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-rw-r--r--game/src/Game/Autoload/Events/ShaderManager.gd48
1 files changed, 48 insertions, 0 deletions
diff --git a/game/src/Game/Autoload/Events/ShaderManager.gd b/game/src/Game/Autoload/Events/ShaderManager.gd
new file mode 100644
index 0000000..a503c52
--- /dev/null
+++ b/game/src/Game/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