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author Hop311 <Hop3114@gmail.com>2023-09-29 01:19:49 +0200
committer GitHub <noreply@github.com>2023-09-29 01:19:49 +0200
commit57822949341b86649614b343afa2c740efe00ac2 (patch)
tree462d3f1dc55840790940a186390a93f9882750b4 /extension/src
parentfadabd3e19605a7f30ee7e3dd1453f21384dd662 (diff)
parent86dd609511b643a6556c42622ec891c092366c66 (diff)
Merge pull request #160 from OpenVicProject/terrain-types
Terrain types
Diffstat (limited to 'extension/src')
-rw-r--r--extension/src/openvic-extension/GameSingleton.cpp173
-rw-r--r--extension/src/openvic-extension/GameSingleton.hpp25
-rw-r--r--extension/src/openvic-extension/LoadGameCompatibility.cpp115
-rw-r--r--extension/src/openvic-extension/LoadGameOpenVic.cpp132
-rw-r--r--extension/src/openvic-extension/Utilities.cpp38
5 files changed, 201 insertions, 282 deletions
diff --git a/extension/src/openvic-extension/GameSingleton.cpp b/extension/src/openvic-extension/GameSingleton.cpp
index 2d6f784..ade6ec9 100644
--- a/extension/src/openvic-extension/GameSingleton.cpp
+++ b/extension/src/openvic-extension/GameSingleton.cpp
@@ -4,20 +4,12 @@
#include <openvic-simulation/utility/Logger.hpp>
+#include "openvic-extension/LoadLocalisation.hpp"
#include "openvic-extension/Utilities.hpp"
using namespace godot;
using namespace OpenVic;
-TerrainVariant::TerrainVariant(const std::string_view new_identfier,
- colour_t new_colour, Ref<Image> const& new_image)
- : HasIdentifierAndColour { new_identfier, new_colour, true, false },
- image { new_image } {}
-
-Ref<Image> TerrainVariant::get_image() const {
- return image;
-}
-
GameSingleton* GameSingleton::singleton = nullptr;
void GameSingleton::_bind_methods() {
@@ -60,6 +52,7 @@ void GameSingleton::_bind_methods() {
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_province_key"), &GameSingleton::get_province_info_province_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_region_key"), &GameSingleton::get_province_info_region_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_life_rating_key"), &GameSingleton::get_province_info_life_rating_key);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_terrain_type_key"), &GameSingleton::get_province_info_terrain_type_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_total_population_key"), &GameSingleton::get_province_info_total_population_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_types_key"), &GameSingleton::get_province_info_pop_types_key);
ClassDB::bind_static_method("GameSingleton", D_METHOD("get_province_info_pop_ideologies_key"), &GameSingleton::get_province_info_pop_ideologies_key);
@@ -81,6 +74,7 @@ void GameSingleton::_bind_methods() {
"shadow_displacement", "shadow_tightness", "shadow_radius", "shadow_thickness",
"trim_colour", "trim_size", "gradient_falloff", "gradient_base",
"donut", "donut_inner_trim", "donut_inner_radius"), &GameSingleton::draw_pie_chart);
+ ClassDB::bind_static_method("GameSingleton", D_METHOD("load_image", "path"), &GameSingleton::load_image);
}
void GameSingleton::draw_pie_chart(Ref<Image> image,
@@ -94,6 +88,10 @@ void GameSingleton::draw_pie_chart(Ref<Image> image,
donut, donut_inner_trim, donut_inner_radius);
}
+Ref<Image> GameSingleton::load_image(String const& path) {
+ return load_godot_image(path);
+}
+
GameSingleton* GameSingleton::get_singleton() {
return singleton;
}
@@ -106,8 +104,7 @@ void GameSingleton::_on_state_updated() {
/* REQUIREMENTS:
* MAP-21, MAP-23, MAP-25, MAP-32, MAP-33, MAP-34
*/
-GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } },
- terrain_variants { "terrain variants" } {
+GameSingleton::GameSingleton() : game_manager { [this]() { _on_state_updated(); } } {
ERR_FAIL_COND(singleton != nullptr);
singleton = this;
}
@@ -147,6 +144,10 @@ StringName const& GameSingleton::get_province_info_life_rating_key() {
static const StringName key = "life_rating";
