diff options
Diffstat (limited to 'game')
-rw-r--r-- | game/project.godot | 4 | ||||
-rw-r--r-- | game/src/Game/GameSession/MapText.gd | 50 | ||||
-rw-r--r-- | game/src/Game/GameSession/MapView.gd | 64 | ||||
-rw-r--r-- | game/src/Game/GameSession/MapView.tscn | 12 | ||||
-rw-r--r-- | game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd | 574 | ||||
-rw-r--r-- | game/src/Game/GameSession/ProvinceOverviewPanel.gd | 9 | ||||
-rw-r--r-- | game/src/Game/GameSession/TerrainMap.gdshader | 119 |
7 files changed, 776 insertions, 56 deletions
diff --git a/game/project.godot b/game/project.godot index 9d005b0..ac627a3 100644 --- a/game/project.godot +++ b/game/project.godot @@ -58,6 +58,10 @@ window/per_pixel_transparency/allowed=true enabled=PackedStringArray("res://addons/keychain/plugin.cfg", "res://addons/openvic-plugin/plugin.cfg") +[filesystem] + +import/blender/enabled=false + [gui] theme/custom="res://assets/graphics/theme/default_theme.tres" diff --git a/game/src/Game/GameSession/MapText.gd b/game/src/Game/GameSession/MapText.gd new file mode 100644 index 0000000..22eba10 --- /dev/null +++ b/game/src/Game/GameSession/MapText.gd @@ -0,0 +1,50 @@ +class_name MapText +extends Node3D + +@export var _map_view : MapView + +var _province_name_font : Font + +const _province_name_scale : float = 1.0 / 48.0 + +func _ready() -> void: + _province_name_font = AssetManager.get_font(&"mapfont_56") + +func _clear_children() -> void: + var child_count : int = get_child_count() + while child_count > 0: + child_count -= 1 + remove_child(get_child(child_count)) + +func generate_map_names() -> void: + _clear_children() + + for dict : Dictionary in GameSingleton.get_province_names(): + _add_province_name(dict) + +func _add_province_name(dict : Dictionary) -> void: + const identifier_key : StringName = &"identifier" + const position_key : StringName = &"position" + const rotation_key : StringName = &"rotation" + const scale_key : StringName = &"scale" + + var label : Label3D = Label3D.new() + + label.set_draw_flag(Label3D.FLAG_DOUBLE_SIDED, false) + label.set_modulate(Color.BLACK) + label.set_outline_size(0) + label.set_font(_province_name_font) + label.set_vertical_alignment(VERTICAL_ALIGNMENT_BOTTOM) + + var identifier : String = dict[identifier_key] + label.set_name(identifier) + label.set_text(GUINode.format_province_name(identifier)) + + label.set_position(_map_view._map_to_world_coords(dict[position_key]) + Vector3(0, 0.001, 0)) + + label.rotate_x(-PI / 2) + label.rotate_y(dict.get(rotation_key, 0.0)) + + label.scale *= dict.get(scale_key, 1.0) * _province_name_scale + + add_child(label) diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd index f522bcb..2ab7c34 100644 --- a/game/src/Game/GameSession/MapView.gd +++ b/game/src/Game/GameSession/MapView.gd @@ -1,6 +1,9 @@ +class_name MapView extends Node3D signal map_view_camera_changed(near_left : Vector2, far_left : Vector2, far_right : Vector2, near_right : Vector2) +signal parchment_view_changed(is_parchment_view : bool) +signal detailed_view_changed(is_detailed_view : bool) const _action_north : StringName = &"map_north" const _action_east : StringName = &"map_east" @@ -22,9 +25,9 @@ var _drag_active : bool = false var _mouse_over_viewport : bool = true var _window_in_focus : bool = true -@export var _zoom_target_min : float = 0.15 +@export var _zoom_target_min : float = 0.10 @export var _zoom_target_max : float = 5.0 -@export var _zoom_target_step : float = (_zoom_target_max - _zoom_target_min) / 64.0 +@export var _zoom_target_step : float = (_zoom_target_max - _zoom_target_min) / 40.0 @export var _zoom_epsilon : float = _zoom_target_step * 0.005 @export var _zoom_speed : float = 5.0 # _zoom_target's starting value is ignored as it is updated to the camera's height by _ready, @@ -35,8 +38,13 @@ var _zoom_target : float = _zoom_target_max: const _zoom_position_multiplier = 3.14159 # Horizontal movement coefficient during zoom var _zoom_position : Vector2 -# Display the detailed terrain map below this height, and the parchment map above it +# Display the parchment map above this height @export var _zoom_parchment_threshold : float = _zoom_target_min + (_zoom_target_max - _zoom_target_min) / 4 +# Display details like models and province names below this height +@export var _zoom_detailed_threshold : float = _zoom_parchment_threshold / 2 + +var _is_parchment_view : bool = false +var _is_detailed_view : bool = false @export var _map_mesh_instance : MeshInstance3D var _map_mesh : MapMesh @@ -50,6 +58,8 @@ var _mouse_pos_viewport : Vector2 = Vector2(0.5, 0.5) var _mouse_pos_map : Vector2 = Vector2(0.5, 0.5) var _viewport_dims : Vector2 = Vector2(1, 1) +@export var _map_text : MapText + # ??? Strange Godot/GDExtension Bug ??? # Upon first opening a clone of this repo with the Godot Editor, # if GameSingleton.get_province_index_image is called before MapMesh @@ -61,7 +71,12 @@ func _ready() -> void: if not _camera: push_error("MapView's _camera variable hasn't been set!") return + + # Start just under the parchment threshold + _camera.position.y = _zoom_parchment_threshold - _zoom_target_step _zoom_target = _camera.position.y + _update_view_states(true) + if not _map_mesh_instance: push_error("MapView's _map_mesh_instance variable hasn't been set!") return @@ -105,6 +120,8 @@ func _ready() -> void: scaled_dims.z *= 2.0 (_map_background_instance.mesh as PlaneMesh).set_size(Vector2(scaled_dims.x, scaled_dims.z)) + _map_text.generate_map_names() + func _notification(what : int) -> void: match what: NOTIFICATION_WM_MOUSE_ENTER: # Mouse inside window @@ -119,6 +136,10 @@ func _notification(what : int) -> void: func _world_to_map_coords(pos : Vector3) -> Vector2: return (Vector2(pos.x, pos.z) - _map_mesh_corner) / _map_mesh_dims +func _map_to_world_coords(pos : Vector2) -> Vector3: + pos = pos * _map_mesh_dims + _map_mesh_corner + return Vector3(pos.x, 0, pos.y) + func _viewport_to_map_coords(pos_viewport : Vector2) -> Vector2: var ray_origin := _camera.project_ray_origin(pos_viewport) var ray_normal := _camera.project_ray_normal(pos_viewport) @@ -149,12 +170,13 @@ func _on_province_selected(index : int) -> void: # REQUIREMENTS # * SS-31 func _unhandled_input(event : InputEvent) -> void: - 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): - GameSingleton.set_selected_province(GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)) - else: - print("Clicked outside the map!") + if event.is_action_pressed(_action_click): + if _mouse_over_viewport: + # Check if the mouse is outside of bounds + if _map_mesh.is_valid_uv_coord(_mouse_pos_map): + GameSingleton.set_selected_province(GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map)) + else: + print("Clicked outside the map!") elif event.is_action_pressed(_action_drag): if _drag_active: push_warning("Drag being activated while already active!") @@ -221,6 +243,17 @@ func _clamp_over_map() -> void: _camera.position.x = _map_mesh_corner.x + fposmod(_camera.position.x - _map_mesh_corner.x, _map_mesh_dims.x) _camera.position.z = clamp(_camera.position.z, _map_mesh_corner.y, _map_mesh_corner.y + _map_mesh_dims.y) +func _update_view_states(force_signal : bool) -> void: + var new_is_parchment_view : bool = _camera.position.y >= _zoom_parchment_threshold - _zoom_epsilon + if force_signal or new_is_parchment_view != _is_parchment_view: + _is_parchment_view = new_is_parchment_view + parchment_view_changed.emit(_is_parchment_view) + + var new_is_detailed_view : bool = _camera.position.y <= _zoom_detailed_threshold + _zoom_epsilon + if force_signal or new_is_detailed_view != _is_detailed_view: + _is_detailed_view = new_is_detailed_view + detailed_view_changed.emit(_is_detailed_view) + # REQUIREMENTS # * SS-74 # * UIFUN-123 @@ -237,12 +270,17 @@ func _zoom_process(delta : float) -> void: _zoom_position.y * zoom_delta * int(_mouse_over_viewport) ) # TODO - smooth transition similar to smooth zoom - var parchment_mapmode : bool = GameSingleton.is_parchment_mapmode_allowed() and _camera.position.y > _zoom_parchment_threshold + _update_view_states(false) + var parchment_mapmode : bool = GameSingleton.is_parchment_mapmode_allowed() and _is_parchment_view _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_parchment_mix, float(parchment_mapmode)) func _update_orientation() -> void: const up := Vector3(0, 0, -1) - var dir := Vector3(0, -1, -1.25 * exp(-10 * _camera.position.y - _zoom_target_min)) + var dir := Vector3(0, -1, 0) + if _is_detailed_view: + # Zero at the transition point, increases as you zoom further in + var delta : float = (_zoom_detailed_threshold - _camera.position.y) / _zoom_detailed_threshold + dir.z = -(delta ** 4) _camera.look_at(_camera.position + dir, up) func _update_minimap_viewport() -> void: @@ -253,9 +291,9 @@ func _update_minimap_viewport() -> void: map_view_camera_changed.emit(near_left, far_left, far_right, near_right) func _update_mouse_map_position() -> void: - _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport) - var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map) if _mouse_over_viewport: + _mouse_pos_map = _viewport_to_map_coords(_mouse_pos_viewport) + var hover_index := GameSingleton.get_province_index_from_uv_coords(_mouse_pos_map) _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_hover_index, hover_index) func _on_mouse_entered_viewport() -> void: diff --git a/game/src/Game/GameSession/MapView.tscn b/game/src/Game/GameSession/MapView.tscn index bf22ef8..dff02a6 100644 --- a/game/src/Game/GameSession/MapView.tscn +++ b/game/src/Game/GameSession/MapView.tscn @@ -1,7 +1,8 @@ -[gd_scene load_steps=7 format=3 uid="uid://dkehmdnuxih2r"] +[gd_scene load_steps=8 format=3 uid="uid://dkehmdnuxih2r"] [ext_resource type="Script" path="res://src/Game/GameSession/MapView.gd" id="1_exccw"] [ext_resource type="Shader" path="res://src/Game/GameSession/TerrainMap.gdshader" id="1_upocn"] +[ext_resource type="Script" path="res://src/Game/GameSession/MapText.gd" id="2_13bgq"] [sub_resource type="ShaderMaterial" id="ShaderMaterial_tayeg"] render_priority = 0 @@ -23,17 +24,22 @@ albedo_color = Color(0, 0, 0, 1) material = SubResource("StandardMaterial3D_irk50") size = Vector2(6, 2) -[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh_instance", "_map_background_instance")] +[node name="MapView" type="Node3D" node_paths=PackedStringArray("_camera", "_map_mesh_instance", "_map_background_instance", "_map_text")] editor_description = "SS-73" script = ExtResource("1_exccw") _camera = NodePath("MapCamera") _map_mesh_instance = NodePath("MapMeshInstance") _map_background_instance = NodePath("MapBackgroundInstance") +_map_text = NodePath("MapText") [node name="MapCamera" type="Camera3D" parent="."] transform = Transform3D(1, 0, 0, 0, 0.707107, 0.707107, 0, -0.707107, 0.707107, 0.25, 1.5, -2.75) near = 0.01 +[node name="MapText" type="Node3D" parent="." node_paths=PackedStringArray("_map_view")] +script = ExtResource("2_13bgq") +_map_view = NodePath("..") + [node name="MapMeshInstance" type="MeshInstance3D" parent="."] editor_description = "FS-343" transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0) @@ -43,3 +49,5 @@ mesh = SubResource("MapMesh_3gtsd") [node name="MapBackgroundInstance" type="MeshInstance3D" parent="."] transform = Transform3D(10, 0, 0, 0, 10, 0, 0, 0, 10, 0, -1, 0) mesh = SubResource("PlaneMesh_fnhgl") + +[connection signal="detailed_view_changed" from="." to="MapText" method="set_visible"] diff --git a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd index 29bd56b..5de2d25 100644 --- a/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd +++ b/game/src/Game/GameSession/NationManagementScreen/PopulationMenu.gd @@ -4,19 +4,371 @@ var _active : bool = false const _screen : NationManagement.Screen = NationManagement.Screen.POPULATION +const _scene_name : String = "country_pops" + +var _pop_screen_panel : Panel + +var _province_listbox : GUIListBox +var _province_list_scroll_index : int = 0 +var _province_list_types : Array[MenuSingleton.ProvinceListEntry] +var _province_list_indices : PackedInt32Array +var _province_list_panels : Array[Panel] +var _province_list_button_icons : Array[GFXSpriteTexture] +var _province_list_name_labels : Array[Label] +var _province_list_size_labels : Array[Label] +var _province_list_growth_icons : Array[GFXSpriteTexture] +var _province_list_colony_buttons : Array[Button] +var _province_list_national_focus_icons : Array[GFXSpriteTexture] +var _province_list_expand_icons : Array[GFXSpriteTexture] + +var _pop_filter_buttons : Array[Button] +var _pop_filter_icons : Array[GFXSpriteTexture] +var _pop_filter_selected_icons : Array[GFXButtonStateTexture] +var _pop_filter_hover_icons : Array[GFXButtonStateTexture] + +var _distribution_charts : Array[GFXPieChartTexture] +var _distribution_lists : Array[GUIListBox] + +var _pop_list_scrollbar : GUIScrollbar +var _pop_list_scroll_index : int = 0 + +var _pop_list_rows : Array[Panel] +var _pop_list_size_labels : Array[Label] +var _pop_list_type_buttons : Array[Button] +var _pop_list_type_icons : Array[GFXSpriteTexture] +var _pop_list_producing_icons : Array[GFXSpriteTexture] +var _pop_list_culture_labels : Array[Label] +var _pop_list_religion_icons : Array[GFXSpriteTexture] +var _pop_list_location_labels : Array[Label] +var _pop_list_militancy_labels : Array[Label] +var _pop_list_consciousness_labels : Array[Label] +var _pop_list_ideology_charts : Array[GFXPieChartTexture] +var _pop_list_issues_charts : Array[GFXPieChartTexture] +var _pop_list_unemployment_progressbars : Array[TextureProgressBar] +var _pop_list_cash_labels : Array[Label] +var _pop_list_life_needs_progressbars : Array[TextureProgressBar] +var _pop_list_everyday_needs_progressbars : Array[TextureProgressBar] +var _pop_list_luxury_needs_progressbars : Array[TextureProgressBar] +var _pop_list_rebel_icons : Array[GFXSpriteTexture] +var _pop_list_social_movement_icons : Array[GFXSpriteTexture] +var _pop_list_political_movement_icons : Array[GFXSpriteTexture] +var _pop_list_national_movement_flags : Array[GFXMaskedFlagTexture] +var _pop_list_size_change_icons : Array[GFXSpriteTexture] +var _pop_list_literacy_labels : Array[Label] + func _ready() -> void: GameSingleton.gamestate_updated.connect(_update_info) + MenuSingleton.population_menu_province_list_changed.connect(_setup_province_list) + MenuSingleton.population_menu_province_list_selected_changed.connect(_update_province_list) + MenuSingleton.population_menu_pops_changed.connect(_update_pops) Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen) - add_gui_element("country_pops", "country_pop") + add_gui_element(_scene_name, "country_pop") var close_button : Button = get_button_from_nodepath(^"./country_pop/close_button") if close_button: close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen)) + _pop_screen_panel = get_panel_from_nodepath(^"./country_pop") + + # province list is set up via the population_menu_provinces_changed signal + _setup_sort_buttons() + _setup_pop_filter_buttons() + _setup_distribution_windows() + _setup_pop_list() + _update_info() +func _generate_province_list_row(index : int, type : MenuSingleton.ProvinceListEntry) -> Error: + while _province_list_types.size() <= index: + _province_list_types.push_back(MenuSingleton.LIST_ENTRY_NONE) + _province_list_indices.push_back(-1) + _province_list_panels.push_back(null) + _province_list_button_icons.push_back(null) + _province_list_name_labels.push_back(null) + _province_list_size_labels.push_back(null) + _province_list_growth_icons.push_back(null) + _province_list_colony_buttons.push_back(null) + _province_list_national_focus_icons.push_back(null) + _province_list_expand_icons.push_back(null) + + if _province_list_types[index] == type: + return OK + + if _province_list_panels[index]: + _province_listbox.remove_child(_province_list_panels[index]) + + _province_list_types[index] = MenuSingleton.LIST_ENTRY_NONE + _province_list_indices[index] = -1 + _province_list_panels[index] = null + _province_list_button_icons[index] = null + _province_list_name_labels[index] = null + _province_list_size_labels[index] = null + _province_list_growth_icons[index] = null + _province_list_colony_buttons[index] = null + _province_list_national_focus_icons[index] = null + _province_list_expand_icons[index] = null + + if type == MenuSingleton.LIST_ENTRY_NONE: + return OK + + const gui_element_names : Dictionary = { + MenuSingleton.LIST_ENTRY_COUNTRY: "poplistitem_country", + MenuSingleton.LIST_ENTRY_STATE: "poplistitem_state", + MenuSingleton.LIST_ENTRY_PROVINCE: "poplistitem_province" + } + + var entry_panel : Panel = GUINode.generate_gui_element(_scene_name, gui_element_names[type]) + + if not entry_panel: + return FAILED + + _province_list_types[index] = type + + _province_list_panels[index] = entry_panel + + var base_button : Button = GUINode.get_button_from_node(entry_panel.get_node(^"./poplistbutton")) + if base_button: + base_button.pressed.connect( + func() -> void: MenuSingleton.population_menu_select_province_list_entry(_province_list_indices[index]) + ) + _province_list_button_icons[index] = GUINode.get_gfx_sprite_texture_from_node(base_button) + + _province_list_name_labels[index] = GUINode.get_label_from_node(entry_panel.get_node(^"./poplist_name")) + + _province_list_size_labels[index] = GUINode.get_label_from_node(entry_panel.get_node(^"./poplist_numpops")) + + _province_list_growth_icons[index] = GUINode.get_gfx_sprite_texture_from_node(entry_panel.get_node(^"./growth_indicator")) + + if type == MenuSingleton.LIST_ENTRY_STATE: + _province_list_colony_buttons[index] = GUINode.get_button_from_node(entry_panel.get_node(^"./colonial_state_icon")) + + var national_focus_button : Button = GUINode.get_button_from_node(entry_panel.get_node(^"./state_focus")) + if national_focus_button: + # TODO - connect national focus button to national focus selection submenu + _province_list_national_focus_icons[index] = GUINode.get_gfx_sprite_texture_from_node(national_focus_button) + + var expand_button : Button = GUINode.get_button_from_node(entry_panel.get_node(^"./expand")) + if expand_button: + expand_button.pressed.connect( + func() -> void: MenuSingleton.population_menu_toggle_expanded(_province_list_indices[index]) + ) + _province_list_expand_icons[index] = GUINode.get_gfx_sprite_texture_from_node(expand_button) + + _province_listbox.add_child(entry_panel) + _province_listbox.move_child(entry_panel, index) + + return OK + +func _setup_province_list() -> void: + if not _province_listbox: + _province_listbox = get_gui_listbox_from_nodepath(^"./country_pop/pop_province_list") + + if not _province_listbox: + return + _province_listbox.scroll_index_changed.connect(_update_province_list) + + if _province_list_panels.size() < 1 or not _province_list_panels[0]: + if _generate_province_list_row(0, MenuSingleton.LIST_ENTRY_COUNTRY) != OK or _province_list_panels.size() < 1 or not _province_list_panels[0]: + push_error("Failed to generate country row in population menu province list to determine row height!") + return + + _province_listbox.set_fixed(MenuSingleton.get_population_menu_province_list_row_count(), _province_list_panels[0].size.y, false) + +func _setup_sort_buttons() -> void: + # button_path : NodePath, clear_text : bool, sort_key : GameSingleton.PopSortKey + const sort_button_info : Array[Array] = [ + [^"./country_pop/sortby_size_button", false, MenuSingleton.SORT_SIZE], + [^"./country_pop/sortby_type_button", false, MenuSingleton.SORT_TYPE], + [^"./country_pop/sortby_nationality_button", false, MenuSingleton.SORT_CULTURE], + [^"./country_pop/sortby_religion_button", false, MenuSingleton.SORT_RELIGION], + [^"./country_pop/sortby_location_button", false, MenuSingleton.SORT_LOCATION], + [^"./country_pop/sortby_mil_button", true, MenuSingleton.SORT_MILITANCY], + [^"./country_pop/sortby_con_button", true, MenuSingleton.SORT_CONSCIOUSNESS], + [^"./country_pop/sortby_ideology_button", true, MenuSingleton.SORT_IDEOLOGY], + [^"./country_pop/sortby_issues_button", true, MenuSingleton.SORT_ISSUES], + [^"./country_pop/sortby_unemployment_button", true, MenuSingleton.SORT_UNEMPLOYMENT], + [^"./country_pop/sortby_cash_button", true, MenuSingleton.SORT_CASH], + [^"./country_pop/sortby_subsistence_button", true, MenuSingleton.SORT_LIFE_NEEDS], + [^"./country_pop/sortby_eve_button", true, MenuSingleton.SORT_EVERYDAY_NEEDS], + [^"./country_pop/sortby_luxury_button", true, MenuSingleton.SORT_LUXURY_NEEDS], + [^"./country_pop/sortby_revoltrisk_button", true, MenuSingleton.SORT_REBEL_FACTION], + [^"./country_pop/sortby_change_button", true, MenuSingleton.SORT_SIZE_CHANGE], + [^"./country_pop/sortby_literacy_button", true, MenuSingleton.SORT_LITERACY] + ] + + for button_info : Array in sort_button_info: + var sort_button : Button = get_button_from_nodepath(button_info[0]) + if sort_button: + if button_info[1]: + sort_button.set_text("") + sort_button.pressed.connect(MenuSingleton.population_menu_select_sort_key.bind(button_info[2])) + +func _setup_pop_filter_buttons() -> void: + if not _pop_screen_panel: + push_error("Cannot set up pop filter buttons without pop screen to add them to") + return + + var pop_filter_sprite_indices : PackedInt32Array = MenuSingleton.get_population_menu_pop_filter_setup_info() + + var pop_filter_start : Vector2 = GUINode.get_gui_position(_scene_name, "popfilter_start") + var pop_filter_step : Vector2 = GUINode.get_gui_position(_scene_name, "popfilter_offset") + + for index : int in pop_filter_sprite_indices.size(): + var pop_filter_button : Button = GUINode.get_button_from_node(GUINode.generate_gui_element(_scene_name, "pop_filter_button")) + var pop_filter_icon : GFXSpriteTexture = null + var pop_filter_selected_icon : GFXButtonStateTexture = null + var pop_filter_hover_icon : GFXButtonStateTexture = null + + if pop_filter_button: + _pop_screen_panel.add_child(pop_filter_button) + pop_filter_button.set_position(pop_filter_start + pop_filter_step * index) + pop_filter_button.pressed.connect(MenuSingleton.population_menu_toggle_pop_filter.bind(index)) + pop_filter_icon = GUINode.get_gfx_sprite_texture_from_node(pop_filter_button) + + if pop_filter_icon: + pop_filter_icon.set_icon_index(pop_filter_sprite_indices[index]) + pop_filter_selected_icon = pop_filter_icon.get_button_state_texture(GFXButtonStateTexture.SELECTED) + pop_filter_hover_icon = pop_filter_icon.get_button_state_texture(GFXButtonStateTexture.HOVER) + + _pop_filter_buttons.push_back(pop_filter_button) + _pop_filter_icons.push_back(pop_filter_icon) + _pop_filter_selected_icons.push_back(pop_filter_selected_icon) + _pop_filter_hover_icons.push_back(pop_filter_hover_icon) + + var select_all_button : Button = get_button_from_nodepath(^"./country_pop/popfilter_ALL") + if select_all_button: + select_all_button.pressed.connect(MenuSingleton.population_menu_select_all_pop_filters) + + var deselect_all_button : Button = get_button_from_nodepath(^"./country_pop/popfilter_DESELECT_ALL") + if deselect_all_button: + deselect_all_button.pressed.connect(MenuSingleton.population_menu_deselect_all_pop_filters) + +func _setup_distribution_windows() -> void: + if not _pop_screen_panel: + push_error("Cannot set up distribution windows without pop screen to add them to") + return + + const columns : int = 3 + + var distribution_names : PackedStringArray = MenuSingleton.get_population_menu_distribution_setup_info() + + var distribution_start : Vector2 = GUINode.get_gui_position(_scene_name, "popdistribution_start") + var distribution_step : Vector2 = GUINode.get_gui_position(_scene_name, "popdistribution_offset") + + for index : int in distribution_names.size(): + var distribution_panel : Panel = GUINode.generate_gui_element(_scene_name, "distribution_window") + var distribution_chart : GFXPieChartTexture = null + var distribution_list : GUIListBox = null + + if distribution_panel: + _pop_screen_panel.add_child(distribution_panel) + distribution_panel.set_position(distribution_start + distribution_step * Vector2(index % columns, index / columns)) + + var name_label : Label = GUINode.get_label_from_node(distribution_panel.get_node(^"./item_name")) + if name_label: + name_label.text = distribution_names[index] + + distribution_chart = GUINode.get_gfx_pie_chart_texture_from_node(distribution_panel.get_node(^"./chart")) + distribution_list = GUINode.get_gui_listbox_from_node(distribution_panel.get_node(^"./member_names")) + + _distribution_charts.push_back(distribution_chart) + _distribution_lists.push_back(distribution_list) + +func _setup_pop_list() -> void: + _pop_list_scrollbar = get_gui_scrollbar_from_nodepath(^"./country_pop/external_scroll_slider") + + var pop_list_panel : Panel = get_panel_from_nodepath(^"./country_pop/pop_list") + if not pop_list_panel: + return + + if _pop_list_scrollbar: + _pop_list_scrollbar.value_changed.connect( + func (value : int) -> void: + _pop_list_scroll_index = value + _update_pop_list() + ) + + pop_list_panel.gui_input.connect( + func (event : InputEvent) -> void: + if event is InputEventMouseButton: + if event.is_pressed(): + if event.get_button_index() == MOUSE_BUTTON_WHEEL_UP: + _pop_list_scrollbar.decrement_value() + elif event.get_button_index() == MOUSE_BUTTON_WHEEL_DOWN: + _pop_list_scrollbar.increment_value() + ) + + var height : float = 0.0 + while height < pop_list_panel.size.y: + var pop_row_panel : Panel = GUINode.generate_gui_element(_scene_name, "popinfomember_popview") + if not pop_row_panel: + break + + pop_list_panel.add_child(pop_row_panel) + pop_row_panel.set_position(Vector2(0, height)) + height += pop_row_panel.size.y + _pop_list_rows.push_back(pop_row_panel) + + _pop_list_size_labels.push_back(GUINode.get_label_from_node(pop_row_panel.get_node(^"./pop_size"))) + + var pop_type_button : Button = GUINode.get_button_from_node(pop_row_panel.get_node(^"./pop_type")) + # TODO - open pop details menu on pop type button press + _pop_list_type_buttons.push_back(pop_type_button) + + _pop_list_type_icons.push_back(GUINode.get_gfx_sprite_texture_from_node(pop_type_button)) + + _pop_list_producing_icons.push_back(GUINode.get_gfx_sprite_texture_from_node(pop_row_panel.get_node(^"./pop_producing_icon"))) + + var culture_label : Label = GUINode.get_label_from_node(pop_row_panel.get_node(^"./pop_nation")) + if culture_label: + culture_label.set_text_overrun_behavior(TextServer.OVERRUN_TRIM_ELLIPSIS) + _pop_list_culture_labels.push_back(culture_label) + + _pop_list_religion_icons.push_back(GUINode.get_gfx_sprite_texture_from_node(pop_row_panel.get_node(^"./pop_religion"))) + + var location_label : Label = GUINode.get_label_from_node(pop_row_panel.get_node(^"./pop_location")) + if location_label: + location_label.set_text_overrun_behavior(TextServer.OVERRUN_TRIM_ELLIPSIS) + _pop_list_location_labels.push_back(location_label) + + _pop_list_militancy_labels.push_back(GUINode.get_label_from_node(pop_row_panel.get_node(^"./pop_mil"))) + + _pop_list_consciousness_labels.push_back(GUINode.get_label_from_node(pop_row_panel.get_node(^"./pop_con"))) + + _pop_list_ideology_charts.push_back(GUINode.get_gfx_pie_chart_texture_from_node(pop_row_panel.get_node(^"./pop_ideology"))) + + _pop_list_issues_charts.push_back(GUINode.get_gfx_pie_chart_texture_from_node(pop_row_panel.get_node(^"./pop_issues"))) + + _pop_list_unemployment_progressbars.push_back(GUINode.get_progress_bar_from_node(pop_row_panel.get_node(^"./pop_unemployment_bar"))) + + _pop_list_cash_labels.push_back(GUINode.get_label_from_node(pop_row_panel.get_node(^"./pop_cash"))) + + var pop_list_life_needs_progressbar : TextureProgressBar = GUINode.get_progress_bar_from_node(pop_row_panel.get_node(^"./lifeneed_progress")) + if pop_list_life_needs_progressbar: + pop_list_life_needs_progressbar.position += Vector2(1, 0) + _pop_list_life_needs_progressbars.push_back(pop_list_life_needs_progressbar) + + var pop_list_everyday_needs_progressbar : TextureProgressBar = GUINode.get_progress_bar_from_node(pop_row_panel.get_node(^"./eveneed_progress")) + if pop_list_everyday_needs_progressbar: + pop_list_everyday_needs_progressbar.position += Vector2(1, 0) + _pop_list_everyday_needs_progressbars.push_back(pop_list_everyday_needs_progressbar) + + _pop_list_luxury_needs_progressbars.push_back(GUINode.get_progress_bar_from_node(pop_row_panel.get_node(^"./luxneed_progress"))) + + _pop_list_rebel_icons.push_back(GUINode.get_gfx_sprite_texture_from_node(pop_row_panel.get_node(^"./pop_revolt"))) + + _pop_list_social_movement_icons.push_back(GUINode.get_gfx_sprite_texture_from_node(pop_row_panel.get_node(^"./pop_movement_social"))) + + _pop_list_political_movement_icons.push_back(GUINode.get_gfx_sprite_texture_from_node(pop_row_panel.get_node(^"./pop_movement_political"))) + + _pop_list_national_movement_flags.push_back(GUINode.get_gfx_masked_flag_texture_from_node(pop_row_panel.get_node(^"./pop_movement_flag"))) + + _pop_list_size_change_icons.push_back(GUINode.get_gfx_sprite_texture_from_node(pop_row_panel.get_node(^"./growth_indicator"))) + + _pop_list_literacy_labels.push_back(GUINode.get_label_from_node(pop_row_panel.get_node(^"./pop_literacy"))) + func _notification(what : int) -> void: match what: NOTIFICATION_TRANSLATION_CHANGED: @@ -28,7 +380,225 @@ func _on_update_active_nation_management_screen(active_screen : NationManagement func _update_info() -> void: if _active: - # TODO - update UI state + # Province list + _update_province_list() + + # Pop filter buttons, Distributions, Pop list + _update_pops() + show() else: hide() + +func get_growth_icon_index(size_change : int) -> int: + return 1 + int(size_change <= 0) + int(size_change < 0) + +func _update_province_list(scroll_index : int = -1) -> void: + if not _province_listbox: + return + + if scroll_index >= 0: + _province_listbox.set_scroll_index(scroll_index, false) + + _province_list_scroll_index = _province_listbox.get_scroll_index() + + var province_list_info_list : Array[Dictionary] = MenuSingleton.get_population_menu_province_list_rows(_province_list_scroll_index, _province_listbox.get_fixed_visible_items()) + + for index : int in province_list_info_list.size(): + const type_key : StringName = &"type" + const index_key : StringName = &"index" + const name_key : StringName = &"name" + const size_key : StringName = &"size" + const change_key : StringName = &"change" + const selected_key : StringName = &"selected" + const expanded_key : StringName = &"expanded" + const colony_key : StringName = &"colony" + + var province_list_info : Dictionary = province_list_info_list[index] + + var type : MenuSingleton.ProvinceListEntry = province_list_info[type_key] + + if _generate_province_list_row(index, type) != OK: + continue + + if type == MenuSingleton.LIST_ENTRY_NONE or type != _province_list_types[index]: + continue + + _province_list_indices[index] = province_list_info[index_key] + + if _province_list_button_icons[index]: + _province_list_button_icons[index].set_icon_index(1 + int(province_list_info[selected_key])) + + if _province_list_name_labels[index]: + _province_list_name_labels[index].set_text( + GUINode.format_province_name(province_list_info[name_key]) if type == MenuSingleton.LIST_ENTRY_PROVINCE + else province_list_info[name_key] + ) + + if _province_list_size_labels[index]: + _province_list_size_labels[index].set_text(GUINode.int_to_formatted_string(province_list_info[size_key])) + + if _province_list_growth_icons[index]: + _province_list_growth_icons[index].set_icon_index(get_growth_icon_index(province_list_info[change_key])) + + if type == MenuSingleton.LIST_ENTRY_STATE: + if _province_list_colony_buttons[index]: + _province_list_colony_buttons[index].set_visible(province_list_info[colony_key]) + + if _province_list_expand_icons[index]: + _province_list_expand_icons[index].set_icon_index(1 + int(province_list_info[expanded_key])) + + # TODO - set _province_list_national_focus_icons[index] + + # Clear any excess rows + for index : int in range(province_list_info_list.size(), _province_list_types.size()): + _generate_province_list_row(index, MenuSingleton.LIST_ENTRY_NONE) + +func _update_pops() -> void: + _update_pop_filters() + _update_distributions() + _update_pop_list() + +func _update_pop_filters() -> void: + var pop_filter_info_list : Array[Dictionary] = MenuSingleton.get_population_menu_pop_filter_info() + + for index : int in pop_filter_info_list.size(): + const pop_filter_count_key : StringName = &"count" + const pop_filter_change_key : StringName = &"change" + const pop_filter_selected_key : StringName = &"selected" + + var pop_filter_info : Dictionary = pop_filter_info_list[index] + + var pop_filter_button : Button = _pop_filter_buttons[index] + if not pop_filter_button: + continue + pop_filter_button.disabled = pop_filter_info[pop_filter_count_key] <= 0 + + const normal_theme : StringName = &"normal" + const hover_theme : StringName = &"hover" + + if pop_filter_info[pop_filter_selected_key] or pop_filter_button.disabled: + pop_filter_button.get_theme_stylebox(normal_theme).set_texture(_pop_filter_icons[index]) + pop_filter_button.get_theme_stylebox(hover_theme).set_texture(_pop_filter_hover_icons[index]) + else: + pop_filter_button.get_theme_stylebox(normal_theme).set_texture(_pop_filter_selected_icons[index]) + pop_filter_button.get_theme_stylebox(hover_theme).set_texture(_pop_filter_selected_icons[index]) + # TODO - size and promotion/demotion change tooltip + +func _update_distributions(): + const slice_identifier_key : StringName = &"identifier" + const slice_colour_key : StringName = &"colour" + const slice_weight_key : StringName = &"weight" + + var distribution_info_list : Array[Array] = MenuSingleton.get_population_menu_distribution_info() + + for distribution_index : int in distribution_info_list.size(): + var distribution_info : Array[Dictionary] = distribution_info_list[distribution_index] + + if _distribution_charts[distribution_index]: + _distribution_charts[distribution_index].set_slices_array(distribution_info) + + if _distribution_lists[distribution_index]: + distribution_info.sort_custom(func(a : Dictionary, b : Dictionary) -> bool: return a[slice_weight_key] > b[slice_weight_key]) + + var list : GUIListBox = _distribution_lists[distribution_index] + + list.clear_children(distribution_info.size()) + + while list.get_child_count() < distribution_info.size(): + var child : Panel = GUINode.generate_gui_element(_scene_name, "pop_legend_item") + if not child: + break + child.set_mouse_filter(Control.MOUSE_FILTER_IGNORE) + list.add_child(child) + + for list_index in min(list.get_child_count(), distribution_info.size()): + + var child : Panel = list.get_child(list_index) + + var distribution_row : Dictionary = distribution_info[list_index] + + var colour_icon_rect : TextureRect = GUINode.get_texture_rect_from_node(child.get_node(^"./legend_color")) + if colour_icon_rect: + colour_icon_rect.set_modulate(distribution_row[slice_colour_key]) + + var identifier_label : Label = GUINode.get_label_from_node(child.get_node(^"./legend_title")) + if identifier_label: + identifier_label.set_text_overrun_behavior(TextServer.OVERRUN_TRIM_ELLIPSIS) + identifier_label.set_text(distribution_row[slice_identifier_key]) + + var weight_label : Label = GUINode.get_label_from_node(child.get_node(^"./legend_value")) + if weight_label: + weight_label.set_text("%s%%" % GUINode.float_to_formatted_string(distribution_row[slice_weight_key] * 100.0, 1)) + +func _update_pop_list() -> void: + if _pop_list_scrollbar: + var max_scroll_index : int = MenuSingleton.get_population_menu_pop_row_count() - _pop_list_rows.size() + if max_scroll_index > 0: + _pop_list_scrollbar.set_limits(0, max_scroll_index) + _pop_list_scrollbar.show() + else: + _pop_list_scrollbar.set_limits(0, 0) + _pop_list_scrollbar.hide() + + var pop_rows = MenuSingleton.get_population_menu_pop_rows(_pop_list_scroll_index, _pop_list_rows.size()) + + for index : int in _pop_list_rows.size(): + if not _pop_list_rows[index]: + continue + if index < pop_rows.size(): + const pop_size_key : StringName = &"size" + const pop_type_icon_key : StringName = &"pop_type_icon" + const pop_culture_key : StringName = &"culture" + const pop_religion_icon_key : StringName = &"religion_icon" + const pop_location_key : StringName = &"location" + const pop_militancy_key : StringName = &"militancy" + const pop_consciousness_key : StringName = &"consciousness" + const pop_ideology_key : StringName = &"ideology" + const pop_issues_key : StringName = &"issues" + const pop_unemployment_key : StringName = &"unemployment" + const pop_cash_key : StringName = &"cash" + const pop_life_needs_key : StringName = &"life_needs" + const pop_everyday_needs_key : StringName = &"everyday_needs" + const pop_luxury_needs_key : StringName = &"luxury_needs" + const pop_size_change_key : StringName = &"size_change" + const pop_literacy_key : StringName = &"literacy" + + var pop_row : Dictionary = pop_rows[index] + + if _pop_list_size_labels[index]: + _pop_list_size_labels[index].set_text(GUINode.int_to_formatted_string(pop_row[pop_size_key])) + if _pop_list_type_icons[index]: + _pop_list_type_icons[index].set_icon_index(pop_row[pop_type_icon_key]) + if _pop_list_culture_labels[index]: + _pop_list_culture_labels[index].set_text(pop_row[pop_culture_key]) + if _pop_list_religion_icons[index]: + _pop_list_religion_icons[index].set_icon_index(pop_row[pop_religion_icon_key]) + if _pop_list_location_labels[index]: + _pop_list_location_labels[index].set_text(GUINode.format_province_name(pop_row[pop_location_key])) + if _pop_list_militancy_labels[index]: + _pop_list_militancy_labels[index].set_text(GUINode.float_to_formatted_string(pop_row[pop_militancy_key], 2)) + if _pop_list_consciousness_labels[index]: + _pop_list_consciousness_labels[index].set_text(GUINode.float_to_formatted_string(pop_row[pop_consciousness_key], 2)) + if _pop_list_ideology_charts[index]: + _pop_list_ideology_charts[index].set_slices_array(pop_row[pop_ideology_key]) + if _pop_list_issues_charts[index]: + _pop_list_issues_charts[index].set_slices_array(pop_row[pop_issues_key]) + if _pop_list_unemployment_progressbars[index]: + _pop_list_unemployment_progressbars[index].set_value_no_signal(pop_row[pop_unemployment_key]) + if _pop_list_cash_labels[index]: + _pop_list_cash_labels[index].set_text(GUINode.float_to_formatted_string(pop_row[pop_cash_key], 2)) + if _pop_list_life_needs_progressbars[index]: + _pop_list_life_needs_progressbars[index].set_value_no_signal(pop_row[pop_life_needs_key]) + if _pop_list_everyday_needs_progressbars[index]: + _pop_list_everyday_needs_progressbars[index].set_value_no_signal(pop_row[pop_everyday_needs_key]) + if _pop_list_luxury_needs_progressbars[index]: + _pop_list_luxury_needs_progressbars[index].set_value_no_signal(pop_row[pop_luxury_needs_key]) + if _pop_list_size_change_icons[index]: + _pop_list_size_change_icons[index].set_icon_index(get_growth_icon_index(pop_row[pop_size_change_key])) + if _pop_list_literacy_labels[index]: + _pop_list_literacy_labels[index].set_text("%s%%" % GUINode.float_to_formatted_string(pop_row[pop_literacy_key], 2)) + + _pop_list_rows[index].show() + else: + _pop_list_rows[index].hide() diff --git a/game/src/Game/GameSession/ProvinceOverviewPanel.gd b/game/src/Game/GameSession/ProvinceOverviewPanel.gd index 731d02c..13e7111 100644 --- a/game/src/Game/GameSession/ProvinceOverviewPanel.gd +++ b/game/src/Game/GameSession/ProvinceOverviewPanel.gd @@ -166,6 +166,15 @@ func _ready() -> void: _pop_types_piechart = get_gfx_pie_chart_texture_from_nodepath(^"./province_view/province_statistics/workforce_chart") _pop_ideologies_piechart = get_gfx_pie_chart_texture_from_nodepath(^"./province_view/province_statistics/ideology_chart") _pop_cultures_piechart = get_gfx_pie_chart_texture_from_nodepath(^"./province_view/province_statistics/culture_chart") + var population_menu_button : Button = get_button_from_nodepath(^"./province_view/province_statistics/open_popscreen") + if population_menu_button: + population_menu_button.pressed.connect( + func() -> void: + pass + MenuSingleton.population_menu_select_province(_selected_index) + _on_close_button_pressed() + Events.NationManagementScreens.open_nation_management_screen(NationManagement.Screen.POPULATION) + ) _supply_limit_label = get_label_from_nodepath(^"./province_view/province_statistics/supply_limit_label") _cores_overlapping_elements_box = get_gui_overlapping_elements_box_from_nodepath(^"./province_view/province_statistics/core_icons") if _cores_overlapping_elements_box and _cores_overlapping_elements_box.set_gui_child_element_name("province_interface", "province_core") != OK: diff --git a/game/src/Game/GameSession/TerrainMap.gdshader b/game/src/Game/GameSession/TerrainMap.gdshader index 98f9efd..467e277 100644 --- a/game/src/Game/GameSession/TerrainMap.gdshader +++ b/game/src/Game/GameSession/TerrainMap.gdshader @@ -34,37 +34,87 @@ uniform sampler2D colormap_water_tex: repeat_enable, filter_linear; // Overlay map tint uniform sampler2D colormap_overlay_tex: repeat_enable, filter_linear; -struct terrain_args_t { - vec2 uv, half_pixel_size; // Components for calculating terrain sampling UV +struct corner_args_t { + vec2 uv, half_pixel_size; // Components for calculating a corner's sampling UV vec2 terrain_uv; // UV coordinates scaled for terrain texture tiling vec3 land_tint_colour, water_tint_colour; // Colours for tinting the terrain + float stripe_mask; // Weight for mixing base and stripe province colours +}; + +struct corner_ret_t { + vec3 terrain_colour; + vec4 province_colour; + float highlight_mix_val; }; // Calculate terrain colour at the specified corner of the current pixel -vec3 get_terrain_colour(const terrain_args_t terrain_args, const vec2 corner) { +corner_ret_t get_corner_colour(const corner_args_t corner_args, const vec2 corner) { + corner_ret_t ret; + + uvec3 province_data = read_uvec3(fma(corner, corner_args.half_pixel_size, corner_args.uv)); + // Find the terrain index at the specified corner of the current pixel - uint terrain_index = read_uvec3(fma(corner, terrain_args.half_pixel_size, terrain_args.uv)).z; + uint terrain_index = province_data.z; // Get the tinted land colour at the current position - vec3 land_colour = texture(terrain_tex, vec3(terrain_args.terrain_uv, float(terrain_index))).rgb; - land_colour = mix(land_colour, terrain_args.land_tint_colour, 0.3); + vec3 land_colour = texture(terrain_tex, vec3(corner_args.terrain_uv, float(terrain_index))).rgb; + land_colour = mix(land_colour, corner_args.land_tint_colour, 0.3); // TODO - proper water texture - vec3 water_colour = terrain_args.water_tint_colour; + vec3 water_colour = corner_args.water_tint_colour; // Select land or water colour based on the terrain index (0 is water, otherwise land) - vec3 terrain_colour = mix(land_colour, water_colour, float(terrain_index == 0u)); + ret.terrain_colour = mix(land_colour, water_colour, float(terrain_index == 0u)); + + uint province_index = uvec2_to_uint(province_data.xy); + + // Get base and stripe colours for province at the current position + province_data.x *= 2u; // Double "x coordinate" as colours come in (base, stripe) pairs + vec4 province_base_colour = texelFetch(province_colour_tex, ivec2(province_data.xy), 0); + + province_data.x += 1u; // Add 1 to "x coordinate" to move from base to strip colour + vec4 province_stripe_colour = texelFetch(province_colour_tex, ivec2(province_data.xy), 0); + + // Blend the base and stripe colours according to the current position's stripe mask value + ret.province_colour = mix(province_base_colour, province_stripe_colour, corner_args.stripe_mask); + + ret.province_colour = mix(ret.province_colour, vec4(corner_args.water_tint_colour, 