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m---------extension/deps/openvic-simulation0
-rw-r--r--extension/src/openvic-extension/UIAdapter.cpp8
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.cpp49
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.hpp8
-rw-r--r--extension/src/openvic-extension/utility/Utilities.hpp4
-rw-r--r--game/localisation/en_GB/mapmodes.csv1
-rw-r--r--game/src/Game/GameSession/MapControlPanel/Minimap.gd2
-rw-r--r--game/src/Game/GameSession/MapView.gd5
-rw-r--r--game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc6
-rw-r--r--game/src/Game/GameSession/TerrainMap.gdshader39
-rw-r--r--game/src/Game/GlobalClass/ShaderManager.gd9
11 files changed, 86 insertions, 45 deletions
diff --git a/extension/deps/openvic-simulation b/extension/deps/openvic-simulation
-Subproject f572664cbe1aa5ec2cb6907de3083f058c20af7
+Subproject 2607fd63b849788e92174161a9cea72141c88f7
diff --git a/extension/src/openvic-extension/UIAdapter.cpp b/extension/src/openvic-extension/UIAdapter.cpp
index 5b889d6..d688754 100644
--- a/extension/src/openvic-extension/UIAdapter.cpp
+++ b/extension/src/openvic-extension/UIAdapter.cpp
@@ -65,7 +65,7 @@ static T* new_control(GUI::Element const& element) {
UtilityFunctions::push_error("Invalid orientation for GUI element ",
std_view_to_godot_string(element.get_name()));
}
- node->set_position(Utilities::to_godot_ivec2(element.get_position()));
+ node->set_position(Utilities::to_godot_fvec2(element.get_position()));
node->set_focus_mode(Control::FOCUS_NONE);
return node;
@@ -343,7 +343,7 @@ bool GodotGUIBuilder::generate_overlapping_elements(
return false;
}
- godot_rect->set_size(Utilities::to_godot_ivec2(overlapping_elements.get_size()));
+ godot_rect->set_size(Utilities::to_godot_fvec2(overlapping_elements.get_size()));
godot_rect->set_color({ 0.0f, 0.5f, 1.0f, 0.2f });
result = godot_rect;
@@ -362,7 +362,7 @@ bool GodotGUIBuilder::generate_listbox(GUI::Element const& element, AssetManager
return false;
}
- godot_rect->set_size(Utilities::to_godot_ivec2(listbox.get_size()));
+ godot_rect->set_size(Utilities::to_godot_fvec2(listbox.get_size()));
godot_rect->set_color({ 1.0f, 0.5f, 0.0f, 0.2f });
result = godot_rect;
@@ -382,7 +382,7 @@ bool GodotGUIBuilder::generate_window(GUI::Element const& element, AssetManager&
return false;
}
- godot_panel->set_size(Utilities::to_godot_ivec2(window.get_size()));
+ godot_panel->set_size(Utilities::to_godot_fvec2(window.get_size()));
godot_panel->set_self_modulate({ 1.0f, 1.0f, 1.0f, 0.0f });
bool ret = true;
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp
index bb1732e..d101a86 100644
--- a/extension/src/openvic-extension/singletons/GameSingleton.cpp
+++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp
@@ -23,15 +23,14 @@ void GameSingleton::_bind_methods() {
OV_BIND_METHOD(GameSingleton::load_defines_compatibility_mode, { "file_paths" });
OV_BIND_SMETHOD(search_for_game_path, { "hint_path" }, DEFVAL(String {}));
- OV_BIND_METHOD(GameSingleton::lookup_file, { "path" });
OV_BIND_METHOD(GameSingleton::setup_game);
OV_BIND_METHOD(GameSingleton::get_province_index_from_uv_coords, { "coords" });
OV_BIND_METHOD(GameSingleton::get_province_info_from_index, { "index" });
- OV_BIND_METHOD(GameSingleton::get_width);
- OV_BIND_METHOD(GameSingleton::get_height);
- OV_BIND_METHOD(GameSingleton::get_aspect_ratio);
+ OV_BIND_METHOD(GameSingleton::get_map_width);
+ OV_BIND_METHOD(GameSingleton::get_map_height);