return key;
}
+StringName const& GameSingleton::get_province_info_terrain_type_key() {
+ static const StringName key = "terrain_type";
+ return key;
+}
StringName const& GameSingleton::get_province_info_total_population_key() {
static const StringName key = "total_population";
return key;
@@ -231,6 +232,10 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
if (rgo != nullptr) ret[get_province_info_rgo_key()] = std_to_godot_string(rgo->get_identifier());
ret[get_province_info_life_rating_key()] = province->get_life_rating();
+
+ TerrainType const* terrain_type = province->get_terrain_type();
+ if (terrain_type != nullptr) ret[get_province_info_terrain_type_key()] = std_to_godot_string(terrain_type->get_identifier());
+
ret[get_province_info_total_population_key()] = province->get_total_population();
distribution_t const& pop_types = province->get_pop_type_distribution();
if (!pop_types.empty()) ret[get_province_info_pop_types_key()] = _distribution_to_dictionary(pop_types);
@@ -239,16 +244,16 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
distribution_t const& cultures = province->get_culture_distribution();
if (!cultures.empty()) ret[get_province_info_pop_cultures_key()] = _distribution_to_dictionary(cultures);
- std::vector<Building> const& buildings = province->get_buildings();
+ std::vector<BuildingInstance> const& buildings = province->get_buildings();
if (!buildings.empty()) {
Array buildings_array;
buildings_array.resize(buildings.size());
for (size_t idx = 0; idx < buildings.size(); ++idx) {
- Building const& building = buildings[idx];
+ BuildingInstance const& building = buildings[idx];
Dictionary building_dict;
building_dict[get_building_info_building_key()] = std_to_godot_string(building.get_identifier());
- building_dict[get_building_info_level_key()] = static_cast<int32_t>(building.get_level());
+ building_dict[get_building_info_level_key()] = static_cast<int32_t>(building.get_current_level());
building_dict[get_building_info_expansion_state_key()] = static_cast<int32_t>(building.get_expansion_state());
building_dict[get_building_info_start_date_key()] = std_to_godot_string(building.get_start_date().to_string());
building_dict[get_building_info_end_date_key()] = std_to_godot_string(building.get_end_date().to_string());
@@ -388,3 +393,143 @@ String GameSingleton::get_longform_date() const {
void GameSingleton::try_tick() {
game_manager.get_clock().conditionallyAdvanceGame();
}
+
+Error GameSingleton::_load_map_images(bool flip_vertical) {
+ if (province_shape_texture.is_valid()) {
+ UtilityFunctions::push_error("Map images have already been loaded!");
+ return FAILED;
+ }
+
+ Error err = OK;
+
+ const Vector2i province_dims {
+ static_cast<int32_t>(game_manager.get_map().get_width()),
+ static_cast<int32_t>(game_manager.get_map().get_height()) };
+
+ static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF;
+ // For each dimension of the image, this finds the small number of equal subdivisions required get the individual texture dims under GPU_DIM_LIMIT
+ for (int i = 0; i < 2; ++i)
+ for (image_subdivisions[i] = 1; province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT ||
+ province_dims[i] % image_subdivisions[i] != 0; ++image_subdivisions[i]);
+
+ Map::shape_pixel_t const* province_shape_data = game_manager.get_map().get_province_shape_image().data();
+ const Vector2i divided_dims = province_dims / image_subdivisions;
+ Array province_shape_images;
+ province_shape_images.resize(image_subdivisions.x * image_subdivisions.y);
+ for (int32_t v = 0; v < image_subdivisions.y; ++v) {
+ for (int32_t u = 0; u < image_subdivisions.x; ++u) {
+ PackedByteArray index_data_array;
+ index_data_array.resize(divided_dims.x * divided_dims.y * sizeof(Map::shape_pixel_t));
+
+ for (int32_t y = 0; y < divided_dims.y; ++y)
+ memcpy(index_data_array.ptrw() + y * divided_dims.x * sizeof(Map::shape_pixel_t),
