diff options
Diffstat (limited to 'game/src/Autoload')
-rw-r--r-- | game/src/Autoload/Events.gd | 12 | ||||
-rw-r--r-- | game/src/Autoload/Events/GameDebug.gd (renamed from game/src/Autoload/GameDebug.gd) | 5 | ||||
-rw-r--r-- | game/src/Autoload/Events/ShaderManager.gd | 48 | ||||
-rw-r--r-- | game/src/Autoload/Resolution.gd | 2 |
4 files changed, 61 insertions, 6 deletions
diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd index 7540d3e..47c3b88 100644 --- a/game/src/Autoload/Events.gd +++ b/game/src/Autoload/Events.gd @@ -1,12 +1,16 @@ extends Node +var GameDebug = preload("Events/GameDebug.gd").new() var Options = preload("Events/Options.gd").new() var Localisation = preload("Events/Localisation.gd").new() +var ShaderManager = preload("Events/ShaderManager.gd").new() const _province_identifier_file : String = "res://common/map/provinces.json" const _water_province_file : String = "res://common/map/water.json" const _region_file : String = "res://common/map/regions.json" -const _province_shape_file : String = "res://common/map/provinces.png" +const _terrain_file : String = "res://common/map/terrain.json" +const _province_image_file : String = "res://common/map/provinces.png" +const _terrain_image_file : String = "res://common/map/terrain.png" # REQUIREMENTS # * FS-333, FS-334, FS-335, FS-341 @@ -17,5 +21,7 @@ func _ready(): push_error("Failed to load water provinces") if GameSingleton.load_region_file(_region_file) != OK: push_error("Failed to load regions") - if GameSingleton.load_province_shape_file(_province_shape_file) != OK: - push_error("Failed to load province shapes") + if GameSingleton.load_terrain_file(_terrain_file) != OK: + push_error("Failed to load terrain variants") + if GameSingleton.load_map_images(_province_image_file, _terrain_image_file) != OK: + push_error("Failed to load map images") diff --git a/game/src/Autoload/GameDebug.gd b/game/src/Autoload/Events/GameDebug.gd index 6f10bf5..4e8931f 100644 --- a/game/src/Autoload/GameDebug.gd +++ b/game/src/Autoload/Events/GameDebug.gd @@ -1,8 +1,8 @@ -extends Node +extends RefCounted # REQUIREMENTS: # * SS-56 -func _ready(): +func _init(): for engine_args in OS.get_cmdline_args(): match(engine_args): "--game-debug": @@ -15,6 +15,7 @@ func _ready(): func set_debug_mode(value : bool) -> void: ProjectSettings.set_setting("openvic2/debug/enabled", value) + print("Set debug mode to: ", value) func is_debug_mode() -> bool: return ProjectSettings.get_setting("openvic2/debug/enabled", false) diff --git a/game/src/Autoload/Events/ShaderManager.gd b/game/src/Autoload/Events/ShaderManager.gd new file mode 100644 index 0000000..a503c52 --- /dev/null +++ b/game/src/Autoload/Events/ShaderManager.gd @@ -0,0 +1,48 @@ +extends RefCounted + +const param_province_shape_tex : StringName = &"province_shape_tex" +const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions" +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_cosmetic_textures : 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_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_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_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 diff --git a/game/src/Autoload/Resolution.gd b/game/src/Autoload/Resolution.gd index e1e788b..35ecbb3 100644 --- a/game/src/Autoload/Resolution.gd +++ b/game/src/Autoload/Resolution.gd @@ -62,7 +62,7 @@ func get_resolution_display_name(resolution_value : Vector2i) -> StringName: func get_resolution_value_from_string(resolution_string : String) -> Vector2i: if not resolution_string.is_empty(): for resolution in _resolutions.values(): - if resolution_string == resolution.get(name) or resolution_string == resolution.display_name: + if resolution_string == resolution.name or resolution_string == resolution.display_name: return resolution.value var result := _regex.search(resolution_string) if result: return Vector2i(result.get_string(1).to_int(), result.get_string(2).to_int()) |