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author hop311 <hop3114@gmail.com>2024-07-08 23:34:57 +0200
committer hop311 <hop3114@gmail.com>2024-07-10 22:44:01 +0200
commit1496de8262b104ad7dd52b9f6e936fcd6ed1d384 (patch)
tree8e82ee10733a1f41cbf44063cd12d9bdc9bc7f63 /game/src/Game/Model/XACLoader.gd
parentd1ff26c46dbba3e373f5c71f7ed093b5cd9ca6a0 (diff)
Scrolling model materials (tank tracks and smoke)scrolling-textures
Diffstat (limited to 'game/src/Game/Model/XACLoader.gd')
-rw-r--r--game/src/Game/Model/XACLoader.gd89
1 files changed, 69 insertions, 20 deletions
diff --git a/game/src/Game/Model/XACLoader.gd b/game/src/Game/Model/XACLoader.gd
index 330384b..b003296 100644
--- a/game/src/Game/Model/XACLoader.gd
+++ b/game/src/Game/Model/XACLoader.gd
@@ -1,12 +1,20 @@
class_name XACLoader
-static var shader : ShaderMaterial = preload("res://src/Game/Model/unit_colours_mat.tres")
+static var unit_shader : ShaderMaterial = preload("res://src/Game/Model/unit_colours_mat.tres")
const MAX_UNIT_TEXTURES : int = 32 # max number of textures supported by the shader
-static var added_textures_spec : PackedStringArray
-static var added_textures_diffuse : PackedStringArray
+static var added_unit_textures_spec : PackedStringArray
+static var added_unit_textures_diffuse : PackedStringArray
static var flag_shader : ShaderMaterial = preload("res://src/Game/Model/flag_mat.tres")
+static var scrolling_shader : ShaderMaterial = preload("res://src/Game/Model/scrolling_mat.tres")
+const MAX_SCROLLING_TEXTURES : int = 32 # max number of textures supported by the shader
+static var added_scrolling_textures_diffuse : PackedStringArray
+const SCROLLING_MATERIAL_FACTORS : Dictionary = {
+ "TexAnim" : 2.5, # Tank tracks
+ "Smoke" : 0.3 # Buildings, factories, steam ships, sieges
+}
+
static func setup_flag_shader() -> void:
flag_shader.set_shader_parameter(&"flag_dims", GameSingleton.get_flag_dims())
flag_shader.set_shader_parameter(&"texture_flag_sheet_diffuse", GameSingleton.get_flag_sheet_texture())
@@ -266,6 +274,9 @@ static func _load_xac_model(source_file : String, is_unit : bool) -> Node3D:
if materials[submesh.materialId].diffuse_index != -1:
meshInstance.set_instance_shader_parameter(&"tex_index_diffuse", materials[submesh.materialId].diffuse_index)
+ if materials[submesh.materialId].scroll_index != -1:
+ meshInstance.set_instance_shader_parameter(&"scroll_tex_index_diffuse", materials[submesh.materialId].scroll_index)
+
return node
# Information needed to set up a material
@@ -273,14 +284,14 @@ static func _load_xac_model(source_file : String, is_unit : bool) -> Node3D:
class MaterialDefinition:
var spec_index : int = -1
var diffuse_index : int = -1
- var normal_index : int = -1
+ var scroll_index : int = -1
var mat : Material
- func _init(mat : Material, diffuse_ind : int = -1, spec_ind : int = -1, normal_ind : int = -1) -> void:
+ func _init(mat : Material, diffuse_ind : int = -1, spec_ind : int = -1, scroll_ind : int = -1) -> void:
self.mat = mat
self.diffuse_index = diffuse_ind
self.spec_index = spec_ind
- self.normal_index = normal_ind
+ self.scroll_index = scroll_ind
static func make_materials(materialDefinitionChunks : Array[MaterialDefinitionChunk]) -> Array[MaterialDefinition]:
const TEXTURES_PATH : String = "gfx/anims/%s.dds"
@@ -328,41 +339,45 @@ static func make_materials(materialDefinitionChunks : Array[MaterialDefinitionCh
if normal_name:
push_error("Normal texture present in unit colours material: ", normal_name)
- var textures_index_spec : int = added_textures_spec.find(specular_name)
+ var textures_index_spec : int = added_unit_textures_spec.find(specular_name)
if textures_index_spec < 0:
var unit_colours_mask_texture : ImageTexture = AssetManager.get_texture(TEXTURES_PATH % specular_name)
if unit_colours_mask_texture:
- added_textures_spec.push_back(specular_name)
+ added_unit_textures_spec.push_back(specular_name)
# Should we still attempt to add the texture to the shader?
- if len(added_textures_spec) >= MAX_UNIT_TEXTURES:
+ if len(added_unit_textures_spec) >= MAX_UNIT_TEXTURES:
push_error("Colour masks have exceeded max number of textures supported by unit shader!")