+ OV_BIND_METHOD(GameSingleton::get_map_aspect_ratio);
OV_BIND_METHOD(GameSingleton::get_terrain_texture);
OV_BIND_METHOD(GameSingleton::get_province_shape_image_subdivisions);
OV_BIND_METHOD(GameSingleton::get_province_shape_texture);
@@ -149,19 +148,25 @@ Dataloader const& GameSingleton::get_dataloader() const {
}
Error GameSingleton::setup_game() {
- bool ret = game_manager.setup();
+ BookmarkManager const& bookmark_manager = game_manager.get_history_manager().get_bookmark_manager();
+ if (bookmark_manager.bookmarks_empty()) {
+ UtilityFunctions::push_error("No bookmark to load!");
+ return FAILED;
+ }
+ bool ret = game_manager.load_bookmark(&bookmark_manager.get_bookmarks().front());
+ // TODO - load pop history with the new history system
ret &= dataloader.load_pop_history(game_manager, "history/pops/" + game_manager.get_today().to_string());
return ERR(ret);
}
int32_t GameSingleton::get_province_index_from_uv_coords(Vector2 const& coords) const {
- const size_t x_mod_w = UtilityFunctions::fposmod(coords.x, 1.0f) * get_width();
- const size_t y_mod_h = UtilityFunctions::fposmod(coords.y, 1.0f) * get_height();
+ const size_t x_mod_w = UtilityFunctions::fposmod(coords.x, 1.0f) * get_map_width();
+ const size_t y_mod_h = UtilityFunctions::fposmod(coords.y, 1.0f) * get_map_height();
return game_manager.get_map().get_province_index_at(x_mod_w, y_mod_h);
}
template<std::derived_from<HasIdentifierAndColour> T>
-static Dictionary _distribution_to_dictionary(decimal_map_t<T const*> const& dist) {
+static Dictionary _distribution_to_dictionary(fixed_point_map_t<T const*> const& dist) {
static const StringName piechart_info_size_key = "size";
static const StringName piechart_info_colour_key = "colour";
Dictionary dict;
@@ -216,15 +221,15 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
}
ret[province_info_total_population_key] = province->get_total_population();
- decimal_map_t<PopType const*> const& pop_types = province->get_pop_type_distribution();
+ fixed_point_map_t<PopType const*> const& pop_types = province->get_pop_type_distribution();
if (!pop_types.empty()) {
ret[province_info_pop_types_key] = _distribution_to_dictionary(pop_types);
}
- decimal_map_t<Ideology const*> const& ideologies = province->get_ideology_distribution();
+ fixed_point_map_t<Ideology const*> const& ideologies = province->get_ideology_distribution();
if (!ideologies.empty()) {
ret[province_info_pop_ideologies_key] = _distribution_to_dictionary(ideologies);
}
- decimal_map_t<Culture const*> const& cultures = province->get_culture_distribution();
+ fixed_point_map_t<Culture const*> const& cultures = province->get_culture_distribution();
if (!cultures.empty()) {
ret[province_info_pop_cultures_key] = _distribution_to_dictionary(cultures);
}
@@ -245,7 +250,7 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
Dictionary building_dict;
building_dict[building_info_building_key] = std_view_to_godot_string(building.get_identifier());
- building_dict[building_info_level_key] = static_cast<int32_t>(building.get_current_level());
+ building_dict[building_info_level_key] = static_cast<int32_t>(building.get_level());
building_dict[building_info_expansion_state_key] = static_cast<int32_t>(building.get_expansion_state());
building_dict[building_info_start_date_key] = std_to_godot_string(building.get_start_date().to_string());
building_dict[building_info_end_date_key] = std_to_godot_string(building.get_end_date().to_string());
