diff options
Diffstat (limited to 'game/src/Game/Model/XACLoader.gd')
-rw-r--r-- | game/src/Game/Model/XACLoader.gd | 89 |
1 files changed, 69 insertions, 20 deletions
diff --git a/game/src/Game/Model/XACLoader.gd b/game/src/Game/Model/XACLoader.gd index 330384b..b003296 100644 --- a/game/src/Game/Model/XACLoader.gd +++ b/game/src/Game/Model/XACLoader.gd @@ -1,12 +1,20 @@ class_name XACLoader -static var shader : ShaderMaterial = preload("res://src/Game/Model/unit_colours_mat.tres") +static var unit_shader : ShaderMaterial = preload("res://src/Game/Model/unit_colours_mat.tres") const MAX_UNIT_TEXTURES : int = 32 # max number of textures supported by the shader -static var added_textures_spec : PackedStringArray -static var added_textures_diffuse : PackedStringArray +static var added_unit_textures_spec : PackedStringArray +static var added_unit_textures_diffuse : PackedStringArray static var flag_shader : ShaderMaterial = preload("res://src/Game/Model/flag_mat.tres") +static var scrolling_shader : ShaderMaterial = preload("res://src/Game/Model/scrolling_mat.tres") +const MAX_SCROLLING_TEXTURES : int = 32 # max number of textures supported by the shader +static var added_scrolling_textures_diffuse : PackedStringArray +const SCROLLING_MATERIAL_FACTORS : Dictionary = { + "TexAnim" : 2.5, # Tank tracks + "Smoke" : 0.3 # Buildings, factories, steam ships, sieges +} + static func setup_flag_shader() -> void: flag_shader.set_shader_parameter(&"flag_dims", GameSingleton.get_flag_dims()) flag_shader.set_shader_parameter(&"texture_flag_sheet_diffuse", GameSingleton.get_flag_sheet_texture()) @@ -266,6 +274,9 @@ static func _load_xac_model(source_file : String, is_unit : bool) -> Node3D: if materials[submesh.materialId].diffuse_index != -1: meshInstance.set_instance_shader_parameter(&"tex_index_diffuse", materials[submesh.materialId].diffuse_index) + if materials[submesh.materialId].scroll_index != -1: + meshInstance.set_instance_shader_parameter(&"scroll_tex_index_diffuse", materials[submesh.materialId].scroll_index) + return node # Information needed to set up a material @@ -273,14 +284,14 @@ static func _load_xac_model(source_file : String, is_unit : bool) -> Node3D: class MaterialDefinition: var spec_index : int = -1 var diffuse_index : int = -1 - var normal_index : int = -1 + var scroll_index : int = -1 var mat : Material - func _init(mat : Material, diffuse_ind : int = -1, spec_ind : int = -1, normal_ind : int = -1) -> void: + func _init(mat : Material, diffuse_ind : int = -1, spec_ind : int = -1, scroll_ind : int = -1) -> void: self.mat = mat self.diffuse_index = diffuse_ind self.spec_index = spec_ind - self.normal_index = normal_ind + self.scroll_index = scroll_ind static func make_materials(materialDefinitionChunks : Array[MaterialDefinitionChunk]) -> Array[MaterialDefinition]: const TEXTURES_PATH : String = "gfx/anims/%s.dds" @@ -328,41 +339,45 @@ static func make_materials(materialDefinitionChunks : Array[MaterialDefinitionCh if normal_name: push_error("Normal texture present in unit colours material: ", normal_name) - var textures_index_spec : int = added_textures_spec.find(specular_name) + var textures_index_spec : int = added_unit_textures_spec.find(specular_name) if textures_index_spec < 0: var unit_colours_mask_texture : ImageTexture = AssetManager.get_texture(TEXTURES_PATH % specular_name) if unit_colours_mask_texture: - added_textures_spec.push_back(specular_name) + added_unit_textures_spec.push_back(specular_name) # Should we still attempt to add the texture to the shader? - if len(added_textures_spec) >= MAX_UNIT_TEXTURES: + if len(added_unit_textures_spec) >= MAX_UNIT_TEXTURES: push_error("Colour masks have exceeded max number of textures supported by unit shader!") - var colour_masks : Array = shader.get_shader_parameter(&"texture_nation_colors_mask") + const param_texture_nation_colors_mask : StringName = &"texture_nation_colors_mask" + + var colour_masks : Array = unit_shader.get_shader_parameter(param_texture_nation_colors_mask) colour_masks.push_back(unit_colours_mask_texture) textures_index_spec = len(colour_masks) - 1 - shader.set_shader_parameter(&"texture_nation_colors_mask", colour_masks) + unit_shader.set_shader_parameter(param_texture_nation_colors_mask, colour_masks) else: push_error("Failed to load specular texture: ", specular_name) - var textures_index_diffuse : int = added_textures_diffuse.find(diffuse_name) + var textures_index_diffuse : int = added_unit_textures_diffuse.find(diffuse_name) if textures_index_diffuse < 0: var diffuse_texture : ImageTexture = AssetManager.get_texture(TEXTURES_PATH % diffuse_name) if diffuse_texture: - added_textures_diffuse.push_back(diffuse_name) + added_unit_textures_diffuse.push_back(diffuse_name) # Should we still attempt to add the texture to the shader? - if len(added_textures_diffuse) >= MAX_UNIT_TEXTURES: - push_error("Albedos have exceeded max number of textures supported by unit shader!") + if len(added_unit_textures_diffuse) >= MAX_UNIT_TEXTURES: + push_error("Diffuse textures have exceeded max number supported by unit shader!") - var albedoes : Array = shader.get_shader_parameter(&"texture_albedo") - albedoes.push_back(diffuse_texture) - textures_index_diffuse = len(albedoes) - 1 - shader.set_shader_parameter(&"texture_albedo", albedoes) + const param_texture_diffuse : StringName = &"texture_diffuse" + + var diffuse_textures : Array = unit_shader.get_shader_parameter(param_texture_diffuse) + diffuse_textures.push_back(diffuse_texture) + textures_index_diffuse = len(diffuse_textures) - 1 + unit_shader.set_shader_parameter(param_texture_diffuse, diffuse_textures) else: push_error("Failed to load diffuse texture: ", diffuse_name) - materials.push_back(MaterialDefinition.new(shader, textures_index_diffuse, textures_index_spec)) + materials.push_back(MaterialDefinition.new(unit_shader, textures_index_diffuse, textures_index_spec)) # Flag (diffuse is unionjacksquare which is ignored) elif normal_name and not diffuse_name: @@ -377,6 +392,40 @@ static func make_materials(materialDefinitionChunks : Array[MaterialDefinitionCh materials.push_back(MaterialDefinition.new(flag_shader)) + # Scrolling texture + elif diffuse_name and matdef.name in SCROLLING_MATERIAL_FACTORS: + if specular_name: + push_error("Specular texture present in scrolling material: ", specular_name) + if normal_name: + push_error("Normal texture present in scrolling material: ", normal_name) + + var scroll_textures_index_diffuse : int = added_scrolling_textures_diffuse.find(diffuse_name) + if scroll_textures_index_diffuse < 0: + var diffuse_texture : ImageTexture = AssetManager.get_texture(TEXTURES_PATH % diffuse_name) + if diffuse_texture: + added_scrolling_textures_diffuse.push_back(diffuse_name) + + # Should we still attempt to add the texture to the shader? + if len(added_scrolling_textures_diffuse) >= MAX_SCROLLING_TEXTURES: + push_error("Diffuse textures have exceeded max number supported by scrolling shader!") + + const param_scroll_texture_diffuse : StringName = &"scroll_texture_diffuse" + + var scroll_diffuse_textures : Array = scrolling_shader.get_shader_parameter(param_scroll_texture_diffuse) + scroll_diffuse_textures.push_back(diffuse_texture) + scroll_textures_index_diffuse = len(scroll_diffuse_textures) - 1 + scrolling_shader.set_shader_parameter(param_scroll_texture_diffuse, scroll_diffuse_textures) + + const param_scroll_factor : StringName = &"scroll_factor" + + var scroll_factors : Array = scrolling_shader.get_shader_parameter(param_scroll_factor) + scroll_factors.push_back(SCROLLING_MATERIAL_FACTORS[matdef.name]) + scrolling_shader.set_shader_parameter(param_scroll_factor, scroll_factors) + else: + push_error("Failed to load diffuse texture: ", diffuse_name) + + materials.push_back(MaterialDefinition.new(scrolling_shader, -1, -1, scroll_textures_index_diffuse)) + # Standard material else: if specular_name: |