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author Hop311 <hop3114@gmail.com>2023-04-29 21:00:44 +0200
committer Hop311 <hop3114@gmail.com>2023-04-29 21:00:44 +0200
commit7e2700514652212e50a006ad525e7c7ca8e7840c (patch)
tree681431640bca4f25f5e383cc7960e5ff228b47cc /game/src/Autoload
parent1f8545facd248bbf4ea0cd551fea5f7d9b0efdce (diff)
Terrain textures + province colour alpha channel
Diffstat (limited to 'game/src/Autoload')
-rw-r--r--game/src/Autoload/Events.gd10
-rw-r--r--game/src/Autoload/Events/ShaderManager.gd20
2 files changed, 21 insertions, 9 deletions
diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd
index f94d338..47c3b88 100644
--- a/game/src/Autoload/Events.gd
+++ b/game/src/Autoload/Events.gd
@@ -8,7 +8,9 @@ var ShaderManager = preload("Events/ShaderManager.gd").new()
const _province_identifier_file : String = "res://common/map/provinces.json"
const _water_province_file : String = "res://common/map/water.json"
const _region_file : String = "res://common/map/regions.json"
-const _province_shape_file : String = "res://common/map/provinces.png"
+const _terrain_file : String = "res://common/map/terrain.json"
+const _province_image_file : String = "res://common/map/provinces.png"
+const _terrain_image_file : String = "res://common/map/terrain.png"
# REQUIREMENTS
# * FS-333, FS-334, FS-335, FS-341
@@ -19,5 +21,7 @@ func _ready():
push_error("Failed to load water provinces")
if GameSingleton.load_region_file(_region_file) != OK:
push_error("Failed to load regions")
- if GameSingleton.load_province_shape_file(_province_shape_file) != OK:
- push_error("Failed to load province shapes")
+ if GameSingleton.load_terrain_file(_terrain_file) != OK:
+ push_error("Failed to load terrain variants")
+ if GameSingleton.load_map_images(_province_image_file, _terrain_image_file) != OK:
+ push_error("Failed to load map images")
diff --git a/game/src/Autoload/Events/ShaderManager.gd b/game/src/Autoload/Events/ShaderManager.gd
index 96ed5b4..a503c52 100644
--- a/game/src/Autoload/Events/ShaderManager.gd
+++ b/game/src/Autoload/Events/ShaderManager.gd
@@ -1,13 +1,14 @@
extends RefCounted
-const param_province_shape : StringName = &"province_shape_tex"
+const param_province_shape_tex : StringName = &"province_shape_tex"
const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions"
-const param_province_colour : StringName = &"province_colour_tex"
+const param_province_colour_tex : StringName = &"province_colour_tex"
const param_hover_index : StringName = &"hover_index"
const param_selected_index : StringName = &"selected_index"
+const param_terrain_tex : StringName = &"terrain_tex"
const param_terrain_tile_factor : StringName = &"terrain_tile_factor"
-func set_up_shader(material : Material, add_colour_texture : bool) -> Error:
+func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error:
# Shader Material
if material == null:
push_error("material is null!")
@@ -22,19 +23,26 @@ func set_up_shader(material : Material, add_colour_texture : bool) -> Error:
if province_shape_texture == null:
push_error("Failed to get province shape texture!")
return FAILED
- shader_material.set_shader_parameter(param_province_shape, province_shape_texture)
+ shader_material.set_shader_parameter(param_province_shape_tex, province_shape_texture)
var subdivisions := GameSingleton.get_province_shape_image_subdivisions()
if subdivisions.x < 1 or subdivisions.y < 1:
push_error("Invalid province shape image subdivision: ", subdivisions.x, "x", subdivisions.y)
return FAILED
shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions))
- if add_colour_texture:
+ if add_cosmetic_textures:
# Province colour texture
var map_province_colour_texture := GameSingleton.get_province_colour_texture()
if map_province_colour_texture == null:
push_error("Failed to get province colour image!")
return FAILED
- shader_material.set_shader_parameter(param_province_colour, map_province_colour_texture)
+ shader_material.set_shader_parameter(param_province_colour_tex, map_province_colour_texture)
+
+ # Terrain texture
+ var terrain_texture := GameSingleton.get_terrain_texture()
+ if terrain_texture == null:
+ push_error("Failed to get terrain texture!")
+ return FAILED
+ shader_material.set_shader_parameter(param_terrain_tex, terrain_texture)
return OK