@@ -258,16 +263,16 @@ Dictionary GameSingleton::get_province_info_from_index(int32_t index) const {
return ret;
}
-int32_t GameSingleton::get_width() const {
+int32_t GameSingleton::get_map_width() const {
return game_manager.get_map().get_width();
}
-int32_t GameSingleton::get_height() const {
+int32_t GameSingleton::get_map_height() const {
return game_manager.get_map().get_height();
}
-float GameSingleton::get_aspect_ratio() const {
- return static_cast<float>(get_width()) / static_cast<float>(get_height());
+float GameSingleton::get_map_aspect_ratio() const {
+ return static_cast<float>(get_map_width()) / static_cast<float>(get_map_height());
}
Ref<Texture> GameSingleton::get_terrain_texture() const {
@@ -289,7 +294,7 @@ Ref<Texture> GameSingleton::get_province_colour_texture() const {
Error GameSingleton::_update_colour_image() {
static PackedByteArray colour_data_array;
static constexpr int64_t colour_data_array_size =
- (static_cast<int64_t>(Province::MAX_INDEX) + 1) * Map::MAPMODE_COLOUR_SIZE;
+ (static_cast<int64_t>(Province::MAX_INDEX) + 1) * sizeof(Mapmode::base_stripe_t);
colour_data_array.resize(colour_data_array_size);
Error err = OK;
@@ -297,12 +302,16 @@ Error GameSingleton::_update_colour_image() {
err = FAILED;
}
+ /* We reshape the list of colours into a square, as each texture dimensions cannot exceed 16384. */
static constexpr int32_t PROVINCE_INDEX_SQRT = 1 << (sizeof(Province::index_t) * 4);
if (province_colour_image.is_null()) {
province_colour_image.instantiate();
ERR_FAIL_NULL_V_EDMSG(province_colour_image, FAILED, "Failed to create province colour image");
}
- province_colour_image->set_data(PROVINCE_INDEX_SQRT, PROVINCE_INDEX_SQRT, false, Image::FORMAT_RGBA8, colour_data_array);
+ /* Width is doubled as each province has a (base, stripe) colour pair. */
+ province_colour_image->set_data(
+ PROVINCE_INDEX_SQRT * 2, PROVINCE_INDEX_SQRT, false, Image::FORMAT_RGBA8, colour_data_array
+ );
if (province_colour_texture.is_null()) {
province_colour_texture = ImageTexture::create_from_image(province_colour_image);
ERR_FAIL_NULL_V_EDMSG(province_colour_texture, FAILED, "Failed to create province colour texture");
@@ -543,7 +552,3 @@ Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& fi
String GameSingleton::search_for_game_path(String hint_path) {
return std_to_godot_string(Dataloader::search_for_game_path(godot_to_std_string(hint_path)).string());
}
-
-String GameSingleton::lookup_file(String const& path) const {
- return std_to_godot_string(dataloader.lookup_file(godot_to_std_string(path)).string());
-}
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp
index 403fbb6..1346a5f 100644
--- a/extension/src/openvic-extension/singletons/GameSingleton.hpp
+++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp
@@ -69,8 +69,6 @@ namespace OpenVic {
static godot::String search_for_game_path(godot::String hint_path = {});
- godot::String lookup_file(godot::String const& path) const;
-
/* Post-load/restart game setup - reset the game to post-load state
* and (re)generate starting data, e.g. buildings.
*/
@@ -83,9 +81,9 @@ namespace OpenVic {
*/
godot::Dictionary get_province_info_from_index(int32_t index) const;
- int32_t get_width() const;
- int32_t get_height() const;
- float get_aspect_ratio() const;
+ int32_t get_map_width() const;
+ int32_t get_map_height() const;
+ float get_map_aspect_ratio() const;
/* The cosmetic terrain textures stored in a Texture2DArray.