- var colour_masks : Array = shader.get_shader_parameter(&"texture_nation_colors_mask")
+ const param_texture_nation_colors_mask : StringName = &"texture_nation_colors_mask"
+
+ var colour_masks : Array = unit_shader.get_shader_parameter(param_texture_nation_colors_mask)
colour_masks.push_back(unit_colours_mask_texture)
textures_index_spec = len(colour_masks) - 1
- shader.set_shader_parameter(&"texture_nation_colors_mask", colour_masks)
+ unit_shader.set_shader_parameter(param_texture_nation_colors_mask, colour_masks)
else:
push_error("Failed to load specular texture: ", specular_name)
- var textures_index_diffuse : int = added_textures_diffuse.find(diffuse_name)
+ var textures_index_diffuse : int = added_unit_textures_diffuse.find(diffuse_name)
if textures_index_diffuse < 0:
var diffuse_texture : ImageTexture = AssetManager.get_texture(TEXTURES_PATH % diffuse_name)
if diffuse_texture:
- added_textures_diffuse.push_back(diffuse_name)
+ added_unit_textures_diffuse.push_back(diffuse_name)
# Should we still attempt to add the texture to the shader?
- if len(added_textures_diffuse) >= MAX_UNIT_TEXTURES:
- push_error("Albedos have exceeded max number of textures supported by unit shader!")
+ if len(added_unit_textures_diffuse) >= MAX_UNIT_TEXTURES:
+ push_error("Diffuse textures have exceeded max number supported by unit shader!")
- var albedoes : Array = shader.get_shader_parameter(&"texture_albedo")
- albedoes.push_back(diffuse_texture)
- textures_index_diffuse = len(albedoes) - 1
- shader.set_shader_parameter(&"texture_albedo", albedoes)
+ const param_texture_diffuse : StringName = &"texture_diffuse"
+
+ var diffuse_textures : Array = unit_shader.get_shader_parameter(param_texture_diffuse)
+ diffuse_textures.push_back(diffuse_texture)
+ textures_index_diffuse = len(diffuse_textures) - 1
+ unit_shader.set_shader_parameter(param_texture_diffuse, diffuse_textures)
else:
push_error("Failed to load diffuse texture: ", diffuse_name)
- materials.push_back(MaterialDefinition.new(shader, textures_index_diffuse, textures_index_spec))
+ materials.push_back(MaterialDefinition.new(unit_shader, textures_index_diffuse, textures_index_spec))
# Flag (diffuse is unionjacksquare which is ignored)
elif normal_name and not diffuse_name:
@@ -377,6 +392,40 @@ static func make_materials(materialDefinitionChunks : Array[MaterialDefinitionCh
materials.push_back(MaterialDefinition.new(flag_shader))
+ # Scrolling texture
+ elif diffuse_name and matdef.name in SCROLLING_MATERIAL_FACTORS:
+ if specular_name:
+ push_error("Specular texture present in scrolling material: ", specular_name)
+ if normal_name:
+ push_error("Normal texture present in scrolling material: ", normal_name)
+
+ var scroll_textures_index_diffuse : int = added_scrolling_textures_diffuse.find(diffuse_name)
+ if scroll_textures_index_diffuse < 0:
+ var diffuse_texture : ImageTexture = AssetManager.get_texture(TEXTURES_PATH % diffuse_name)
+ if diffuse_texture:
+ added_scrolling_textures_diffuse.push_back(diffuse_name)
+
+ # Should we still attempt to add the texture to the shader?
+ if len(added_scrolling_textures_diffuse) >= MAX_SCROLLING_TEXTURES:
+ push_error("Diffuse textures have exceeded max number supported by scrolling shader!")
+
+ const param_scroll_texture_diffuse : StringName = &"scroll_texture_diffuse"
+
+ var scroll_diffuse_textures : Array = scrolling_shader.get_shader_parameter(param_scroll_texture_diffuse)
+ scroll_diffuse_textures.push_back(diffuse_texture)
+ scroll_textures_index_diffuse = len(scroll_diffuse_textures) - 1
+ scrolling_shader.set_shader_parameter(param_scroll_texture_diffuse, scroll_diffuse_textures)
+
+ const param_scroll_factor : StringName = &"scroll_factor"
+
+ var scroll_factors : Array = scrolling_shader.get_shader_parameter(param_scroll_factor)
+ scroll_factors.push_back(SCROLLING_MATERIAL_FACTORS[matdef.name])
+ scrolling_shader.set_shader_parameter(param_scroll_factor, scroll_factors)
+ else:
+ push_error("Failed to load diffuse texture: ", diffuse_name)
+
+ materials.push_back(MaterialDefinition.new(scrolling_shader, -1, -1, scroll_textures_index_diffuse))
+
# Standard material
else:
if specular_name: