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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
parentd1ff26c46dbba3e373f5c71f7ed093b5cd9ca6a0 (diff)
Scrolling model materials (tank tracks and smoke)scrolling-textures
Diffstat (limited to 'game')
-rw-r--r--game/src/Game/Model/UnitModel.gd46
-rw-r--r--game/src/Game/Model/XACLoader.gd89
-rw-r--r--game/src/Game/Model/flag.gdshader9
-rw-r--r--game/src/Game/Model/scrolling.gdshader19
-rw-r--r--game/src/Game/Model/scrolling_mat.tres9
-rw-r--r--game/src/Game/Model/unit_colours.gdshader10
-rw-r--r--game/src/Game/Model/unit_colours_mat.tres2
7 files changed, 139 insertions, 45 deletions
diff --git a/game/src/Game/Model/UnitModel.gd b/game/src/Game/Model/UnitModel.gd
index 0a4fe2f..e98d22a 100644
--- a/game/src/Game/Model/UnitModel.gd
+++ b/game/src/Game/Model/UnitModel.gd
@@ -12,21 +12,21 @@ var meshes : Array[MeshInstance3D]
@export var primary_colour : Color:
set(col_in):
primary_colour = col_in
- change_colour_prop(&"colour_primary", primary_colour)
+ _set_shader_parameter(&"colour_primary", primary_colour)
for unit : UnitModel in sub_units:
unit.primary_colour = col_in
@export var secondary_colour: Color:
set(col_in):
secondary_colour = col_in
- change_colour_prop(&"colour_secondary", secondary_colour)
+ _set_shader_parameter(&"colour_secondary", secondary_colour)
for unit : UnitModel in sub_units:
unit.secondary_colour = col_in
@export var tertiary_colour : Color:
set(col_in):
tertiary_colour = col_in
- change_colour_prop(&"colour_tertiary", tertiary_colour)
+ _set_shader_parameter(&"colour_tertiary", tertiary_colour)
for unit : UnitModel in sub_units:
unit.tertiary_colour = col_in
@@ -64,16 +64,19 @@ const ANIMATION_ATTACK : String = ANIMATION_LIBRARY + "/attack"
Anim.IDLE:
if idle_anim:
anim_player.set_current_animation(ANIMATION_IDLE)
+ _set_tex_scroll(scroll_speed_idle)
current_anim = Anim.IDLE
return
Anim.MOVE:
if move_anim:
anim_player.set_current_animation(ANIMATION_MOVE)
+ _set_tex_scroll(scroll_speed_move)
current_anim = Anim.MOVE
return
Anim.ATTACK:
if attack_anim:
anim_player.set_current_animation(ANIMATION_ATTACK)
+ _set_tex_scroll(scroll_speed_attack)
current_anim = Anim.ATTACK
return
_: #None
@@ -81,13 +84,28 @@ const ANIMATION_ATTACK : String = ANIMATION_LIBRARY + "/attack"
anim_player.stop()
+ _set_tex_scroll(0.0)
current_anim = Anim.NONE
# TEXTURE SCROLL SPEEDS (TANKS TRACKS AND SMOKE)
@export_subgroup("Texture_Scroll")
-@export var scroll_speed_idle : float = 0.0
-@export var scroll_speed_move : float = 0.0
-@export var scroll_speed_attack : float = 0.0
+@export var scroll_speed_idle : float:
+ set(speed_in):
+ scroll_speed_idle = speed_in
+ for unit : UnitModel in sub_units:
+ unit.scroll_speed_idle = speed_in
+
+@export var scroll_speed_move : float:
+ set(speed_in):
+ scroll_speed_move = speed_in
+ for unit : UnitModel in sub_units:
+ unit.scroll_speed_move = speed_in
+
+@export var scroll_speed_attack : float:
+ set(speed_in):
+ scroll_speed_attack = speed_in
+ for unit : UnitModel in sub_units:
+ unit.scroll_speed_attack = speed_in
func unit_init() -> void:
for child : Node in get_children():
@@ -138,19 +156,15 @@ func attach_model(bone_name : String, model : Node3D) -> Error:
return OK
-func _set_tex_scroll(speed : float) -> void:
+func _set_shader_parameter(param_name : StringName, param_val : Variant) -> void:
for mesh : MeshInstance3D in meshes:
- if mesh.get_active_material(0) is ShaderMaterial:
- mesh.set_instance_shader_parameter(&"scroll", Vector2(0, speed))
+ mesh.set_instance_shader_parameter(param_name, param_val)
-func set_flag_index(index : int) -> void:
- for mesh : MeshInstance3D in meshes:
- mesh.set_instance_shader_parameter(&"flag_index", index)
+func _set_tex_scroll(speed : float) -> void:
+ _set_shader_parameter(&"scroll_speed", speed)
-func change_colour_prop(prop_name : StringName, prop_val : Color) -> void:
- for mesh : MeshInstance3D in meshes:
- if mesh.get_active_material(0) is ShaderMaterial:
- mesh.set_instance_shader_parameter(prop_name, prop_val)
+func set_flag_index(index : int) -> void:
+ _set_shader_parameter(&"flag_index", index)
func load_animation(prop_name : String, animIn : Animation) -> void:
if not animIn:
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:
diff --git a/game/src/Game/Model/flag.gdshader b/game/src/Game/Model/flag.gdshader
index d338e36..bf9ca18 100644
--- a/game/src/Game/Model/flag.gdshader
