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-rw-r--r--game/src/Autoload/Events/ShaderManager.gd20
1 files changed, 14 insertions, 6 deletions
diff --git a/game/src/Autoload/Events/ShaderManager.gd b/game/src/Autoload/Events/ShaderManager.gd
index 96ed5b4..a503c52 100644
--- a/game/src/Autoload/Events/ShaderManager.gd
+++ b/game/src/Autoload/Events/ShaderManager.gd
@@ -1,13 +1,14 @@
extends RefCounted
-const param_province_shape : StringName = &"province_shape_tex"
+const param_province_shape_tex : StringName = &"province_shape_tex"
const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions"
-const param_province_colour : StringName = &"province_colour_tex"
+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_terrain_tex : StringName = &"terrain_tex"
const param_terrain_tile_factor : StringName = &"terrain_tile_factor"
-func set_up_shader(material : Material, add_colour_texture : bool) -> Error:
+func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error:
# Shader Material
if material == null:
push_error("material is null!")
@@ -22,19 +23,26 @@ func set_up_shader(material : Material, add_colour_texture : bool) -> Error:
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)
+ 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)
return FAILED
shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions))
- if add_colour_texture:
+ 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 image!")
return FAILED
- shader_material.set_shader_parameter(param_province_colour, map_province_colour_texture)
+ 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!")
+ return FAILED
+ shader_material.set_shader_parameter(param_terrain_tex, terrain_texture)
return OK