+ province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x,
+ divided_dims.x * sizeof(Map::shape_pixel_t));
+
+ const Ref<Image> province_shape_subimage = Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array);
+ if (province_shape_subimage.is_null()) {
+ UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")");
+ err = FAILED;
+ }
+ province_shape_images[u + v * image_subdivisions.x] = province_shape_subimage;
+ }
+ }
+
+ province_shape_texture.instantiate();
+ if (province_shape_texture->create_from_images(province_shape_images) != OK) {
+ UtilityFunctions::push_error("Failed to create terrain texture array!");
+ err = FAILED;
+ }
+
+ if (_update_colour_image() != OK) err = FAILED;
+
+ return err;
+}
+
+Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_texturesheet_path) {
+ static constexpr int32_t SHEET_DIMS = 8, SHEET_SIZE = SHEET_DIMS * SHEET_DIMS;
+
+ // Load the terrain texture sheet and prepare to slice it up
+ Ref<Image> terrain_sheet = load_godot_image(terrain_texturesheet_path);
+ if (terrain_sheet.is_null()) {
+ UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path);
+ return FAILED;
+ }
+ terrain_sheet->flip_y();
+ const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height();
+ if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) {
+ UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, " (must be square with dims positive multiples of ", SHEET_DIMS, ")");
+ return FAILED;
+ }
+ const int32_t slice_size = sheet_width / SHEET_DIMS;
+
+ Array terrain_images;
+ {
+ static constexpr colour_t TERRAIN_WATER_INDEX_COLOUR = 0xFFFFFF;
+ Ref<Image> water_image = Image::create(slice_size, slice_size, false, terrain_sheet->get_format());
+ ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image");
+ water_image->fill({ 0.1f, 0.1f, 0.5f });
+ terrain_images.append(water_image);
+ }
+ Error err = OK;
+ for (int32_t idx = 0; idx < SHEET_SIZE; ++idx) {
+ const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (idx / SHEET_DIMS)) * slice_size, slice_size, slice_size };
+ const Ref<Image> terrain_image = terrain_sheet->get_region(slice);
+ if (terrain_image.is_null() || terrain_image->is_empty()) {
+ UtilityFunctions::push_error("Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path);
+ err = FAILED;
+ }
+ terrain_images.append(terrain_image);
+ }
+
+ terrain_texture.instantiate();
+ if (terrain_texture->create_from_images(terrain_images) != OK) {
+ UtilityFunctions::push_error("Failed to create terrain texture array!");
+ return FAILED;
+ }
+ return err;
+}
+
+Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
+ static const fs::path terrain_texture_file = "map/terrain/texturesheet.tga";
+
+ Dataloader::path_vector_t roots;
+ for (String const& path : file_paths) {
+ roots.push_back(godot_to_std_string(path));
+ }
+
+ Error err = OK;
+
+ if (!dataloader.set_roots(roots)) {
+ Logger::error("Failed to set dataloader roots!");
+ err = FAILED;
+ }
+ if (!dataloader.load_defines(game_manager)) {
+ UtilityFunctions::push_error("Failed to load defines!");
+ err = FAILED;
+ }
+ if (_load_terrain_variants_compatibility_mode(
+ std_to_godot_string(dataloader.lookup_file(terrain_texture_file).string())
+ ) != OK) {
+ UtilityFunctions::push_error("Failed to load terrain variants!");
+ err = FAILED;
+ }
+ if (_load_map_images(true) != OK) {
+ UtilityFunctions::push_error("Failed to load map images!");
+ err = FAILED;
+ }
+ if (!game_manager.load_hardcoded_defines()) {
+ UtilityFunctions::push_error("Failed to hardcoded defines!");
+ err = FAILED;
+ }
+ if (!dataloader.load_localisation_files(LoadLocalisation::add_message)) {
+ UtilityFunctions::push_error("Failed to load localisation!");
+ err = FAILED;
+ }
+
+ return err;
+}
+
+String GameSingleton::lookup_file(String const& path) const {
+ return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string());
+}
