diff options
author | hop311 <hop3114@gmail.com> | 2023-11-17 19:45:15 +0100 |
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committer | hop311 <hop3114@gmail.com> | 2023-11-17 20:22:29 +0100 |
commit | aefc61a1aff091e31436c60d004531b5905cecba (patch) | |
tree | 79a69cb7601bf1367e4ee4f10ebf61b698319bf3 /game/src/Game/GlobalClass/ShaderManager.gd | |
parent | 3490e740a7235dce236fc2ce973e5cbf64d6e727 (diff) |
Cosmetic terrain map colour tinting
Diffstat (limited to 'game/src/Game/GlobalClass/ShaderManager.gd')
-rw-r--r-- | game/src/Game/GlobalClass/ShaderManager.gd | 37 |
1 files changed, 27 insertions, 10 deletions
diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd index 1af606c..ace3c3a 100644 --- a/game/src/Game/GlobalClass/ShaderManager.gd +++ b/game/src/Game/GlobalClass/ShaderManager.gd @@ -10,6 +10,16 @@ const param_terrain_tex : StringName = &"terrain_tex" const param_terrain_tile_factor : StringName = &"terrain_tile_factor" const param_stripe_tex : StringName = &"stripe_tex" const param_stripe_tile_factor : StringName = &"stripe_tile_factor" +const param_colormap_land_tex : StringName = &"colormap_land_tex" +const param_colormap_water_tex : StringName = &"colormap_water_tex" + +func _set_shader_texture(shader_material : ShaderMaterial, texture_path : StringName, texture_param : StringName) -> Error: + var texture := AssetManager.get_texture(texture_path) + if texture == null: + push_error("Failed to get texture: ", texture_path) + return FAILED + shader_material.set_shader_parameter(texture_param, texture) + return OK func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: # Shader Material @@ -21,38 +31,45 @@ func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: return FAILED var shader_material : ShaderMaterial = material + var ret : Error = OK + # Province shape texture var province_shape_texture := GameSingleton.get_province_shape_texture() if province_shape_texture == null: push_error("Failed to get province shape texture!") - return FAILED + ret = FAILED 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 + ret = FAILED shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions)) 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 + ret = FAILED 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 + ret = FAILED shader_material.set_shader_parameter(param_terrain_tex, terrain_texture) # Stripe texture - var stripe_texture := AssetManager.get_texture(&"map/terrain/stripes.dds") - if stripe_texture == null: - push_error("Failed to get stripe texture!") - return FAILED - shader_material.set_shader_parameter(param_stripe_tex, stripe_texture) + if _set_shader_texture(shader_material, &"map/terrain/stripes.dds", param_stripe_tex) != OK: + ret = FAILED - return OK + # Land colormap + if _set_shader_texture(shader_material, &"map/terrain/colormap.dds", param_colormap_land_tex) != OK: + ret = FAILED + # Water colormap + if _set_shader_texture(shader_material, &"map/terrain/colormap_water.dds", param_colormap_water_tex) != OK: + ret = FAILED + + return ret |