diff options
Diffstat (limited to 'game/src/Autoload/Events/ShaderManager.gd')
-rw-r--r-- | game/src/Autoload/Events/ShaderManager.gd | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/game/src/Autoload/Events/ShaderManager.gd b/game/src/Autoload/Events/ShaderManager.gd new file mode 100644 index 0000000..96ed5b4 --- /dev/null +++ b/game/src/Autoload/Events/ShaderManager.gd @@ -0,0 +1,40 @@ +extends RefCounted + +const param_province_shape : StringName = &"province_shape_tex" +const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions" +const param_province_colour : StringName = &"province_colour_tex" +const param_hover_index : StringName = &"hover_index" +const param_selected_index : StringName = &"selected_index" +const param_terrain_tile_factor : StringName = &"terrain_tile_factor" + +func set_up_shader(material : Material, add_colour_texture : bool) -> Error: + # Shader Material + if material == null: + push_error("material is null!") + return FAILED + if not material is ShaderMaterial: + push_error("Invalid map mesh material class: ", material.get_class()) + return FAILED + var shader_material : ShaderMaterial = material + + # 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!") + return FAILED + shader_material.set_shader_parameter(param_province_shape, 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) + return FAILED + shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions)) + + if add_colour_texture: + # 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 image!") + return FAILED + shader_material.set_shader_parameter(param_province_colour, map_province_colour_texture) + + return OK |