diff options
author | Hop311 <hop3114@gmail.com> | 2023-04-05 19:38:40 +0200 |
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committer | Hop311 <hop3114@gmail.com> | 2023-04-05 19:38:40 +0200 |
commit | 2d47ff8c02a4ee88270634289381140f8ac1617e (patch) | |
tree | 920dc801e7bf5f83b9cca110a437a2e64524f1d7 /game/src/GameSession | |
parent | 29b334995b084e5d6944c45b7950c88f370941cc (diff) |
Custom map mesh that fixes UV issue
Diffstat (limited to 'game/src/GameSession')
-rw-r--r-- | game/src/GameSession/MapView.gd | 32 | ||||
-rw-r--r-- | game/src/GameSession/MapView.tscn | 8 | ||||
-rw-r--r-- | game/src/GameSession/TerrainMap.gdshader | 16 |
3 files changed, 21 insertions, 35 deletions
diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd index a8b4dcc..4a44bce 100644 --- a/game/src/GameSession/MapView.gd +++ b/game/src/GameSession/MapView.gd @@ -31,10 +31,10 @@ const _shader_param_selected_pos : StringName = &"selected_pos" get: return _zoom_target set(v): _zoom_target = clamp(v, _zoom_target_min, _zoom_target_max) -@export var _map_mesh : MeshInstance3D +@export var _map_mesh_instance : MeshInstance3D +var _map_mesh : MapMesh var _map_shader_material : ShaderMaterial var _map_province_shape_image : Image -var _map_aspect_ratio : float = 1.0 var _map_mesh_corner : Vector2 var _map_mesh_dims : Vector2 @@ -46,22 +46,21 @@ func _ready(): if _camera == null: push_error("MapView's _camera variable hasn't been set!") return - if _map_mesh == null: + if _map_mesh_instance == null: push_error("MapView's _map_mesh variable hasn't been set!") return _map_province_shape_image = MapSingleton.get_province_shape_image() if _map_province_shape_image == null: push_error("Failed to get province shape image!") return + if not _map_mesh_instance.mesh is MapMesh: + push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)") + return + _map_mesh = _map_mesh_instance.mesh # Set map mesh size and get bounds - _map_aspect_ratio = float(_map_province_shape_image.get_width()) / float(_map_province_shape_image.get_height()) - if _map_mesh.mesh is PlaneMesh: - # Width is doubled so that the map appears to loop horizontally - (_map_mesh.mesh as PlaneMesh).size = Vector2(_map_aspect_ratio * 2, 1) - else: - push_error("Invalid map mesh class: ", _map_mesh.mesh.get_class(), "(expected PlaneMesh)") - var map_mesh_aabb := _map_mesh.get_aabb() * _map_mesh.transform + _map_mesh.aspect_ratio = float(_map_province_shape_image.get_width()) / float(_map_province_shape_image.get_height()) + var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform _map_mesh_corner = Vector2( min(map_mesh_aabb.position.x, map_mesh_aabb.end.x), min(map_mesh_aabb.position.z, map_mesh_aabb.end.z) @@ -71,7 +70,7 @@ func _ready(): map_mesh_aabb.position.z - map_mesh_aabb.end.z )) - var map_material = _map_mesh.get_active_material(0) + var map_material = _map_mesh_instance.get_active_material(0) if map_material == null: push_error("Map mesh is missing material!") return @@ -87,11 +86,8 @@ func _unhandled_input(event : InputEvent): # Check if the mouse is outside of bounds var mouse_inside_flag := 0 < _mouse_pos_map.x and _mouse_pos_map.x < 1 and 0 < _mouse_pos_map.y and _mouse_pos_map.y < 1 if mouse_inside_flag: - var mouse_pos2D := _mouse_pos_map - mouse_pos2D.x = mouse_pos2D.x * 2.0 - 0.5 - mouse_pos2D *= Vector2(_map_province_shape_image.get_size()) - - var province_colour := _map_province_shape_image.get_pixelv(Vector2i(mouse_pos2D)).to_argb32() & 0xFFFFFF + var mouse_pixel_pos := Vector2i(_mouse_pos_map * Vector2(_map_province_shape_image.get_size())) + var province_colour := _map_province_shape_image.get_pixelv(mouse_pixel_pos).to_argb32() & 0xFFFFFF var province_identifier := MapSingleton.get_province_identifier_from_colour(province_colour) _map_shader_material.set_shader_parameter(_shader_param_selected_pos, _mouse_pos_map) province_selected.emit(province_identifier) @@ -142,9 +138,7 @@ func _move_process(delta : float) -> void: _camera.global_translate(move) func _clamp_over_map() -> void: - var left := _map_mesh_corner.x + 0.25 * _map_mesh_dims.x - var longitude := fposmod(_camera.position.x - left, _map_mesh_dims.x * 0.5) - _camera.position.x = left + longitude + _camera.position.x = _map_mesh_corner.x + fposmod(_camera.position.x - _map_mesh_corner.x, _map_mesh_dims.x) _camera.position.z = clamp(_camera.position.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y) func _zoom_process(delta : float) -> void: diff --git a/game/src/GameSession/MapView.tscn b/game/src/GameSession/MapView.tscn index 457bc8e..4650acb 100644 --- a/game/src/GameSession/MapView.tscn +++ b/game/src/GameSession/MapView.tscn @@ -11,12 +11,12 @@ shader_parameter/hover_pos = Vector2(0.5, 0.5) shader_parameter/selected_pos = Vector2(0.5, 0.5) shader_parameter/terrain_tex = ExtResource("3_l8pnf") -[sub_resource type="PlaneMesh" id="PlaneMesh_skc48"] +[sub_resource type="MapMesh" id="MapMesh_3gtsd"] -[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh")] +[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh_instance")] script = ExtResource("1_exccw") _camera = NodePath("MapCamera") -_map_mesh = NodePath("MapMeshInstance") +_map_mesh_instance = NodePath("MapMeshInstance") [node name="MapCamera" type="Camera3D" parent="."] transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0, 1, 1) @@ -24,4 +24,4 @@ transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, [node name="MapMeshInstance" type="MeshInstance3D" parent="."] transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0) material_override = SubResource("ShaderMaterial_tayeg") -mesh = SubResource("PlaneMesh_skc48") +mesh = SubResource("MapMesh_3gtsd") diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader index f78779d..61b7032 100644 --- a/game/src/GameSession/TerrainMap.gdshader +++ b/game/src/GameSession/TerrainMap.gdshader @@ -11,21 +11,13 @@ uniform vec2 hover_pos; // Position in UV coords of a pixel belonging to the currently selected province uniform vec2 selected_pos; -// Transform map mesh UV coordinates to account for the extra -// half map on either side. This takes the x-coord from [0 -> 1] -// to [-0.5 -> 1.5], while leaving the y-coord unchanged. -vec2 fix_uv(vec2 uv) { - return vec2(uv.x * 2.0 - 0.5, uv.y); -} - const vec3 NULL_COLOUR = vec3(0.0); void fragment() { - vec2 fixed_uv = fix_uv(UV); - vec3 terrain_colour = texture(terrain_tex, fixed_uv).rgb; - vec3 prov_colour = texture(province_tex, fixed_uv).rgb; - vec3 hover_colour = texture(province_tex, fix_uv(hover_pos)).rgb; - vec3 selected_colour = texture(province_tex, fix_uv(selected_pos)).rgb; + vec3 terrain_colour = texture(terrain_tex, UV).rgb; + vec3 prov_colour = texture(province_tex, UV).rgb; + vec3 hover_colour = texture(province_tex, hover_pos).rgb; + vec3 selected_colour = texture(province_tex, selected_pos).rgb; // Boost prov_colour's contribution if it matches hover_colour or selected_colour float mix_val = float(prov_colour == hover_colour) * 0.3 + float(prov_colour == selected_colour) * 0.5; // Set to 0 if the province has NULL colour |