diff --git a/extension/src/openvic-extension/GameSingleton.hpp b/extension/src/openvic-extension/GameSingleton.hpp
index 4d9e912..56c9e88 100644
--- a/extension/src/openvic-extension/GameSingleton.hpp
+++ b/extension/src/openvic-extension/GameSingleton.hpp
@@ -8,23 +8,6 @@
namespace OpenVic {
- struct TerrainVariant : HasIdentifierAndColour {
- friend class GameSingleton;
-
- private:
- const godot::Ref<godot::Image> image;
-
- TerrainVariant(const std::string_view new_identfier, colour_t new_colour,
- godot::Ref<godot::Image> const& new_image);
-
- public:
- static constexpr size_t MAX_TERRIN_VARIANT_COUNT = 1 << (8 * sizeof(Map::terrain_t));
-
- TerrainVariant(TerrainVariant&&) = default;
-
- godot::Ref<godot::Image> get_image() const;
- };
-
class GameSingleton : public godot::Object {
GDCLASS(GameSingleton, godot::Object)
@@ -38,14 +21,12 @@ namespace OpenVic {
godot::Ref<godot::Image> province_colour_image;
godot::Ref<godot::ImageTexture> province_colour_texture;
Mapmode::index_t mapmode_index = 0;
- IdentifierRegistry<TerrainVariant> terrain_variants;
- Map::terrain_variant_map_t terrain_variant_map;
godot::Ref<godot::Texture2DArray> terrain_texture;
godot::Error _generate_terrain_texture_array();
- godot::Error _load_map_images(godot::String const& province_image_path, godot::String const& terrain_image_path, bool flip_vertical = false);
+ godot::Error _load_map_images(bool flip_vertical = false);
- godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_image_path, godot::String const& terrain_texturesheet_path);
+ godot::Error _load_terrain_variants_compatibility_mode(godot::String const& terrain_texturesheet_path);
/* Generate the province_colour_texture from the current mapmode.
*/
@@ -63,6 +44,7 @@ namespace OpenVic {
godot::Vector2 shadow_displacement, float shadow_tightness, float shadow_radius, float shadow_thickness,
godot::Color trim_colour, float trim_size, float gradient_falloff, float gradient_base,
bool donut, bool donut_inner_trim, float donut_inner_radius);
+ static godot::Ref<godot::Image> load_image(godot::String const& path);
static GameSingleton* get_singleton();
@@ -88,6 +70,7 @@ namespace OpenVic {
static godot::StringName const& get_province_info_province_key();
static godot::StringName const& get_province_info_region_key();
static godot::StringName const& get_province_info_life_rating_key();
+ static godot::StringName const& get_province_info_terrain_type_key();
static godot::StringName const& get_province_info_total_population_key();
static godot::StringName const& get_province_info_pop_types_key();
static godot::StringName const& get_province_info_pop_ideologies_key();
diff --git a/extension/src/openvic-extension/LoadGameCompatibility.cpp b/extension/src/openvic-extension/LoadGameCompatibility.cpp
deleted file mode 100644
index b696315..0000000
--- a/extension/src/openvic-extension/LoadGameCompatibility.cpp
+++ /dev/null
@@ -1,115 +0,0 @@
-#include "GameSingleton.hpp"
-
-#include <godot_cpp/classes/file_access.hpp>
-#include <godot_cpp/variant/utility_functions.hpp>
-
-#include <openvic-simulation/utility/BMP.hpp>
-
-#include "openvic-extension/LoadLocalisation.hpp"
-#include "openvic-extension/Utilities.hpp"
-
-using namespace godot;
-using namespace OpenVic;
-
-Error GameSingleton::_load_terrain_variants_compatibility_mode(String const& terrain_image_path, String const& terrain_texturesheet_path) {
- // Read BMP's palette to determine terrain variant colours which texture they're associated with
- BMP bmp;
- if (!(bmp.open(godot_to_std_string(terrain_image_path).c_str()) && bmp.read_header() && bmp.read_palette())) {
- UtilityFunctions::push_error("Failed to read BMP palette from compatibility mode terrain image: ", terrain_image_path);
- return FAILED;
- }
- std::vector<colour_t> const& palette = bmp.get_palette();
- static constexpr int32_t SHEET_DIMS = 8, PALETTE_SIZE = SHEET_DIMS * SHEET_DIMS;