0.0), float(terrain_index == 0u)); + + ret.highlight_mix_val = 0.4 * ( + float(province_index == hover_index) + float(province_index == selected_index) + ) * float(province_index != 0u); - return terrain_colour; + return ret; } // Blend together terrain colours from the four corners of the current pixel -vec3 mix_terrain_colour(const terrain_args_t terrain_args, const vec2 pixel_offset) { - return mix( - mix(get_terrain_colour(terrain_args, vec2(-1, -1)), get_terrain_colour(terrain_args, vec2(+1, -1)), pixel_offset.x), - mix(get_terrain_colour(terrain_args, vec2(-1, +1)), get_terrain_colour(terrain_args, vec2(+1, +1)), pixel_offset.x), +corner_ret_t mix_terrain_colour(const corner_args_t corner_args, const vec2 pixel_offset) { + corner_ret_t mm = get_corner_colour(corner_args, vec2(-1, -1)); + corner_ret_t pm = get_corner_colour(corner_args, vec2(+1, -1)); + corner_ret_t mp = get_corner_colour(corner_args, vec2(-1, +1)); + corner_ret_t pp = get_corner_colour(corner_args, vec2(+1, +1)); + + corner_ret_t ret; + + ret.terrain_colour = mix( + mix(mm.terrain_colour, pm.terrain_colour, pixel_offset.x), + mix(mp.terrain_colour, pp.terrain_colour, pixel_offset.x), + pixel_offset.y + ); + + ret.province_colour = mix( + mix(mm.province_colour, pm.province_colour, pixel_offset.x), + mix(mp.province_colour, pp.province_colour, pixel_offset.x), + pixel_offset.y + ); + + ret.highlight_mix_val = mix( + mix(mm.highlight_mix_val, pm.highlight_mix_val, pixel_offset.x), + mix(mp.highlight_mix_val, pp.highlight_mix_val, pixel_offset.x), pixel_offset.y ); + + return ret; } // Mix overlay and base colours, used for the parchment map @@ -84,41 +134,33 @@ vec3 get_map_colour(vec2 uv) { // Offset of uv_map_pixels from the top left corner of the current pixel vec2 pixel_offset = fract(uv_map_pixels); - terrain_args_t terrain_args; - terrain_args.uv = uv; - terrain_args.half_pixel_size = 0.49 / map_size; + corner_args_t corner_args; + corner_args.uv = uv; + corner_args.half_pixel_size = 0.49 / map_size; // Terrain texture tiling UV - terrain_args.terrain_uv = 0.5 - uv_map_pixels * terrain_tile_factor; + corner_args.terrain_uv = 0.5 - uv_map_pixels * terrain_tile_factor; + + vec2 stripe_uv = uv_map_pixels * stripe_tile_factor; + // Stripe mask value - between 0 (base) and 1 (stripe) + corner_args.stripe_mask = texture(stripe_tex, stripe_uv).b; vec2 colormap_uv = vec2(uv.x, 1.0 - uv.y); // Terrain tinting colours - terrain_args.land_tint_colour = texture(colormap_land_tex, colormap_uv).rgb; - terrain_args.water_tint_colour = texture(colormap_water_tex, colormap_uv).rgb; + corner_args.land_tint_colour = texture(colormap_land_tex, colormap_uv).rgb; + corner_args.water_tint_colour = texture(colormap_water_tex, colormap_uv).rgb; // Parchment tint colour vec3 overlay_tint_colour = texture(colormap_overlay_tex, colormap_uv).rgb; - // Blended terrain colour (average of four corners of current pixel) - vec3 terrain_colour = mix_terrain_colour(terrain_args, pixel_offset); + corner_ret_t colours = mix_terrain_colour(corner_args, pixel_offset); - vec2 stripe_uv = uv_map_pixels * stripe_tile_factor; - // Stripe mask value - between 0 (base) and 1 (stripe) - float stripe_mask = texture(stripe_tex, stripe_uv).b; + // Blended terrain colour (average of four corners of current pixel) + vec3 terrain_colour = colours.terrain_colour; vec2 overlay_uv = vec2(uv_map_pixels.x, map_size.y - uv_map_pixels.y) * overlay_tile_factor; // Parchment overlay colour vec3 overlay_colour = texture(overlay_tex, overlay_uv).rgb; - // Current province index as a pair of byte coordinates and as a combined 16 bit value - uvec2 province_data = read_uvec3(uv).xy; - uint province_index = uvec2_to_uint(province_data); - - // Get base and stripe colours for province at the current position - province_data.x *= 2u; // Double "x coordinate" as colours come in (base, stripe) pairs - vec4 province_base_colour = texelFetch(province_colour_tex, ivec2(province_data), 0); - province_data.x += 1u; // Add 1 to "x coordinate" to move from base to strip colour - vec4 province_stripe_colour = texelFetch(province_colour_tex, ivec2(province_data), 0); - // Blend the base and stripe colours according to the current position's stripe mask value - vec4 province_colour = mix(province_base_colour, province_stripe_colour, stripe_mask); + vec4 province_colour = colours.province_colour; // Darken the province colour province_colour.rgb -= 0.7; @@ -129,22 +171,21 @@ vec3 get_map_colour(vec2 uv) { // Near colour is either the terrain's luma component tinted with the province colour and brightened, // or the normal terrain colour vec3 near_province_colour = mix(vec3(terrain_luma), province_colour.rgb, 0.3) * 1.5; - vec3 near_colour = mix(near_province_colour, terrain_colour, float(province_colour.a == 0.0)); + vec3 near_colour = mix(terrain_colour, near_province_colour, province_colour.a); // Far colour is either the province colour mixed with the overlay texture, tinted with the overlay colormap and brightened, // or the normal terrain colour mixed with the overlay texture (primarily for water) vec3 far_province_colour = mix_overlay(overlay_colour, province_colour.rgb); far_province_colour = mix(overlay_tint_colour, far_province_colour, 0.3) * 1.5; vec3 far_terrain_colour = mix_overlay(overlay_colour, terrain_colour); - vec3 far_colour = mix(far_province_colour, far_terrain_colour, float(province_colour.a == 0.0)); + vec3 far_colour = mix(far_terrain_colour, far_province_colour, province_colour.a); // Blend the near (detailed terrain) and far (parchment) colours according to the parchment mix factor (0 for near, 1 for far) vec3 final_colour = mix(near_colour, far_colour, parchment_mix); // Significantly brighted the colour if it is hovered over and/or selected, but not if it has province index 0 (all invalid pixels) const vec3 highlight_colour = vec3(1.0); - float highlight_mix_val = 0.4 * (float(province_index == hover_index) + float(province_index == selected_index)) * float(province_index != 0u); - vec3 highlighted_colour = mix(final_colour, highlight_colour, highlight_mix_val); + vec3 highlighted_colour = mix(final_colour, highlight_colour, colours.highlight_mix_val); return highlighted_colour; } |