diff options
Diffstat (limited to 'game/src')
-rw-r--r-- | game/src/Autoload/Events.gd | 10 | ||||
-rw-r--r-- | game/src/Autoload/Events/ShaderManager.gd | 20 | ||||
-rw-r--r-- | game/src/GameSession/GameSession.tscn | 1 | ||||
-rw-r--r-- | game/src/GameSession/MapView.gd | 14 | ||||
-rw-r--r-- | game/src/GameSession/MapView.tscn | 6 | ||||
-rw-r--r-- | game/src/GameSession/ProvinceOverviewPanel.gd | 4 | ||||
-rw-r--r-- | game/src/GameSession/TerrainMap.gdshader | 19 |
7 files changed, 44 insertions, 30 deletions
diff --git a/game/src/Autoload/Events.gd b/game/src/Autoload/Events.gd index f94d338..47c3b88 100644 --- a/game/src/Autoload/Events.gd +++ b/game/src/Autoload/Events.gd @@ -8,7 +8,9 @@ var ShaderManager = preload("Events/ShaderManager.gd").new() const _province_identifier_file : String = "res://common/map/provinces.json" const _water_province_file : String = "res://common/map/water.json" const _region_file : String = "res://common/map/regions.json" -const _province_shape_file : String = "res://common/map/provinces.png" +const _terrain_file : String = "res://common/map/terrain.json" +const _province_image_file : String = "res://common/map/provinces.png" +const _terrain_image_file : String = "res://common/map/terrain.png" # REQUIREMENTS # * FS-333, FS-334, FS-335, FS-341 @@ -19,5 +21,7 @@ func _ready(): push_error("Failed to load water provinces") if GameSingleton.load_region_file(_region_file) != OK: push_error("Failed to load regions") - if GameSingleton.load_province_shape_file(_province_shape_file) != OK: - push_error("Failed to load province shapes") + if GameSingleton.load_terrain_file(_terrain_file) != OK: + push_error("Failed to load terrain variants") + if GameSingleton.load_map_images(_province_image_file, _terrain_image_file) != OK: + push_error("Failed to load map images") diff --git a/game/src/Autoload/Events/ShaderManager.gd b/game/src/Autoload/Events/ShaderManager.gd index 96ed5b4..a503c52 100644 --- a/game/src/Autoload/Events/ShaderManager.gd +++ b/game/src/Autoload/Events/ShaderManager.gd @@ -1,13 +1,14 @@ extends RefCounted -const param_province_shape : StringName = &"province_shape_tex" +const param_province_shape_tex : StringName = &"province_shape_tex" const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions" -const param_province_colour : StringName = &"province_colour_tex" +const param_province_colour_tex : StringName = &"province_colour_tex" 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" -func set_up_shader(material : Material, add_colour_texture : bool) -> Error: +func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: # Shader Material if material == null: push_error("material is null!") @@ -22,19 +23,26 @@ func set_up_shader(material : Material, add_colour_texture : bool) -> Error: if province_shape_texture == null: push_error("Failed to get province shape texture!") return FAILED - shader_material.set_shader_parameter(param_province_shape, province_shape_texture) + 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 shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions)) - if add_colour_texture: + 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 - shader_material.set_shader_parameter(param_province_colour, map_province_colour_texture) + 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 + shader_material.set_shader_parameter(param_terrain_tex, terrain_texture) return OK diff --git a/game/src/GameSession/GameSession.tscn b/game/src/GameSession/GameSession.tscn index 98b43dd..c146b3e 100644 --- a/game/src/GameSession/GameSession.tscn +++ b/game/src/GameSession/GameSession.tscn @@ -74,5 +74,6 @@ 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/MapView.gd b/game/src/GameSession/MapView.gd index 340083f..2e2c5e6 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): 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/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; |