diff options
Diffstat (limited to 'game/src/GameSession')
-rw-r--r-- | game/src/GameSession/GameSession.tscn | 2 | ||||
-rw-r--r-- | game/src/GameSession/MapControlPanel.gd | 4 | ||||
-rw-r--r-- | game/src/GameSession/MapControlPanel.tscn | 4 | ||||
-rw-r--r-- | game/src/GameSession/MapView.gd | 15 | ||||
-rw-r--r-- | game/src/GameSession/MapView.tscn | 6 | ||||
-rw-r--r-- | game/src/GameSession/Minimap.gd | 10 | ||||
-rw-r--r-- | game/src/GameSession/Minimap.gdshader | 13 | ||||
-rw-r--r-- | game/src/GameSession/ProvinceOverviewPanel.gd | 4 | ||||
-rw-r--r-- | game/src/GameSession/TerrainMap.gdshader | 19 |
9 files changed, 53 insertions, 24 deletions
diff --git a/game/src/GameSession/GameSession.tscn b/game/src/GameSession/GameSession.tscn index 98b43dd..70f0583 100644 --- a/game/src/GameSession/GameSession.tscn +++ b/game/src/GameSession/GameSession.tscn @@ -66,6 +66,7 @@ offset_right = 0.0 grow_horizontal = 0 [connection signal="map_view_camera_changed" from="MapView" to="MapControlPanel" method="_on_map_view_camera_changed"] +[connection signal="province_selected" from="MapView" to="MapControlPanel" method="_on_province_selected"] [connection signal="province_selected" from="MapView" to="ProvinceOverviewPanel" method="_on_province_selected"] [connection signal="options_button_pressed" from="GameSessionMenu" to="OptionsMenu" method="show"] [connection signal="game_session_menu_button_pressed" from="MapControlPanel" to="." method="_on_game_session_menu_button_pressed"] @@ -74,5 +75,6 @@ grow_horizontal = 0 [connection signal="mouse_exited" from="MapControlPanel" to="MapView" method="_on_mouse_entered_viewport"] [connection signal="zoom_in_button_pressed" from="MapControlPanel" to="MapView" method="zoom_in"] [connection signal="zoom_out_button_pressed" from="MapControlPanel" to="MapView" method="zoom_out"] +[connection signal="province_deselected" from="ProvinceOverviewPanel" to="MapView" method="_deselect_province"] [connection signal="back_button_pressed" from="OptionsMenu" to="MapView" method="enable_processing"] [connection signal="back_button_pressed" from="OptionsMenu" to="OptionsMenu" method="hide"] diff --git a/game/src/GameSession/MapControlPanel.gd b/game/src/GameSession/MapControlPanel.gd index 508f692..e9249b3 100644 --- a/game/src/GameSession/MapControlPanel.gd +++ b/game/src/GameSession/MapControlPanel.gd @@ -3,6 +3,7 @@ extends PanelContainer signal game_session_menu_button_pressed signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) signal minimap_clicked(pos_clicked : Vector2) +signal province_selcted(index : int) signal zoom_in_button_pressed signal zoom_out_button_pressed @@ -47,6 +48,9 @@ func _on_map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_ri func _on_minimap_clicked(pos_clicked : Vector2) -> void: minimap_clicked.emit(pos_clicked) +func _on_province_selected(index : int) -> void: + province_selcted.emit(index) + # REQUIREMENTS: # * UIFUN-269 func _on_zoom_in_button_pressed() -> void: diff --git a/game/src/GameSession/MapControlPanel.tscn b/game/src/GameSession/MapControlPanel.tscn index ae4c3dc..82b9c86 100644 --- a/game/src/GameSession/MapControlPanel.tscn +++ b/game/src/GameSession/MapControlPanel.tscn @@ -7,6 +7,7 @@ [sub_resource type="ShaderMaterial" id="ShaderMaterial_bhuqb"] shader = ExtResource("2_rinsg") shader_parameter/province_shape_subdivisions = null +shader_parameter/selected_index = null [sub_resource type="InputEventAction" id="InputEventAction_5nck3"] action = &"ui_cancel" @@ -56,7 +57,7 @@ color = Color(0.921569, 0.835294, 0.701961, 1) [node name="ViewportQuad" type="Control" parent="MapPanelMargin/MapPanelList/MapDisplayList/Minimap" node_paths=PackedStringArray("_minimap_texture")] layout_mode = 2 -mouse_filter = 2 +mouse_filter = 1 script = ExtResource("3_s4dml") _minimap_texture = NodePath("../MinimapTexture") @@ -100,6 +101,7 @@ mouse_filter = 1 text = "-" [connection signal="map_view_camera_changed" from="." to="MapPanelMargin/MapPanelList/MapDisplayList/Minimap/ViewportQuad" method="_on_map_view_camera_changed"] +[connection