diff options
Diffstat (limited to 'extension/src/openvic-extension/LoadGameOpenVic.cpp')
-rw-r--r-- | extension/src/openvic-extension/LoadGameOpenVic.cpp | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/extension/src/openvic-extension/LoadGameOpenVic.cpp b/extension/src/openvic-extension/LoadGameOpenVic.cpp new file mode 100644 index 0000000..87c66da --- /dev/null +++ b/extension/src/openvic-extension/LoadGameOpenVic.cpp @@ -0,0 +1,132 @@ +#include "GameSingleton.hpp" + +#include <godot_cpp/classes/file_access.hpp> +#include <godot_cpp/classes/json.hpp> +#include <godot_cpp/variant/utility_functions.hpp> + +#include "openvic-extension/Utilities.hpp" + +using namespace godot; +using namespace OpenVic; + +Error GameSingleton::_generate_terrain_texture_array() { + Error err = OK; + if (terrain_variants.size() == 0) { + UtilityFunctions::push_error("Failed to load terrain textures!"); + return FAILED; + } + // TerrainVariant count is limited by the data type representing it in the map image + if (terrain_variants.size() > TerrainVariant::MAX_TERRIN_VARIANT_COUNT) { + UtilityFunctions::push_error("Too many terrain textures - all after the first ", + static_cast<uint64_t>(TerrainVariant::MAX_TERRIN_VARIANT_COUNT), " will be ignored"); + err = FAILED; + } + + Array terrain_images; + for (size_t i = 0; i < terrain_variants.size() && i < TerrainVariant::MAX_TERRIN_VARIANT_COUNT; ++i) { + TerrainVariant const& var = *terrain_variants.get_item_by_index(i); + terrain_variant_map[var.get_colour()] = i; + terrain_images.append(var.get_image()); + } + + terrain_texture.instantiate(); + if (terrain_texture->create_from_images(terrain_images) != OK) { + UtilityFunctions::push_error("Failed to create terrain texture array!"); + return FAILED; + } + return err; +} + +Error GameSingleton::_load_map_images(String const& province_image_path, String const& terrain_image_path, bool flip_vertical) { + if (province_shape_texture.is_valid()) { + UtilityFunctions::push_error("Map images have already been loaded, cannot load: ", province_image_path, " and ", terrain_image_path); + return FAILED; + } + + // Load images + Ref<Image> province_image = load_godot_image(province_image_path); + if (province_image.is_null()) { + UtilityFunctions::push_error("Failed to load province image: ", province_image_path); + return FAILED; + } + Ref<Image> terrain_image = load_godot_image(terrain_image_path); + if (terrain_image.is_null()) { + UtilityFunctions::push_error("Failed to load terrain image: ", terrain_image_path); + return FAILED; + } + + if (flip_vertical) { + province_image->flip_y(); + terrain_image->flip_y(); + } + + // Validate dimensions and format + Error err = OK; + const Vector2i province_dims = province_image->get_size(), terrain_dims = terrain_image->get_size(); + if (province_dims.x < 1 || province_dims.y < 1) { + UtilityFunctions::push_error("Invalid dimensions (", province_dims.x, "x", province_dims.y, ") for province image: ", province_image_path); + err = FAILED; + } + if (province_dims != terrain_dims) { + UtilityFunctions::push_error("Invalid dimensions (", terrain_dims.x, "x", terrain_dims.y, ") for terrain image: ", + terrain_image_path, " (must match province image: (", province_dims.x, "x", province_dims.x, "))"); + err = FAILED; + } + static constexpr Image::Format expected_format = Image::FORMAT_RGB8; + if (province_image->get_format() == Image::FORMAT_RGBA8) province_image->convert(expected_format); + if (terrain_image->get_format() == Image::FORMAT_RGBA8) terrain_image->convert(expected_format); + if (province_image->get_format() != expected_format) { + UtilityFunctions::push_error("Invalid format (", province_image->get_format(), ", should be ", expected_format, ") for province image: ", province_image_path); + err = FAILED; + } + if (terrain_image->get_format() != expected_format) { + UtilityFunctions::push_error("Invalid format (", terrain_image->get_format(), ", should be ", expected_format, ") for terrain image: ", terrain_image_path); + err = FAILED; + } + if (err != OK) return err; + + // Generate interleaved province and terrain ID image + if (!game_manager.map.generate_province_shape_image(province_dims.x, province_dims.y, + province_image->get_data().ptr(), terrain_image->get_data().ptr(), terrain_variant_map, + false /* <-- whether to print detailed map errors or not (specific missing/unrecognised colours) */ + )) err = FAILED; + + static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF; + // For each dimension of the image, this finds the small number of equal subdivisions required get the individual texture dims under GPU_DIM_LIMIT + for (int i = 0; i < 2; ++i) + for (image_subdivisions[i] = 1; province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || + province_dims[i] % image_subdivisions[i] != 0; ++image_subdivisions[i]); + + Map::shape_pixel_t const* province_shape_data = game_manager.map.get_province_shape_image().data(); + const Vector2i divided_dims = province_dims / image_subdivisions; + Array province_shape_images; + province_shape_images.resize(image_subdivisions.x * image_subdivisions.y); + for (int32_t v = 0; v < image_subdivisions.y; ++v) { + for (int32_t u = 0; u < image_subdivisions.x; ++u) { + PackedByteArray index_data_array; + index_data_array.resize(divided_dims.x * divided_dims.y * sizeof(Map::shape_pixel_t)); + + for (int32_t y = 0; y < divided_dims.y; ++y) + memcpy(index_data_array.ptrw() + y * divided_dims.x * sizeof(Map::shape_pixel_t), + province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x, + divided_dims.x * sizeof(Map::shape_pixel_t)); + + const Ref<Image> province_shape_subimage = Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array); + if (province_shape_subimage.is_null()) { + UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")"); + err = FAILED; + } + province_shape_images[u + v * image_subdivisions.x] = province_shape_subimage; + } + } + + province_shape_texture.instantiate(); + if (province_shape_texture->create_from_images(province_shape_images) != OK) { + UtilityFunctions::push_error("Failed to create terrain texture array!"); + err = FAILED; + } + + if (_update_colour_image() != OK) err = FAILED; + + return err; +} |