+++ b/game/src/Game/Model/flag.gdshader
@@ -9,7 +9,7 @@ uniform sampler2D texture_normal : hint_normal;
instance uniform uint flag_index;
-uniform vec2 scroll_speed = vec2(-0.25,0);
+const float normal_scroll_speed = 0.3;
// Scroll the Normal map, but leave the albedo alone
void fragment() {
@@ -21,6 +21,9 @@ void fragment() {
vec2 flag_uv = (vec2(flag_pos) + UV * vec2(flag_dims)) / vec2(flag_sheet_dims);
ALBEDO = texture(texture_flag_sheet_diffuse, flag_uv).rgb;
- //ALBEDO = vec3(1, 0, 0);
- NORMAL_MAP = texture(texture_normal, UV + TIME*scroll_speed).rgb;
+
+ vec2 normal_uv = UV;
+ normal_uv.x -= TIME * normal_scroll_speed;
+
+ NORMAL_MAP = texture(texture_normal, normal_uv).rgb;
}
diff --git a/game/src/Game/Model/scrolling.gdshader b/game/src/Game/Model/scrolling.gdshader
new file mode 100644
index 0000000..c90ee19
--- /dev/null
+++ b/game/src/Game/Model/scrolling.gdshader
@@ -0,0 +1,19 @@
+shader_type spatial;
+
+// depth_prepass_alpha is to ensure opaque scrolling textures
+// (e.g. tank tracks) are rendered correctly
+render_mode cull_disabled, depth_prepass_alpha;
+
+uniform sampler2D scroll_texture_diffuse[32] : source_color, filter_linear_mipmap, repeat_enable;
+uniform float scroll_factor[32];
+
+instance uniform uint scroll_tex_index_diffuse;
+instance uniform float scroll_speed;
+
+void fragment() {
+ vec2 uv_scrolled = UV;
+ uv_scrolled.y += TIME * scroll_speed * scroll_factor[scroll_tex_index_diffuse];
+
+ ALBEDO = texture(scroll_texture_diffuse[scroll_tex_index_diffuse], uv_scrolled).rgb;
+ ALPHA = texture(scroll_texture_diffuse[scroll_tex_index_diffuse], UV).a;
+}
diff --git a/game/src/Game/Model/scrolling_mat.tres b/game/src/Game/Model/scrolling_mat.tres
new file mode 100644
index 0000000..ec58e70
--- /dev/null
+++ b/game/src/Game/Model/scrolling_mat.tres
@@ -0,0 +1,9 @@
+[gd_resource type="ShaderMaterial" load_steps=2 format=3 uid="uid://5utra6tpdqag"]
+
+[ext_resource type="Shader" path="res://src/Game/Model/scrolling.gdshader" id="1_oqkkj"]
+
+[resource]
+render_priority = 0
+shader = ExtResource("1_oqkkj")
+shader_parameter/scroll_texture_diffuse = []
+shader_parameter/scroll_factor = []
diff --git a/game/src/Game/Model/unit_colours.gdshader b/game/src/Game/Model/unit_colours.gdshader
index dd0f5e2..2ffc771 100644
--- a/game/src/Game/Model/unit_colours.gdshader
+++ b/game/src/Game/Model/unit_colours.gdshader
@@ -1,11 +1,11 @@
shader_type spatial;
-render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx;
+render_mode cull_disabled;
//hold all the textures for the units that need this shader to mix in their
//nation colours (mostly generic infantry units)
-uniform sampler2D texture_albedo[32] : source_color, filter_linear_mipmap, repeat_enable;
+uniform sampler2D texture_diffuse[32] : source_color, filter_linear_mipmap, repeat_enable;
uniform sampler2D texture_nation_colors_mask[32] : source_color, filter_linear_mipmap, repeat_enable;
instance uniform vec3 colour_primary : source_color;
@@ -14,12 +14,12 @@ instance uniform vec3 colour_tertiary : source_color;
//used to access the right textures since different units (with different textures)
//will use this same shader
-instance uniform uint tex_index_specular;
instance uniform uint tex_index_diffuse;
+instance uniform uint tex_index_specular;
void fragment() {
vec2 base_uv = UV;
- vec4 albedo_tex = texture(texture_albedo[tex_index_diffuse], base_uv);
+ vec4 diffuse_tex = texture(texture_diffuse[tex_index_diffuse], base_uv);
vec4 nation_colours_tex = texture(texture_nation_colors_mask[tex_index_specular], base_uv);
//set colours to either be white (1,1,1) or the nation colour based on the mask
@@ -27,5 +27,5 @@ void fragment() {
vec3 secondary_col = mix(vec3(1.0, 1.0, 1.0), colour_secondary, nation_colours_tex.b);
vec3 tertiary_col = mix(vec3(1.0, 1.0, 1.0), colour_tertiary, nation_colours_tex.r);
- ALBEDO = albedo_tex.rgb * primary_col * secondary_col * tertiary_col;
+ ALBEDO = diffuse_tex.rgb * primary_col * secondary_col * tertiary_col;
}
diff --git a/game/src/Game/Model/unit_colours_mat.tres b/game/src/Game/Model/unit_colours_mat.tres
index 43ca523..fa89766 100644
--- a/game/src/Game/Model/unit_colours_mat.tres
+++ b/game/src/Game/Model/unit_colours_mat.tres
@@ -5,5 +5,5 @@
[resource]
render_priority = 0
shader = ExtResource("1_axmiw")
-shader_parameter/texture_albedo = []
+shader_parameter/texture_diffuse = []
shader_parameter/texture_nation_colors_mask = []