*/
diff --git a/extension/src/openvic-extension/utility/Utilities.hpp b/extension/src/openvic-extension/utility/Utilities.hpp
index fc106db..752f495 100644
--- a/extension/src/openvic-extension/utility/Utilities.hpp
+++ b/extension/src/openvic-extension/utility/Utilities.hpp
@@ -42,6 +42,10 @@ namespace OpenVic::Utilities {
return { vec.x, vec.y };
}
+ inline godot::Vector2 to_godot_fvec2(fvec2_t vec) {
+ return { vec.x, vec.y };
+ }
+
godot::Ref<godot::Image> load_godot_image(godot::String const& path);
godot::Ref<godot::FontFile> load_godot_font(godot::String const& fnt_path, godot::Ref<godot::Image> const& image);
diff --git a/game/localisation/en_GB/mapmodes.csv b/game/localisation/en_GB/mapmodes.csv
index 2aa4cd2..0372192 100644
--- a/game/localisation/en_GB/mapmodes.csv
+++ b/game/localisation/en_GB/mapmodes.csv
@@ -3,6 +3,7 @@
mapmode_province;Province
mapmode_region;Region
mapmode_terrain;Terrain
+mapmode_political;Political
mapmode_index;Index
mapmode_terrain_type;Terrain Type
mapmode_rgo;RGO
diff --git a/game/src/Game/GameSession/MapControlPanel/Minimap.gd b/game/src/Game/GameSession/MapControlPanel/Minimap.gd
index be65db5..5564821 100644
--- a/game/src/Game/GameSession/MapControlPanel/Minimap.gd
+++ b/game/src/Game/GameSession/MapControlPanel/Minimap.gd
@@ -10,7 +10,7 @@ var _minimap_shader : ShaderMaterial
var _viewport_points : PackedVector2Array
func _ready():
- _minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_aspect_ratio(), 1.0) * 150
+ _minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_map_aspect_ratio(), 1.0) * 150
var minimap_material := _minimap_texture.get_material()
if GameLoader.ShaderManager.set_up_shader(minimap_material, false) != OK:
push_error("Failed to set up minimap shader")
diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd
index 345ab9e..7093c69 100644
--- a/game/src/Game/GameSession/MapView.gd
+++ b/game/src/Game/GameSession/MapView.gd
@@ -74,7 +74,10 @@ func _ready():
# Set map mesh size and get bounds
const pixels_per_terrain_tile : float = 32.0
_map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_terrain_tile_factor,
- float(GameSingleton.get_height()) / pixels_per_terrain_tile)
+ 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)
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),
diff --git a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc
index 65f73d8..1adcd95 100644
--- a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc
+++ b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc
@@ -4,15 +4,21 @@ uniform sampler2DArray province_shape_tex : repeat_enable, filter_nearest;
// Province shape subdivisions
uniform vec2 province_shape_subdivisions;
+// Convert a vector of 3 normalised floats to a vector of 3 unsigned bytes
uvec3 vec3_to_uvec3(vec3 v) {
return uvec3(v * 255.0);
}
+
+// Create a uint triplet describing the province and terrain data at a map-space UV coordinate:
+// (u, v) -> (province index bottom byte, province index top byte, terrain index byte)
uvec3 read_uvec3(vec2 uv) {
uv *= province_shape_subdivisions;
vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions);
float idx = subdivision_coords.x + subdivision_coords.y * province_shape_subdivisions.x;
return vec3_to_uvec3(texture(province_shape_tex, vec3(uv, idx)).rgb);
}
+
+// Combine a (lower byte, upper byte) uint pair into a single 2-byte uint
uint uvec2_to_uint(uvec2 v) {
return (v.y << 8u) | v.x;
}
diff --git a/game/src/Game/GameSession/TerrainMap.gdshader b/game/src/Game/GameSession/TerrainMap.gdshader
index 852ccc3..ff8708a 100644
--- a/game/src/Game/GameSession/TerrainMap.gdshader
+++ b/game/src/Game/GameSession/TerrainMap.gdshader
