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author Hop311 <Hop3114@gmail.com>2023-11-17 21:17:55 +0100
committer GitHub <noreply@github.com>2023-11-17 21:17:55 +0100
commit9165f5980c5cfe75b3bad4303a5822340f6adcfc (patch)
tree79a69cb7601bf1367e4ee4f10ebf61b698319bf3 /game/src/Game/GlobalClass
parent72d893d55d26ae9dc6739a853d1773b3cb286123 (diff)
parentaefc61a1aff091e31436c60d004531b5905cecba (diff)
Merge pull request #166 from OpenVicProject/gui
GUI elements -> Godot UI nodes generator
Diffstat (limited to 'game/src/Game/GlobalClass')
-rw-r--r--game/src/Game/GlobalClass/ShaderManager.gd36
1 files changed, 31 insertions, 5 deletions
diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd
index fd91e31..ace3c3a 100644
--- a/game/src/Game/GlobalClass/ShaderManager.gd
+++ b/game/src/Game/GlobalClass/ShaderManager.gd
@@ -8,6 +8,18 @@ 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"
+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
@@ -19,31 +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)
- return OK
+ # Stripe texture
+ if _set_shader_texture(shader_material, &"map/terrain/stripes.dds", param_stripe_tex) != OK:
+ ret = FAILED
+
+ # 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