diff options
Diffstat (limited to 'game/src/Game/GlobalClass/ShaderManager.gd')
-rw-r--r-- | game/src/Game/GlobalClass/ShaderManager.gd | 36 |
1 files changed, 31 insertions, 5 deletions
diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd index fd91e31..ace3c3a 100644 --- a/game/src/Game/GlobalClass/ShaderManager.gd +++ b/game/src/Game/GlobalClass/ShaderManager.gd @@ -8,6 +8,18 @@ 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" +const param_stripe_tex : StringName = &"stripe_tex" +const param_stripe_tile_factor : StringName = &"stripe_tile_factor" +const param_colormap_land_tex : StringName = &"colormap_land_tex" +const param_colormap_water_tex : StringName = &"colormap_water_tex" + +func _set_shader_texture(shader_material : ShaderMaterial, texture_path : StringName, texture_param : StringName) -> Error: + var texture := AssetManager.get_texture(texture_path) + if texture == null: + push_error("Failed to get texture: ", texture_path) + return FAILED + shader_material.set_shader_parameter(texture_param, texture) + return OK func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: # Shader Material @@ -19,31 +31,45 @@ func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: return FAILED var shader_material : ShaderMaterial = material + var ret : Error = OK + # 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 + ret = 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 + ret = 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 + ret = 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 + ret = FAILED shader_material.set_shader_parameter(param_terrain_tex, terrain_texture) - return OK + # Stripe texture + if _set_shader_texture(shader_material, &"map/terrain/stripes.dds", param_stripe_tex) != OK: + ret = FAILED + + # Land colormap + if _set_shader_texture(shader_material, &"map/terrain/colormap.dds", param_colormap_land_tex) != OK: + ret = FAILED + # Water colormap + if _set_shader_texture(shader_material, &"map/terrain/colormap_water.dds", param_colormap_water_tex) != OK: + ret = FAILED + + return ret |