diff options
Diffstat (limited to 'game/src/Game/GameSession/TerrainMap.gdshader')
-rw-r--r-- | game/src/Game/GameSession/TerrainMap.gdshader | 119 |
1 files changed, 80 insertions, 39 deletions
diff --git a/game/src/Game/GameSession/TerrainMap.gdshader b/game/src/Game/GameSession/TerrainMap.gdshader index 98f9efd..467e277 100644 --- a/game/src/Game/GameSession/TerrainMap.gdshader +++ b/game/src/Game/GameSession/TerrainMap.gdshader @@ -34,37 +34,87 @@ uniform sampler2D colormap_water_tex: repeat_enable, filter_linear; // Overlay map tint uniform sampler2D colormap_overlay_tex: repeat_enable, filter_linear; -struct terrain_args_t { - vec2 uv, half_pixel_size; // Components for calculating terrain sampling UV +struct corner_args_t { + vec2 uv, half_pixel_size; // Components for calculating a corner's sampling UV vec2 terrain_uv; // UV coordinates scaled for terrain texture tiling vec3 land_tint_colour, water_tint_colour; // Colours for tinting the terrain + float stripe_mask; // Weight for mixing base and stripe province colours +}; + +struct corner_ret_t { + vec3 terrain_colour; + vec4 province_colour; + float highlight_mix_val; }; // Calculate terrain colour at the specified corner of the current pixel -vec3 get_terrain_colour(const terrain_args_t terrain_args, const vec2 corner) { +corner_ret_t get_corner_colour(const corner_args_t corner_args, const vec2 corner) { + corner_ret_t ret; + + uvec3 province_data = read_uvec3(fma(corner, corner_args.half_pixel_size, corner_args.uv)); + // Find the terrain index at the specified corner of the current pixel - uint terrain_index = read_uvec3(fma(corner, terrain_args.half_pixel_size, terrain_args.uv)).z; + uint terrain_index = province_data.z; // Get the tinted land colour at the current position - vec3 land_colour = texture(terrain_tex, vec3(terrain_args.terrain_uv, float(terrain_index))).rgb; - land_colour = mix(land_colour, terrain_args.land_tint_colour, 0.3); + vec3 land_colour = texture(terrain_tex, vec3(corner_args.terrain_uv, float(terrain_index))).rgb; + land_colour = mix(land_colour, corner_args.land_tint_colour, 0.3); // TODO - proper water texture - vec3 water_colour = terrain_args.water_tint_colour; + vec3 water_colour = corner_args.water_tint_colour; // Select land or water colour based on the terrain index (0 is water, otherwise land) - vec3 terrain_colour = mix(land_colour, water_colour, float(terrain_index == 0u)); + ret.terrain_colour = mix(land_colour, water_colour, float(terrain_index == 0u)); + + uint province_index = uvec2_to_uint(province_data.xy); + + // Get base and stripe colours for province at the current position + province_data.x *= 2u; // Double "x coordinate" as colours come in (base, stripe) pairs + vec4 province_base_colour = texelFetch(province_colour_tex, ivec2(province_data.xy), 0); + + province_data.x += 1u; // Add 1 to "x coordinate" to move from base to strip colour + vec4 province_stripe_colour = texelFetch(province_colour_tex, ivec2(province_data.xy), 0); + + // Blend the base and stripe colours according to the current position's stripe mask value + ret.province_colour = mix(province_base_colour, province_stripe_colour, corner_args.stripe_mask); + + ret.province_colour = mix(ret.province_colour, vec4(corner_args.water_tint_colour, 0.0), float(terrain_index == 0u)); + + ret.highlight_mix_val = 0.4 * ( + float(province_index == hover_index) + float(province_index == selected_index) + ) * float(province_index != 0u); - return terrain_colour; + return ret; } // Blend together terrain colours from the four corners of the current pixel -vec3 mix_terrain_colour(const terrain_args_t terrain_args, const vec2 pixel_offset) { - return mix( - mix(get_terrain_colour(terrain_args, vec2(-1, -1)), get_terrain_colour(terrain_args, vec2(+1, -1)), pixel_offset.x), - mix(get_terrain_colour(terrain_args, vec2(-1, +1)), get_terrain_colour(terrain_args, vec2(+1, +1)), pixel_offset.x), +corner_ret_t mix_terrain_colour(const corner_args_t corner_args, const vec2 pixel_offset) { + corner_ret_t mm = get_corner_colour(corner_args, vec2(-1, -1)); + corner_ret_t pm = get_corner_colour(corner_args, vec2(+1, -1)); + corner_ret_t mp = get_corner_colour(corner_args, vec2(-1, +1)); + corner_ret_t pp = get_corner_colour(corner_args, vec2(+1, +1)); + + corner_ret_t ret; + + ret.terrain_colour = mix( + mix(mm.terrain_colour, pm.terrain_colour, pixel_offset.x), + mix(mp.terrain_colour, pp.terrain_colour, pixel_offset.x), + pixel_offset.y + ); + + ret.province_colour = mix( + mix(mm.province_colour, pm.province_colour, pixel_offset.x), + mix(mp.province_colour, pp.province_colour, pixel_offset.x), + pixel_offset.y + ); + + ret.highlight_mix_val = mix( + mix(mm.highlight_mix_val, pm.highlight_mix_val, pixel_offset.x), + mix(mp.highlight_mix_val, pp.highlight_mix_val, pixel_offset.x), pixel_offset.y ); + + return ret; } // Mix overlay and base colours, used for the parchment map @@ -84,41 +134,33 @@ vec3 get_map_colour(vec2 uv) { // Offset of uv_map_pixels from the top left corner of the current pixel vec2 pixel_offset = fract(uv_map_pixels); - terrain_args_t terrain_args; - terrain_args.uv = uv; - terrain_args.half_pixel_size = 0.49 / map_size; + corner_args_t corner_args; + corner_args.uv = uv; + corner_args.half_pixel_size = 0.49 / map_size; // Terrain texture tiling UV - terrain_args.terrain_uv = 0.5 - uv_map_pixels * terrain_tile_factor; + corner_args.terrain_uv = 0.5 - uv_map_pixels * terrain_tile_factor; + + vec2 stripe_uv = uv_map_pixels * stripe_tile_factor; + // Stripe mask value - between 0 (base) and 1 (stripe) + corner_args.stripe_mask = texture(stripe_tex, stripe_uv).b; vec2 colormap_uv = vec2(uv.x, 1.0 - uv.y); // Terrain tinting colours - terrain_args.land_tint_colour = texture(colormap_land_tex, colormap_uv).rgb; - terrain_args.water_tint_colour = texture(colormap_water_tex, colormap_uv).rgb; + corner_args.land_tint_colour = texture(colormap_land_tex, colormap_uv).rgb; + corner_args.water_tint_colour = texture(colormap_water_tex, colormap_uv).rgb; // Parchment tint colour vec3 overlay_tint_colour = texture(colormap_overlay_tex, colormap_uv).rgb; - // Blended terrain colour (average of four corners of current pixel) - vec3 terrain_colour = mix_terrain_colour(terrain_args, pixel_offset); + corner_ret_t colours = mix_terrain_colour(corner_args, pixel_offset); - vec2 stripe_uv = uv_map_pixels * stripe_tile_factor; - // Stripe mask value - between 0 (base) and 1 (stripe) - float stripe_mask = texture(stripe_tex, stripe_uv).b; + // Blended terrain colour (average of four corners of current pixel) + vec3 terrain_colour = colours.terrain_colour; vec2 overlay_uv = vec2(uv_map_pixels.x, map_size.y - uv_map_pixels.y) * overlay_tile_factor; // Parchment overlay colour vec3 overlay_colour = texture(overlay_tex, overlay_uv).rgb; - // Current province index as a pair of byte coordinates and as a combined 16 bit value - uvec2 province_data = read_uvec3(uv).xy; - uint province_index = uvec2_to_uint(province_data); - - // Get base and stripe colours for province at the current position - province_data.x *= 2u; // Double "x coordinate" as colours come in (base, stripe) pairs - vec4 province_base_colour = texelFetch(province_colour_tex, ivec2(province_data), 0); - province_data.x += 1u; // Add 1 to "x coordinate" to move from base to strip colour - vec4 province_stripe_colour = texelFetch(province_colour_tex, ivec2(province_data), 0); - // Blend the base and stripe colours according to the current position's stripe mask value - vec4 province_colour = mix(province_base_colour, province_stripe_colour, stripe_mask); + vec4 province_colour = colours.province_colour; // Darken the province colour province_colour.rgb -= 0.7; @@ -129,22 +171,21 @@ vec3 get_map_colour(vec2 uv) { // Near colour is either the terrain's luma component tinted with the province colour and brightened, // or the normal terrain colour vec3 near_province_colour = mix(vec3(terrain_luma), province_colour.rgb, 0.3) * 1.5; - vec3 near_colour = mix(near_province_colour, terrain_colour, float(province_colour.a == 0.0)); + vec3 near_colour = mix(terrain_colour, near_province_colour, province_colour.a); // Far colour is either the province colour mixed with the overlay texture, tinted with the overlay colormap and brightened, // or the normal terrain colour mixed with the overlay texture (primarily for water) vec3 far_province_colour = mix_overlay(overlay_colour, province_colour.rgb); far_province_colour = mix(overlay_tint_colour, far_province_colour, 0.3) * 1.5; vec3 far_terrain_colour = mix_overlay(overlay_colour, terrain_colour); - vec3 far_colour = mix(far_province_colour, far_terrain_colour, float(province_colour.a == 0.0)); + vec3 far_colour = mix(far_terrain_colour, far_province_colour, province_colour.a); // Blend the near (detailed terrain) and far (parchment) colours according to the parchment mix factor (0 for near, 1 for far) vec3 final_colour = mix(near_colour, far_colour, parchment_mix); // Significantly brighted the colour if it is hovered over and/or selected, but not if it has province index 0 (all invalid pixels) const vec3 highlight_colour = vec3(1.0); - float highlight_mix_val = 0.4 * (float(province_index == hover_index) + float(province_index == selected_index)) * float(province_index != 0u); - vec3 highlighted_colour = mix(final_colour, highlight_colour, highlight_mix_val); + vec3 highlighted_colour = mix(final_colour, highlight_colour, colours.highlight_mix_val); return highlighted_colour; } |