- if (palette.size() == 0 || palette.size() < PALETTE_SIZE) {
- UtilityFunctions::push_error("Invalid BMP palette size for terrain image: ", static_cast<uint64_t>(palette.size()), " (expected ", PALETTE_SIZE, ")");
- return FAILED;
- }
-
- // Load the terrain texture sheet and prepare to slice it up
- Ref<Image> terrain_sheet = load_godot_image(terrain_texturesheet_path);
- if (terrain_sheet.is_null()) {
- UtilityFunctions::push_error("Failed to load terrain texture sheet: ", terrain_texturesheet_path);
- return FAILED;
- }
- terrain_sheet->flip_y();
- const int32_t sheet_width = terrain_sheet->get_width(), sheet_height = terrain_sheet->get_height();
- if (sheet_width < 1 || sheet_width % SHEET_DIMS != 0 || sheet_width != sheet_height) {
- UtilityFunctions::push_error("Invalid terrain texture sheet dims: ", sheet_width, "x", sheet_height, " (must be square with dims positive multiples of ", SHEET_DIMS, ")");
- return FAILED;
- }
- const int32_t slice_size = sheet_width / SHEET_DIMS;
-
- {
- static constexpr colour_t TERRAIN_WATER_INDEX_COLOUR = 0xFFFFFF;
- Ref<Image> water_image = Image::create(slice_size, slice_size, false, terrain_sheet->get_format());
- ERR_FAIL_NULL_V_EDMSG(water_image, FAILED, "Failed to create water terrain image");
- water_image->fill({ 0.1f, 0.1f, 0.5f });
- terrain_variants.add_item({ "terrain_water", TERRAIN_WATER_INDEX_COLOUR, water_image });
- }
- Error err = OK;
- for (int32_t idx = 0; idx < PALETTE_SIZE; ++idx) {
- const Rect2i slice { (idx % SHEET_DIMS) * slice_size, (7 - (idx / SHEET_DIMS)) * slice_size, slice_size, slice_size };
- const Ref<Image> terrain_image = terrain_sheet->get_region(slice);
- if (terrain_image.is_null() || terrain_image->is_empty()) {
- UtilityFunctions::push_error("Failed to extract terrain texture slice ", slice, " from ", terrain_texturesheet_path);
- err = FAILED;
- continue;
- }
- if (!terrain_variants.add_item({ "terrain_" + std::to_string(idx), palette[idx], terrain_image })) err = FAILED;
- }
- terrain_variants.lock();
- if (_generate_terrain_texture_array() != OK) return FAILED;
- return err;
-}
-
-Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
- static const fs::path province_image_file = "map/provinces.bmp";
- static const fs::path terrain_image_file = "map/terrain.bmp";
- static const fs::path terrain_texture_file = "map/terrain/texturesheet.tga";
-
- Dataloader::path_vector_t roots;
- for (String const& path : file_paths) {
- roots.push_back(godot_to_std_string(path));
- }
-
- Error err = OK;
-
- if (!dataloader.set_roots(roots)) {
- Logger::error("Failed to set dataloader roots!");
- err = FAILED;
- }
-
- if (!dataloader.load_defines(game_manager)) {
- UtilityFunctions::push_error("Failed to load defines!");
- err = FAILED;
- }
-
- if (_load_terrain_variants_compatibility_mode(
- std_to_godot_string(dataloader.lookup_file(terrain_image_file).string()),
- std_to_godot_string(dataloader.lookup_file(terrain_texture_file).string())
- ) != OK) {
- UtilityFunctions::push_error("Failed to load terrain variants!");
- err = FAILED;
- }
- if (_load_map_images(
- std_to_godot_string(dataloader.lookup_file(province_image_file).string()),
- std_to_godot_string(dataloader.lookup_file(terrain_image_file).string()),
- true) != OK) {
- UtilityFunctions::push_error("Failed to load map images!");
- err = FAILED;
- }
- if (!game_manager.load_hardcoded_defines()) {
- UtilityFunctions::push_error("Failed to hardcoded defines!");
- err = FAILED;
- }
- if (!dataloader.load_localisation_files(LoadLocalisation::add_message)) {
- UtilityFunctions::push_error("Failed to load localisation!");
- err = FAILED;
- }
-
- return err;
-}
-
-String GameSingleton::lookup_file(String const& path) const {
- return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string());
-}
diff --git a/extension/src/openvic-extension/LoadGameOpenVic.cpp b/extension/src/openvic-extension/LoadGameOpenVic.cpp
deleted file mode 100644
