diff options
author | hop311 <hop3114@gmail.com> | 2024-01-19 14:02:05 +0100 |
---|---|---|
committer | hop311 <hop3114@gmail.com> | 2024-01-19 14:02:05 +0100 |
commit | 32dbfc1107b59085ba78929102f313b88c34a6a3 (patch) | |
tree | 68f95c20c21c67f46af9801bb07d57de7e0f9617 /game | |
parent | 7acaf673f0465dcfa35b86bfbaf5dc0f83f2fc00 (diff) |
Added overlay parchment map and refactored map shader
Diffstat (limited to 'game')
-rw-r--r-- | game/src/Game/GameSession/MapView.gd | 33 | ||||
-rw-r--r-- | game/src/Game/GameSession/MapView.tscn | 2 | ||||
-rw-r--r-- | game/src/Game/GameSession/ProvinceOverviewPanel.gd | 10 | ||||
-rw-r--r-- | game/src/Game/GameSession/TerrainMap.gdshader | 173 | ||||
-rw-r--r-- | game/src/Game/GameSession/Topbar.gd | 2 | ||||
-rw-r--r-- | game/src/Game/GlobalClass/ShaderManager.gd | 96 |
6 files changed, 205 insertions, 111 deletions
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd index 838a19a..63e8168 100644 --- a/game/src/Game/GameSession/MapView.gd +++ b/game/src/Game/GameSession/MapView.gd @@ -22,17 +22,22 @@ var _drag_active : bool = false var _mouse_over_viewport : bool = true var _window_in_focus : bool = true -@export var _zoom_target_min : float = 0.05 +@export var _zoom_target_min : float = 0.15 @export var _zoom_target_max : float = 5.0 -@export var _zoom_target_step : float = 0.1 +@export var _zoom_target_step : float = (_zoom_target_max - _zoom_target_min) / 64.0 @export var _zoom_epsilon : float = _zoom_target_step * 0.005 @export var _zoom_speed : float = 5.0 -@export var _zoom_target : float = 1.0: +# _zoom_target's starting value is ignored as it is updated to the camera's height by _ready, +# hence why it is not exported and just has _zoom_target_max as a placeholder. +var _zoom_target : float = _zoom_target_max: get: return _zoom_target set(v): _zoom_target = clamp(v, _zoom_target_min, _zoom_target_max) const _zoom_position_multiplier = 3.14159 # Horizontal movement coefficient during zoom var _zoom_position : Vector2 +# Display the detailed terrain map below this height, and the parchment map above it +@export var _zoom_parchment_threshold : float = _zoom_target_min + (_zoom_target_max - _zoom_target_min) / 4 + @export var _map_mesh_instance : MeshInstance3D var _map_mesh : MapMesh var _map_shader_material : ShaderMaterial @@ -66,14 +71,6 @@ func _ready() -> void: return _map_shader_material = map_material - const pixels_per_terrain_tile : float = 16.0 - _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_terrain_tile_factor, - float(GameSingleton.get_map_height()) / pixels_per_terrain_tile) - - const pixels_per_stripe_tile : float = 16.0 - _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_stripe_tile_factor, - float(GameSingleton.get_map_height()) / pixels_per_stripe_tile) - if not _map_mesh_instance.mesh is MapMesh: push_error("Invalid map mesh class: ", _map_mesh_instance.mesh.get_class(), "(expected MapMesh)") return @@ -220,11 +217,19 @@ func _zoom_process(delta : float) -> void: # Set to target if height is within _zoom_epsilon of it or has overshot past it if abs(zoom - zoom_delta) < _zoom_epsilon or sign(zoom) != sign(zoom - zoom_delta): zoom_delta = zoom - _camera.position += Vector3(_zoom_position.x * zoom_delta * int(_mouse_over_viewport), zoom_delta, _zoom_position.y * zoom_delta * int(_mouse_over_viewport)) + _camera.position += Vector3( + _zoom_position.x * zoom_delta * int(_mouse_over_viewport), + zoom_delta, + _zoom_position.y * zoom_delta * int(_mouse_over_viewport) + ) + # TODO - smooth transition similar to smooth zoom + var parchment_mapmode : bool = GameSingleton.is_parchment_mapmode_allowed() and _camera.position.y > _zoom_parchment_threshold + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_parchment_mix, float(parchment_mapmode)) func _update_orientation() -> void: - var dir := Vector3(0, -1, -exp(-_camera.position.y - 1)) - _camera.look_at(_camera.position + dir) + const up := Vector3(0, 0, -1) + var dir := Vector3(0, -1, -1.25 * exp(-10 * _camera.position.y - _zoom_target_min)) + _camera.look_at(_camera.position + dir, up) func _update_minimap_viewport() -> void: var near_left := _viewport_to_map_coords(Vector2(0, _viewport_dims.y)) diff --git a/game/src/Game/GameSession/MapView.tscn b/game/src/Game/GameSession/MapView.tscn index 43ff120..0296156 100644 --- a/game/src/Game/GameSession/MapView.tscn +++ b/game/src/Game/GameSession/MapView.tscn @@ -9,8 +9,10 @@ shader = ExtResource("1_upocn") shader_parameter/province_shape_subdivisions = null shader_parameter/hover_index = null shader_parameter/selected_index = null +shader_parameter/parchment_mix = null shader_parameter/terrain_tile_factor = null shader_parameter/stripe_tile_factor = null +shader_parameter/overlay_tile_factor = null [sub_resource type="MapMesh" id="MapMesh_3gtsd"] diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel.gd index 8920b26..6fe28d7 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel.gd +++ b/game/src/Game/GameSession/ProvinceOverviewPanel.gd @@ -176,7 +176,7 @@ func _ready() -> void: var target_slot_count : int = GameSingleton.get_province_building_count() var slot_y : float = 0.0 for current_slot_count : int in target_slot_count: - var slot := generate_gui_element("province_interface.gui", "building", "building_slot_%d" % current_slot_count) + var slot := GUINode.generate_gui_element("province_interface.gui", "building", "building_slot_%d" % current_slot_count) if slot: _buildings_panel.add_child(slot) slot.set_position(Vector2(0.0, slot_y)) @@ -220,7 +220,9 @@ enum ColonyStatus { STATE, PROTECTORATE, COLONY } # This assumes _cores_overlapping_elements_box is non-null func _set_core_flag(core_index : int, country : String) -> void: - var core_flag_texture : GFXMaskedFlagTexture = get_gfx_masked_flag_texture_from_node(_cores_overlapping_elements_box.get_child(core_index).get_node(^"./country_flag")) + var core_flag_texture : GFXMaskedFlagTexture = GUINode.get_gfx_masked_flag_texture_from_node( + _cores_overlapping_elements_box.get_child(core_index).get_node(^"./country_flag") + ) if core_flag_texture: core_flag_texture.set_flag_country_name(country) @@ -278,7 +280,9 @@ func _update_info() -> void: # TODO - replace example icons with those from the province's list of modifier instances _province_modifiers_overlapping_elements_box.set_child_count(8) for i : int in _province_modifiers_overlapping_elements_box.get_child_count(): - var icon : GFXIconTexture = get_gfx_icon_texture_from_node(_province_modifiers_overlapping_elements_box.get_child(i).get_node(^"./modifier")) + var icon : GFXIconTexture = GUINode.get_gfx_icon_texture_from_node( + _province_modifiers_overlapping_elements_box.get_child(i).get_node(^"./modifier") + ) if icon: icon.set_icon_index(2 * i + (i & 1) + 1) diff --git a/game/src/Game/GameSession/TerrainMap.gdshader b/game/src/Game/GameSession/TerrainMap.gdshader index 487401f..98f9efd 100644 --- a/game/src/Game/GameSession/TerrainMap.gdshader +++ b/game/src/Game/GameSession/TerrainMap.gdshader @@ -13,100 +13,140 @@ uniform sampler2D province_colour_tex: repeat_enable, filter_nearest; uniform uint hover_index; // Index of the currently selected province uniform uint selected_index; +// How much to mix between the near detailed map (0) and the far parchment map (1) +uniform float parchment_mix; // Cosmetic terrain textures uniform sampler2DArray terrain_tex: repeat_enable, filter_linear; -// The number of times the terrain textures should tile vertically +// Factor converting pixels to terrain tile size uniform float terrain_tile_factor; // Map stripe mask texture uniform sampler2D stripe_tex: repeat_enable, filter_linear; -// The number of times the stripe texture should tile vertically +// Factor converting pixels to stripe tile size uniform float stripe_tile_factor; +// Map parchment overlay texture +uniform sampler2D overlay_tex: repeat_enable, filter_linear; +// Factor converting pixels to overlay tile size +uniform float overlay_tile_factor; // Land map tint uniform sampler2D colormap_land_tex: repeat_enable, filter_linear; // Water