@@ -14,16 +14,29 @@ uniform uint selected_index;
uniform sampler2DArray terrain_tex: source_color, repeat_enable, filter_linear;
// The number of times the terrain textures should tile vertically
uniform float terrain_tile_factor;
+// Map stripe mask texture
+uniform sampler2D stripe_tex: source_color, repeat_enable, filter_nearest;
+// The number of times the stripe texture should tile vertically
+uniform float stripe_tile_factor;
const vec3 highlight_colour = vec3(1.0);
-vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) {
+vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv, vec2 stripe_uv) {
uvec3 province_data = read_uvec3(fma(corner, half_pixel_size, uv));
- vec4 province_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0);
- vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(province_data.b))).rgb;
+ uint province_index = uvec2_to_uint(province_data.rg);
+ uint terrain_index = province_data.b;
+
+ 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);
+ float stripe = texture(stripe_tex, stripe_uv).b; // Stripe mask value - 0 for base, 1 for stripe
+ vec4 province_colour = mix(province_base_colour, province_stripe_colour, stripe);
+
+ vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(terrain_index))).rgb;
vec3 mixed_colour = mix(terrain_colour, province_colour.rgb, province_colour.a);
- uint index = uvec2_to_uint(province_data.rg);
- float mix_val = 0.1 * (float(index == hover_index) + float(index == selected_index));
+
+ float mix_val = 0.1 * (float(province_index == hover_index) + float(province_index == selected_index));
return mix(mixed_colour, highlight_colour, mix_val);
}
@@ -32,15 +45,17 @@ vec3 mix_terrain_colour(vec2 uv) {
vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5)));
vec2 half_pixel_size = 0.49 / map_size;
- vec2 terrain_uv = uv;
- terrain_uv.x *= map_size.x / map_size.y;
- terrain_uv *= terrain_tile_factor;
+ // UV coords adjusted to remove squashing caused by normalisation relative to map dimensions.
+ vec2 unscaled_uv = vec2(uv.x * map_size.x / map_size.y, uv.y);
+
+ vec2 terrain_uv = unscaled_uv * terrain_tile_factor;
+ vec2 stripe_uv = unscaled_uv * stripe_tile_factor;
return mix(
- mix(get_terrain_colour(uv, vec2(-1, -1), half_pixel_size, terrain_uv),
- get_terrain_colour(uv, vec2(+1, -1), half_pixel_size, terrain_uv), pixel_offset.x),
- mix(get_terrain_colour(uv, vec2(-1, +1), half_pixel_size, terrain_uv),
- get_terrain_colour(uv, vec2(+1, +1), half_pixel_size, terrain_uv), pixel_offset.x),
+ mix(get_terrain_colour(uv, vec2(-1, -1), half_pixel_size, terrain_uv, stripe_uv),
+ get_terrain_colour(uv, vec2(+1, -1), half_pixel_size, terrain_uv, stripe_uv), pixel_offset.x),
+ mix(get_terrain_colour(uv, vec2(-1, +1), half_pixel_size, terrain_uv, stripe_uv),
+ get_terrain_colour(uv, vec2(+1, +1), half_pixel_size, terrain_uv, stripe_uv), pixel_offset.x),
pixel_offset.y);
}
diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd
index fd91e31..1af606c 100644
--- a/game/src/Game/GlobalClass/ShaderManager.gd
+++ b/game/src/Game/GlobalClass/ShaderManager.gd
@@ -8,6 +8,8 @@ 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"
func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error:
# Shader Material
@@ -46,4 +48,11 @@ func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error:
return FAILED
shader_material.set_shader_parameter(param_terrain_tex, terrain_texture)
+ # Stripe texture
+ var stripe_texture := AssetManager.get_texture(&"map/terrain/stripes.dds")
+ if stripe_texture == null:
+ push_error("Failed to get stripe texture!")
+ return FAILED
+ shader_material.set_shader_parameter(param_stripe_tex, stripe_texture)
+
return OK