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Diffstat (limited to 'game/src/Game/GlobalClass/ShaderManager.gd')
-rw-r--r--game/src/Game/GlobalClass/ShaderManager.gd37
1 files changed, 27 insertions, 10 deletions
diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd
index 1af606c..ace3c3a 100644
--- a/game/src/Game/GlobalClass/ShaderManager.gd
+++ b/game/src/Game/GlobalClass/ShaderManager.gd
@@ -10,6 +10,16 @@ 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
@@ -21,38 +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)
# Stripe texture
- var stripe_texture := AssetManager.get_texture(&"map/terrain/stripes.dds")
- if stripe_texture == null:
- push_error("Failed to get stripe texture!")
- return FAILED
- shader_material.set_shader_parameter(param_stripe_tex, stripe_texture)
+ if _set_shader_texture(shader_material, &"map/terrain/stripes.dds", param_stripe_tex) != OK:
+ ret = FAILED
- return OK
+ # 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