index c34411c..0000000
--- a/extension/src/openvic-extension/LoadGameOpenVic.cpp
+++ /dev/null
@@ -1,132 +0,0 @@
-#include "GameSingleton.hpp"
-
-#include <godot_cpp/classes/file_access.hpp>
-#include <godot_cpp/classes/json.hpp>
-#include <godot_cpp/variant/utility_functions.hpp>
-
-#include "openvic-extension/Utilities.hpp"
-
-using namespace godot;
-using namespace OpenVic;
-
-Error GameSingleton::_generate_terrain_texture_array() {
- Error err = OK;
- if (terrain_variants.size() == 0) {
- UtilityFunctions::push_error("Failed to load terrain textures!");
- return FAILED;
- }
- // TerrainVariant count is limited by the data type representing it in the map image
- if (terrain_variants.size() > TerrainVariant::MAX_TERRIN_VARIANT_COUNT) {
- UtilityFunctions::push_error("Too many terrain textures - all after the first ",
- static_cast<uint64_t>(TerrainVariant::MAX_TERRIN_VARIANT_COUNT), " will be ignored");
- err = FAILED;
- }
-
- Array terrain_images;
- for (size_t i = 0; i < terrain_variants.size() && i < TerrainVariant::MAX_TERRIN_VARIANT_COUNT; ++i) {
- TerrainVariant const& var = *terrain_variants.get_item_by_index(i);
- terrain_variant_map[var.get_colour()] = i;
- terrain_images.append(var.get_image());
- }
-
- terrain_texture.instantiate();
- if (terrain_texture->create_from_images(terrain_images) != OK) {
- UtilityFunctions::push_error("Failed to create terrain texture array!");
- return FAILED;
- }
- return err;
-}
-
-Error GameSingleton::_load_map_images(String const& province_image_path, String const& terrain_image_path, bool flip_vertical) {
- if (province_shape_texture.is_valid()) {
- UtilityFunctions::push_error("Map images have already been loaded, cannot load: ", province_image_path, " and ", terrain_image_path);
- return FAILED;
- }
-
- // Load images
- Ref<Image> province_image = load_godot_image(province_image_path);
- if (province_image.is_null()) {
- UtilityFunctions::push_error("Failed to load province image: ", province_image_path);
- return FAILED;
- }
- Ref<Image> terrain_image = load_godot_image(terrain_image_path);
- if (terrain_image.is_null()) {
- UtilityFunctions::push_error("Failed to load terrain image: ", terrain_image_path);
- return FAILED;
- }
-
- if (flip_vertical) {
- province_image->flip_y();
- terrain_image->flip_y();
- }
-
- // Validate dimensions and format
- Error err = OK;
- const Vector2i province_dims = province_image->get_size(), terrain_dims = terrain_image->get_size();
- if (province_dims.x < 1 || province_dims.y < 1) {
- UtilityFunctions::push_error("Invalid dimensions (", province_dims.x, "x", province_dims.y, ") for province image: ", province_image_path);
- err = FAILED;
- }
- if (province_dims != terrain_dims) {
- UtilityFunctions::push_error("Invalid dimensions (", terrain_dims.x, "x", terrain_dims.y, ") for terrain image: ",
- terrain_image_path, " (must match province image: (", province_dims.x, "x", province_dims.x, "))");
- err = FAILED;
- }
- static constexpr Image::Format expected_format = Image::FORMAT_RGB8;
- if (province_image->get_format() == Image::FORMAT_RGBA8) province_image->convert(expected_format);
- if (terrain_image->get_format() == Image::FORMAT_RGBA8) terrain_image->convert(expected_format);
- if (province_image->get_format() != expected_format) {
- UtilityFunctions::push_error("Invalid format (", province_image->get_format(), ", should be ", expected_format, ") for province image: ", province_image_path);
- err = FAILED;
- }
- if (terrain_image->get_format() != expected_format) {
- UtilityFunctions::push_error("Invalid format (", terrain_image->get_format(), ", should be ", expected_format, ") for terrain image: ", terrain_image_path);
- err = FAILED;
- }
- if (err != OK) return err;
-
- // Generate interleaved province and terrain ID image
- if (!game_manager.get_map().generate_province_shape_image(province_dims.x, province_dims.y,