map tint uniform sampler2D colormap_water_tex: repeat_enable, filter_linear; +// Overlay map tint +uniform sampler2D colormap_overlay_tex: repeat_enable, filter_linear; -const vec3 highlight_colour = vec3(1.0); -// Rec.709 luma coefficients -const vec3 luma_weights = vec3(0.2126, 0.7152, 0.0722); - -struct args_t { - vec2 uv, half_pixel_size; // Components for calculating province sampling UV - float stripe_mask; // Stripe mask value - between 0 (base) and 1 (stripe) +struct terrain_args_t { + vec2 uv, half_pixel_size; // Components for calculating terrain sampling UV vec2 terrain_uv; // UV coordinates scaled for terrain texture tiling - vec3 land_tint_colour, water_tint_colour; // Colours for tinting terrain + vec3 land_tint_colour, water_tint_colour; // Colours for tinting the terrain }; -// TODO - add parchment overlay, borders, coastlines, rivers, fog of war -// (when borders are added we can move province colour calculations out of get_terrain_colour -// and into get_map_colour, as we won't need to blend along the borders between provinces) - -// This calculates the terrain and base-stripe province colours, blends them together, and then returns -// either the blended colour or just the terrain colour depending on whether the province colour's alpha -// value was set. It also highlights the result if the province is currently selected and/or hovered over. -vec3 get_terrain_colour(const args_t args, const vec2 corner) { - // Find the province and terrain indices at the specified corner of a pixel centred on uv - uvec3 province_data = read_uvec3(fma(corner, args.half_pixel_size, args.uv)); - uint province_index = uvec2_to_uint(province_data.rg); - uint terrain_index = province_data.b; - - // Get the tinted terrain colour at the current position - vec3 terrain_colour = texture(terrain_tex, vec3(args.terrain_uv, float(terrain_index))).rgb; - vec3 tint_colour = mix(args.land_tint_colour, args.water_tint_colour, float(terrain_index == 0u)); - vec3 tinted_terrain_colour = mix(terrain_colour, tint_colour, 0.3); - float terrain_luma = dot(tinted_terrain_colour, luma_weights); +// Calculate terrain colour at the specified corner of the current pixel +vec3 get_terrain_colour(const terrain_args_t terrain_args, const vec2 corner) { + // Find the terrain index at the specified corner of the current pixel + uint terrain_index = read_uvec3(fma(corner, terrain_args.half_pixel_size, terrain_args.uv)).z; - // Get base and stripe colours for province at the current position - province_data.r *= 2u; // Double "x coordinate" as colours come in (base, stripe) pairs - vec4 province_base_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); - province_data.r += 1u; // Add 1 to "x coordinate" to move from base to strip colour - vec4 province_stripe_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); - // Blend the base and stripe colours according to the current position's stripe mask value - vec4 province_colour = mix(province_base_colour, province_stripe_colour, args.stripe_mask); + // Get the tinted land colour at the current position + vec3 land_colour = texture(terrain_tex, vec3(terrain_args.terrain_uv, float(terrain_index))).rgb; + land_colour = mix(land_colour, terrain_args.land_tint_colour, 0.3); - // Darken the province colour, use it to tint the monochrome terrain colour, and re-lighten the result - province_colour.rgb = mix(vec3(terrain_luma), province_colour.rgb - 0.7, 0.3) * 1.5; + // TODO - proper water texture + vec3 water_colour = terrain_args.water_tint_colour; - // Show the terrain colour if the province colour has no alpha, otherwise show the province colour - vec3 mixed_colour = mix(tinted_terrain_colour, province_colour.rgb, float(province_colour.a != 0.0)); + // Select land or water colour based on the terrain index (0 is water, otherwise land) + vec3 terrain_colour = mix(land_colour, water_colour, float(terrain_index == 0u)); - float highlight_mix_val = 0.4 * (float(province_index == hover_index) + float(province_index == selected_index)) * float(province_index != 0u); - return mix(mixed_colour, highlight_colour, highlight_mix_val); + return terrain_colour; } -// Rescale UV coordinates to remove squashing caused by normalisation -vec2 denormalise(const vec2 uv, const vec2 dims) { - return vec2(uv.x * dims.x / dims.y, uv.y); +// Blend together terrain colours from the four corners of the current pixel +vec3 mix_terrain_colour(const terrain_args_t terrain_args, const vec2 pixel_offset) { + return mix( + mix(get_terrain_colour(terrain_args, vec2(-1, -1)), get_terrain_colour(terrain_args, vec2(+1, -1)), pixel_offset.x), + mix(get_terrain_colour(terrain_args, vec2(-1, +1)), get_terrain_colour(terrain_args, vec2(+1, +1)), pixel_offset.x), + pixel_offset.y + ); } -// Calculate position-specific values and then calculate and blend map colours at the four corners -// of a pixel centred at uv in order to have smooth transitions between terrain types. -vec3 get_map_colour(vec2 uv) { - args_t args; - args.uv = uv; +// Mix overlay and base colours, used for the parchment map +vec3 mix_overlay(const vec3 overlay_colour, const vec3 base_colour) { + return mix( + 2.0 * overlay_colour * base_colour, + 1.0 - 2.0 * (1.0 - overlay_colour) * (1.0 - base_colour), + greaterThanEqual(overlay_colour.rrb, vec3(0.5)) + ); +} +// Calculate map colour at specified UV coordinates, combining terrain, province base and stripe colour, +// parchment overlay, and highlighting the result if it is a hovered over and/or selected province. +vec3 get_map_colour(vec2 uv) { vec2 map_size = vec2(textureSize(province_shape_tex, 0).xy) * province_shape_subdivisions; - vec2 uv_centred = fma(uv, map_size, vec2(0.5)); - vec2 pixel_offset = fract(uv_centred); - args.half_pixel_size = 0.49 / map_size; + vec2 uv_map_pixels = fma(uv, map_size, vec2(0.5)); + // Offset of uv_map_pixels from the top left corner of the current pixel + vec2 pixel_offset = fract(uv_map_pixels); + + terrain_args_t terrain_args; + terrain_args.uv = uv; + terrain_args.half_pixel_size = 0.49 / map_size; + // Terrain texture tiling UV + terrain_args.terrain_uv = 0.5 - uv_map_pixels * terrain_tile_factor; - // UV coords adjusted to remove squashing caused by normalisation relative to map dimensions - vec2 unscaled_uv = denormalise(uv, map_size); + vec2 colormap_uv = vec2(uv.x, 1.0 - uv.y); + // Terrain tinting colours + terrain_args.land_tint_colour = texture(colormap_land_tex, colormap_uv).rgb; + terrain_args.water_tint_colour = texture(colormap_water_tex, colormap_uv).rgb; + // Parchment tint colour + vec3 overlay_tint_colour = texture(colormap_overlay_tex, colormap_uv).rgb; + + // Blended terrain colour (average of four corners of current pixel) + vec3 terrain_colour = mix_terrain_colour(terrain_args, pixel_offset); - vec2 stripe_uv = unscaled_uv * stripe_tile_factor; + vec2 stripe_uv = uv_map_pixels * stripe_tile_factor; // Stripe mask value - between 0 (base) and 1 (stripe) - args.stripe_mask = texture(stripe_tex, stripe_uv).b; + float stripe_mask = texture(stripe_tex, stripe_uv).b; - args.terrain_uv = 0.5 - unscaled_uv * terrain_tile_factor; - vec2 colormap_uv = vec2(uv.x, 1.0 - uv.y); - args.land_tint_colour = texture(colormap_land_tex, colormap_uv).rgb; - args.water_tint_colour = texture(colormap_water_tex, colormap_uv).rgb; + vec2 overlay_uv = vec2(uv_map_pixels.x, map_size.y - uv_map_pixels.y) * overlay_tile_factor; + // Parchment overlay colour + vec3 overlay_colour = texture(overlay_tex, overlay_uv).rgb; - return mix( - mix(get_terrain_colour(args, vec2(-1, -1)), get_terrain_colour(args, vec2(+1, -1)), pixel_offset.x), - mix(get_terrain_colour(args, vec2(-1, +1)), get_terrain_colour(args, vec2(+1, +1)), pixel_offset.x), - pixel_offset.y - ); + // Current province index as a pair of byte coordinates and as a combined 16 bit value + uvec2 province_data = read_uvec3(uv).xy; + uint province_index = uvec2_to_uint(province_data); + + // Get base and stripe colours for province at the current position + province_data.x *= 2u; // Double "x coordinate" as colours