos_map * Vector2(_map_province_shape_image.get_size()))
+ var province_colour := _map_province_shape_image.get_pixelv(mouse_pixel_pos).to_argb32() & 0xFFFFFF
var province_identifier := MapSingleton.get_province_identifier_from_colour(province_colour)
_map_shader_material.set_shader_parameter(_shader_param_selected_pos, _mouse_pos_map)
province_selected.emit(province_identifier)
@@ -142,9 +138,7 @@ func _move_process(delta : float) -> void:
_camera.global_translate(move)
func _clamp_over_map() -> void:
- var left := _map_mesh_corner.x + 0.25 * _map_mesh_dims.x
- var longitude := fposmod(_camera.position.x - left, _map_mesh_dims.x * 0.5)
- _camera.position.x = left + longitude
+ _camera.position.x = _map_mesh_corner.x + fposmod(_camera.position.x - _map_mesh_corner.x, _map_mesh_dims.x)
_camera.position.z = clamp(_camera.position.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y)
func _zoom_process(delta : float) -> void:
diff --git a/game/src/GameSession/MapView.tscn b/game/src/GameSession/MapView.tscn
index 457bc8e..4650acb 100644
--- a/game/src/GameSession/MapView.tscn
+++ b/game/src/GameSession/MapView.tscn
@@ -11,12 +11,12 @@ shader_parameter/hover_pos = Vector2(0.5, 0.5)
shader_parameter/selected_pos = Vector2(0.5, 0.5)
shader_parameter/terrain_tex = ExtResource("3_l8pnf")
-[sub_resource type="PlaneMesh" id="PlaneMesh_skc48"]
+[sub_resource type="MapMesh" id="MapMesh_3gtsd"]
-[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh")]
+[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh_instance")]
script = ExtResource("1_exccw")
_camera = NodePath("MapCamera")
-_map_mesh = NodePath("MapMeshInstance")
+_map_mesh_instance = NodePath("MapMeshInstance")
[node name="MapCamera" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 1, 1)
@@ -24,4 +24,4 @@ transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107,
[node name="MapMeshInstance" type="MeshInstance3D" parent="."]
transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0)
material_override = SubResource("ShaderMaterial_tayeg")
-mesh = SubResource("PlaneMesh_skc48")
+mesh = SubResource("MapMesh_3gtsd")
diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader
index f78779d..61b7032 100644
--- a/game/src/GameSession/TerrainMap.gdshader
+++ b/game/src/GameSession/TerrainMap.gdshader
@@ -11,21 +11,13 @@ uniform vec2 hover_pos;
// Position in UV coords of a pixel belonging to the currently selected province
uniform vec2 selected_pos;
-// Transform map mesh UV coordinates to account for the extra
-// half map on either side. This takes the x-coord from [0 -> 1]
-// to [-0.5 -> 1.5], while leaving the y-coord unchanged.
-vec2 fix_uv(vec2 uv) {
- return vec2(uv.x * 2.0 - 0.5, uv.y);
-}
-
const vec3 NULL_COLOUR = vec3(0.0);
void fragment() {
- vec2 fixed_uv = fix_uv(UV);
- vec3 terrain_colour = texture(terrain_tex, fixed_uv).rgb;
- vec3 prov_colour = texture(province_tex, fixed_uv).rgb;
- vec3 hover_colour = texture(province_tex, fix_uv(hover_pos)).rgb;
- vec3 selected_colour = texture(province_tex, fix_uv(selected_pos)).rgb;
+ vec3 terrain_colour = texture(terrain_tex, UV).rgb;
+ vec3 prov_colour = texture(province_tex, UV).rgb;
+ vec3 hover_colour = texture(province_tex, hover_pos).rgb;
+ vec3 selected_colour = texture(province_tex, selected_pos).rgb;
// Boost prov_colour's contribution if it matches hover_colour or selected_colour
float mix_val = float(prov_colour == hover_colour) * 0.3 + float(prov_colour == selected_colour) * 0.5;
// Set to 0 if the province has NULL colour