signal="province_selcted" from="." to="MapPanelMargin/MapPanelList/MapDisplayList/Minimap/ViewportQuad" method="_on_province_selected"] [connection signal="minimap_clicked" from="MapPanelMargin/MapPanelList/MapDisplayList/Minimap/ViewportQuad" to="." method="_on_minimap_clicked"] [connection signal="pressed" from="MapPanelMargin/MapPanelList/AuxiliaryPanel/GameSessionMenuButton" to="." method="_on_game_session_menu_button_pressed"] [connection signal="pressed" from="MapPanelMargin/MapPanelList/AuxiliaryPanel/ZoomButtonsContainer/ZoomInButton" to="." method="_on_zoom_in_button_pressed"] diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd index 340083f..e2c8519 100644 --- a/game/src/GameSession/MapView.gd +++ b/game/src/GameSession/MapView.gd @@ -71,7 +71,8 @@ func _ready(): # Set map mesh size and get bounds _map_mesh.aspect_ratio = GameSingleton.get_aspect_ratio() - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor, float(GameSingleton.get_height()) / 64.0) + _map_shader_material.set_shader_parameter(Events.ShaderManager.param_terrain_tile_factor, + float(GameSingleton.get_height()) / 128.0) var map_mesh_aabb := _map_mesh.get_core_aabb() * _map_mesh_instance.transform _map_mesh_corner = Vector2( min(map_mesh_aabb.position.x, map_mesh_aabb.end.x), @@ -111,15 +112,20 @@ func zoom_in() -> void: func zoom_out() -> void: _zoom_target += _zoom_target_step +func _select_province(index : int) -> void: + _map_shader_material.set_shader_parameter(Events.ShaderManager.param_selected_index, index) + province_selected.emit(index) + +func _deselect_province() -> void: + _select_province(0) + # REQUIREMENTS # * SS-31 func _unhandled_input(event : InputEvent): if _mouse_over_viewport and event.is_action_pressed(_action_click): # Check if the mouse is outside of bounds if _map_mesh.is_valid_uv_coord(_mouse_pos_map): - var selected_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map) - _map_shader_material.set_shader_parameter(Events.ShaderManager.param_selected_index, selected_index) - province_selected.emit(selected_index) + _select_province(GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)) else: print("Clicked outside the map!") elif event.is_action_pressed(_action_drag): @@ -222,6 +228,7 @@ func _on_mouse_entered_viewport(): func _on_mouse_exited_viewport(): _mouse_over_viewport = false + _map_shader_material.set_shader_parameter(Events.ShaderManager.param_hover_index, 0) func _on_minimap_clicked(pos_clicked : Vector2): pos_clicked *= _map_mesh_dims diff --git a/game/src/GameSession/MapView.tscn b/game/src/GameSession/MapView.tscn index efbad4e..fa6ffcd 100644 --- a/game/src/GameSession/MapView.tscn +++ b/game/src/GameSession/MapView.tscn @@ -1,17 +1,15 @@ -[gd_scene load_steps=6 format=3 uid="uid://dkehmdnuxih2r"] +[gd_scene load_steps=5 format=3 uid="uid://dkehmdnuxih2r"] [ext_resource type="Script" path="res://src/GameSession/MapView.gd" id="1_exccw"] [ext_resource type="Shader" path="res://src/GameSession/TerrainMap.gdshader" id="1_upocn"] -[ext_resource type="Texture2D" uid="uid://ckf222w5usrsu" path="res://art/terrain/farmlands.png" id="3_47mq1"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_tayeg"] render_priority = 0 shader = ExtResource("1_upocn") -shader_parameter/province_index_subdivisions = null +shader_parameter/province_shape_subdivisions = null shader_parameter/hover_index = null shader_parameter/selected_index = null shader_parameter/terrain_tile_factor = null -shader_parameter/farmlands_tex = ExtResource("3_47mq1") [sub_resource type="MapMesh" id="MapMesh_3gtsd"] diff --git a/game/src/GameSession/Minimap.gd b/game/src/GameSession/Minimap.gd index 05c662b..f5d972a 100644 --- a/game/src/GameSession/Minimap.gd +++ b/game/src/GameSession/Minimap.gd @@ -5,13 +5,21 @@ signal minimap_clicked(pos_clicked : Vector2) const _action_click : StringName = &"map_click" @export var _minimap_texture : Control +var _minimap_shader : ShaderMaterial var _viewport_points : PackedVector2Array func _ready(): _minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_aspect_ratio(), 1.0) * 150 - if Events.ShaderManager.set_up_shader(_minimap_texture.get_material(), false) != OK: + var minimap_material := _minimap_texture.get_material() + if Events.ShaderManager.set_up_shader(minimap_material, false) != OK: push_error("Failed to set up minimap shader") + else: + _minimap_shader = minimap_material + +func _on_province_selected(index : int) -> void: + if _minimap_shader != null: + _minimap_shader.set_shader_parameter(Events.ShaderManager.param_selected_index, index) # REQUIREMENTS # * SS-80 diff --git a/game/src/GameSession/Minimap.gdshader b/game/src/GameSession/Minimap.gdshader index 9afd470..8b68108 100644 --- a/game/src/GameSession/Minimap.gdshader +++ b/game/src/GameSession/Minimap.gdshader @@ -2,6 +2,17 @@ shader_type canvas_item; #include "ProvinceIndexSampler.gdshaderinc" +// Index of the currently selected province +uniform uint selected_index; + +const vec3 land_colour = vec3(0.5); +const vec3 selected_colour = vec3(1.0, 1.0, 0.0); + void fragment() { - COLOR.rgb = mix(COLOR.rgb, vec3(0.5), float(read_uvec3(UV).b != 0u)); + uvec3 data = read_uvec3(UV); + uint index = uvec2_to_uint(data.rg); + float is_land = float(data.b != 0u); + float is_selected = float(index == selected_index); + COLOR.rgb = mix(COLOR.rgb, land_colour, is_land); + COLOR.rgb = mix(COLOR.rgb, selected_colour, is_selected); } diff --git a/game/src/GameSession/ProvinceOverviewPanel.gd b/game/src/GameSession/ProvinceOverviewPanel.gd index 17da9d0..5a914f7 100644 --- a/game/src/GameSession/ProvinceOverviewPanel.gd +++ b/game/src/GameSession/ProvinceOverviewPanel.gd @@ -1,5 +1,7 @@ extends PanelContainer +signal province_deselected + @export var _province_name_label : Label @export var _region_name_label : Label @export var _life_rating_bar : ProgressBar @@ -92,4 +94,4 @@ func _on_province_selected(index : int) -> void: _selected_index = index func _on_close_button_pressed() -> void: - _selected_index = 0 + province_deselected.emit() diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader index 05928f3..cab757b 100644 --- a/game/src/GameSession/TerrainMap.gdshader +++ b/game/src/GameSession/TerrainMap.gdshader @@ -10,27 +10,22 @@ uniform sampler2D province_colour_tex: source_color, repeat_enable, filter_neare uniform uint hover_index; // Index of the currently selected province uniform uint selected_index; -// Cosmetic farmlands terrain texture -uniform sampler2D farmlands_tex: source_color, repeat_enable, filter_linear; +// Cosmetic terrain textures +uniform sampler2DArray terrain_tex: source_color, repeat_enable, filter_linear; // The number of times the terrain textures should tile vertically uniform float terrain_tile_factor; -const vec3 water_colour = vec3(0, 0, 1); - vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) { uvec3 province_data = read_uvec3(fma(corner, half_pixel_size, uv)); + vec4 province_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); + vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(province_data.b))).rgb; uint index = uvec2_to_uint(province_data.rg); - float is_land = float(province_data.b != 0u); - vec3 province_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0).rgb; - vec3 farmlands_colour = texture(farmlands_tex, terrain_uv).rgb; - vec3 terrain_colour = mix(water_colour, farmlands_colour, is_land); - float mix_val = 0.4 + float(index == hover_index) * 0.2 + float(index == selected_index) * 0.2; - vec3 mixed_colour = mix(terrain_colour, province_colour, mix_val); - return mixed_colour; + float mix_val = province_colour.a + float(index == hover_index) * 0.2 + float(index == selected_index) * 0.2; + return mix(terrain_colour, province_colour.rgb, mix_val); } vec3 mix_terrain_colour(vec2 uv) { - vec2 map_size = vec2(textureSize(province_shape_tex, 0).xy); + vec2 map_size = vec2(textureSize(province_shape_tex, 0).xy) * province_shape_subdivisions; vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5))); vec2 half_pixel_size = 0.49 / map_size; |