come in (base, stripe) pairs + vec4 province_base_colour = texelFetch(province_colour_tex, ivec2(province_data), 0); + province_data.x += 1u; // Add 1 to "x coordinate" to move from base to strip colour + vec4 province_stripe_colour = texelFetch(province_colour_tex, ivec2(province_data), 0); + // Blend the base and stripe colours according to the current position's stripe mask value + vec4 province_colour = mix(province_base_colour, province_stripe_colour, stripe_mask); + // Darken the province colour + province_colour.rgb -= 0.7; + + // Rec.709 luma coefficients + const vec3 luma_weights = vec3(0.2126, 0.7152, 0.0722); + float terrain_luma = dot(terrain_colour, luma_weights); + + // Near colour is either the terrain's luma component tinted with the province colour and brightened, + // or the normal terrain colour + vec3 near_province_colour = mix(vec3(terrain_luma), province_colour.rgb, 0.3) * 1.5; + vec3 near_colour = mix(near_province_colour, terrain_colour, float(province_colour.a == 0.0)); + + // Far colour is either the province colour mixed with the overlay texture, tinted with the overlay colormap and brightened, + // or the normal terrain colour mixed with the overlay texture (primarily for water) + vec3 far_province_colour = mix_overlay(overlay_colour, province_colour.rgb); + far_province_colour = mix(overlay_tint_colour, far_province_colour, 0.3) * 1.5; + vec3 far_terrain_colour = mix_overlay(overlay_colour, terrain_colour); + vec3 far_colour = mix(far_province_colour, far_terrain_colour, float(province_colour.a == 0.0)); + + // Blend the near (detailed terrain) and far (parchment) colours according to the parchment mix factor (0 for near, 1 for far) + vec3 final_colour = mix(near_colour, far_colour, parchment_mix); + + // Significantly brighted the colour if it is hovered over and/or selected, but not if it has province index 0 (all invalid pixels) + const vec3 highlight_colour = vec3(1.0); + float highlight_mix_val = 0.4 * (float(province_index == hover_index) + float(province_index == selected_index)) * float(province_index != 0u); + vec3 highlighted_colour = mix(final_colour, highlight_colour, highlight_mix_val); + + return highlighted_colour; } // Convert from standard RGB to linear colour space (Godot requires the output to be linear) @@ -119,5 +159,8 @@ vec3 srgb_to_linear(vec3 srgb) { } void fragment() { + + // TODO - add borders, coastlines, rivers, fog of war + ALBEDO = srgb_to_linear(get_map_colour(UV)); } diff --git a/game/src/Game/GameSession/Topbar.gd b/game/src/Game/GameSession/Topbar.gd index b6a170f..05eb985 100644 --- a/game/src/Game/GameSession/Topbar.gd +++ b/game/src/Game/GameSession/Topbar.gd @@ -45,7 +45,7 @@ func _ready() -> void: _speed_indicator_button = get_button_from_nodepath(^"./topbar/speed_indicator") if _speed_indicator_button: _speed_indicator_button.pressed.connect(_on_play_pause_button_pressed) - _speed_indicator_texture = get_gfx_icon_texture_from_node(_speed_indicator_button) + _speed_indicator_texture = GUINode.get_gfx_icon_texture_from_node(_speed_indicator_button) _update_info() _update_speed_controls() diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd index a6d555f..7e409d3 100644 --- a/game/src/Game/GlobalClass/ShaderManager.gd +++ b/game/src/Game/GlobalClass/ShaderManager.gd @@ -6,20 +6,41 @@ const param_province_shape_subdivisions : StringName = &"province_shape_subdivis 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_parchment_mix : StringName = &"parchment_mix" 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_overlay_tex : StringName = &"overlay_tex" +const param_overlay_tile_factor : StringName = &"overlay_tile_factor" const param_colormap_land_tex : StringName = &"colormap_land_tex" const param_colormap_water_tex : StringName = &"colormap_water_tex" +const param_colormap_overlay_tex : StringName = &"colormap_overlay_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_shader_texture( + shader_material : ShaderMaterial, texture_param : StringName, texture : Texture, + tile_factor_param : StringName = &"", pixels_per_tile : float = 0.0 +) -> Error: + var err : Error = OK + if texture != null: + shader_material.set_shader_parameter(texture_param, texture) + else: + push_error("Invalid texture for shader parameter ", texture_param, " - null!") + err = FAILED + if tile_factor_param: + # Set to 1.0 / pixels_per_tile as the shader can multiply faster than it can divide, and it will not automatically + # optimise to multiplication by a reciprocal for fear of losing precision. As pixels_per_tile is often a power of two, + # this doesn't actually lose any precision, and even if it did it would be insignificant. + shader_material.set_shader_parameter(tile_factor_param, 1.0 / pixels_per_tile) + return err + +func _set_shader_asset_texture( + shader_material : ShaderMaterial, texture_param : StringName, texture_path : StringName, + tile_factor_param : StringName = &"", pixels_per_tile : float = 0.0 +) -> Error: + return _set_shader_texture( + shader_material, texture_param, AssetManager.get_texture(texture_path), tile_factor_param, pixels_per_tile + ) func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: # Shader Material @@ -34,46 +55,65 @@ func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: 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!") + if _set_shader_texture(shader_material, param_province_shape_tex, GameSingleton.get_province_shape_texture()) != OK: + push_error("Failed to set province shape shader texture array!") ret = FAILED + + var subdivisions : Vector2i = GameSingleton.get_province_shape_image_subdivisions() + if subdivisions.x >= 1 and subdivisions.y >= 1: + shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions)) else: - 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) ret = FAILED - else: - 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 texture!") + if _set_shader_texture(shader_material, param_province_colour_tex, GameSingleton.get_province_colour_texture()) != OK: + push_error("Failed to set province colour shader texture!") ret = FAILED - else: - 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!") + const pixels_per_terrain_tile : float = 16.0 + if _set_shader_texture( + shader_material, + param_terrain_tex, GameSingleton.get_terrain_texture(), + param_terrain_tile_factor, pixels_per_terrain_tile + ) != OK: + push_error("Failed to set terrain shader texture array!") ret = FAILED - else: - shader_material.set_shader_parameter(param_terrain_tex, terrain_texture) # Stripe texture - if _set_shader_texture(shader_material, &"map/terrain/stripes.dds", param_stripe_tex) != OK: + const pixels_per_stripe_tile : float = 8.0 + if _set_shader_asset_texture( + shader_material, + param_stripe_tex, &"map/terrain/stripes.dds", + param_stripe_tile_factor, pixels_per_stripe_tile + ) != OK: + push_error("Failed to set stripe shader texture!") + ret = FAILED + + # Overlay texture + const pixels_per_overlay_tile : float = 512.0 + if _set_shader_asset_texture( + shader_material, + param_overlay_tex, &"map/terrain/map_overlay_tile.dds", + param_overlay_tile_factor, pixels_per_overlay_tile + ) != OK: + push_error("Failed to set overlay shader texture!") ret = FAILED # Land colormap - if _set_shader_texture(shader_material, &"map/terrain/colormap.dds", param_colormap_land_tex) != OK: + if _set_shader_asset_texture(shader_material, param_colormap_land_tex, &"map/terrain/colormap.dds") != OK: + push_error("Failed to set land colormap shader texture!") ret = FAILED # Water colormap - if _set_shader_texture(shader_material, &"map/terrain/colormap_water.dds", param_colormap_water_tex) != OK: + if _set_shader_asset_texture(shader_material, param_colormap_water_tex, &"map/terrain/colormap_water.dds") != OK: + push_error("Failed to set water colormap shader texture!") + ret = FAILED + # Overlay colormap + if _set_shader_asset_texture(shader_material, param_colormap_overlay_tex, &"map/terrain/colormap_political.dds") != OK: + push_error("Failed to set overlay colormap shader texture!") ret = FAILED return ret |