- province_image->get_data().ptr(), terrain_image->get_data().ptr(), terrain_variant_map,
- false /* <-- whether to print detailed map errors or not (specific missing/unrecognised colours) */
- )) err = FAILED;
-
- static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF;
- // For each dimension of the image, this finds the small number of equal subdivisions required get the individual texture dims under GPU_DIM_LIMIT
- for (int i = 0; i < 2; ++i)
- for (image_subdivisions[i] = 1; province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT ||
- province_dims[i] % image_subdivisions[i] != 0; ++image_subdivisions[i]);
-
- Map::shape_pixel_t const* province_shape_data = game_manager.get_map().get_province_shape_image().data();
- const Vector2i divided_dims = province_dims / image_subdivisions;
- Array province_shape_images;
- province_shape_images.resize(image_subdivisions.x * image_subdivisions.y);
- for (int32_t v = 0; v < image_subdivisions.y; ++v) {
- for (int32_t u = 0; u < image_subdivisions.x; ++u) {
- PackedByteArray index_data_array;
- index_data_array.resize(divided_dims.x * divided_dims.y * sizeof(Map::shape_pixel_t));
-
- for (int32_t y = 0; y < divided_dims.y; ++y)
- memcpy(index_data_array.ptrw() + y * divided_dims.x * sizeof(Map::shape_pixel_t),
- province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x,
- divided_dims.x * sizeof(Map::shape_pixel_t));
-
- const Ref<Image> province_shape_subimage = Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array);
- if (province_shape_subimage.is_null()) {
- UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")");
- err = FAILED;
- }
- province_shape_images[u + v * image_subdivisions.x] = province_shape_subimage;
- }
- }
-
- province_shape_texture.instantiate();
- if (province_shape_texture->create_from_images(province_shape_images) != OK) {
- UtilityFunctions::push_error("Failed to create terrain texture array!");
- err = FAILED;
- }
-
- if (_update_colour_image() != OK) err = FAILED;
-
- return err;
-}
diff --git a/extension/src/openvic-extension/Utilities.cpp b/extension/src/openvic-extension/Utilities.cpp
index 4ca6855..649550f 100644
--- a/extension/src/openvic-extension/Utilities.cpp
+++ b/extension/src/openvic-extension/Utilities.cpp
@@ -2,17 +2,55 @@
#include <numbers>
+#include <godot_cpp/classes/file_access.hpp>
#include <godot_cpp/classes/resource_loader.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
+#include <gli/convert.hpp>
+#include <gli/load_dds.hpp>
+
using namespace godot;
using namespace OpenVic;
+static Ref<Image> load_dds_image(String const& path) {
+ gli::texture2d texture { gli::load_dds(godot_to_std_string(path)) };
+ if (texture.empty()) {
+ UtilityFunctions::push_error("Failed to load DDS file: ", path);
+ return {};
+ }
+
+ static constexpr gli::format expected_format = gli::FORMAT_BGRA8_UNORM_PACK8;
+ const bool needs_bgr_to_rgb = texture.format() == expected_format;
+ if (!needs_bgr_to_rgb) {
+ texture = gli::convert(texture, expected_format);
+ if (texture.empty()) {
+ UtilityFunctions::push_error("Failed to convert DDS file: ", path);
+ return {};
+ }
+ }
+
+ PackedByteArray pixels;
+ pixels.resize(texture.size());
+ memcpy(pixels.ptrw(), texture.data(), pixels.size());
+ UtilityFunctions::print("needs_bgr_to_rgb = ", needs_bgr_to_rgb);
+ if (needs_bgr_to_rgb) {
+ for (size_t i = 0; i < pixels.size(); i += 4) {
+ std::swap(pixels[i], pixels[i+2]);
+ }
+ }
+
+ const gli::texture2d::extent_type extent { texture.extent() };
+ return Image::create_from_data(extent.x, extent.y, false, Image::FORMAT_RGBA8, pixels);
+}
+
Ref<Image> OpenVic::load_godot_image(String const& path) {
if (path.begins_with("res://")) {
ResourceLoader* loader = ResourceLoader::get_singleton();
return loader ? loader->load(path) : nullptr;
} else {
+ if (path.ends_with(".dds")) {
+ return load_dds_image(path);
+ }
return Image::load_from_file(path);
}
}