diff options
Diffstat (limited to 'game')
-rw-r--r-- | game/localisation/en_GB/mapmodes.csv | 1 | ||||
-rw-r--r-- | game/src/Game/GameSession/MapControlPanel/Minimap.gd | 2 | ||||
-rw-r--r-- | game/src/Game/GameSession/MapView.gd | 5 | ||||
-rw-r--r-- | game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc | 6 | ||||
-rw-r--r-- | game/src/Game/GameSession/TerrainMap.gdshader | 39 | ||||
-rw-r--r-- | game/src/Game/GlobalClass/ShaderManager.gd | 9 |
6 files changed, 48 insertions, 14 deletions
diff --git a/game/localisation/en_GB/mapmodes.csv b/game/localisation/en_GB/mapmodes.csv index 2aa4cd2..0372192 100644 --- a/game/localisation/en_GB/mapmodes.csv +++ b/game/localisation/en_GB/mapmodes.csv @@ -3,6 +3,7 @@ mapmode_province;Province mapmode_region;Region mapmode_terrain;Terrain +mapmode_political;Political mapmode_index;Index mapmode_terrain_type;Terrain Type mapmode_rgo;RGO diff --git a/game/src/Game/GameSession/MapControlPanel/Minimap.gd b/game/src/Game/GameSession/MapControlPanel/Minimap.gd index be65db5..5564821 100644 --- a/game/src/Game/GameSession/MapControlPanel/Minimap.gd +++ b/game/src/Game/GameSession/MapControlPanel/Minimap.gd @@ -10,7 +10,7 @@ var _minimap_shader : ShaderMaterial var _viewport_points : PackedVector2Array func _ready(): - _minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_aspect_ratio(), 1.0) * 150 + _minimap_texture.custom_minimum_size = Vector2(GameSingleton.get_map_aspect_ratio(), 1.0) * 150 var minimap_material := _minimap_texture.get_material() if GameLoader.ShaderManager.set_up_shader(minimap_material, false) != OK: push_error("Failed to set up minimap shader") diff --git a/game/src/Game/GameSession/MapView.gd b/game/src/Game/GameSession/MapView.gd index 345ab9e..7093c69 100644 --- a/game/src/Game/GameSession/MapView.gd +++ b/game/src/Game/GameSession/MapView.gd @@ -74,7 +74,10 @@ func _ready(): # Set map mesh size and get bounds const pixels_per_terrain_tile : float = 32.0 _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_terrain_tile_factor, - float(GameSingleton.get_height()) / pixels_per_terrain_tile) + float(GameSingleton.get_map_height()) / pixels_per_terrain_tile) + const pixels_per_stripe_tile : float = 16.0 + _map_shader_material.set_shader_parameter(GameLoader.ShaderManager.param_stripe_tile_factor, + float(GameSingleton.get_map_height()) / pixels_per_stripe_tile) 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), diff --git a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc index 65f73d8..1adcd95 100644 --- a/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc +++ b/game/src/Game/GameSession/ProvinceIndexSampler.gdshaderinc @@ -4,15 +4,21 @@ uniform sampler2DArray province_shape_tex : repeat_enable, filter_nearest; // Province shape subdivisions uniform vec2 province_shape_subdivisions; +// Convert a vector of 3 normalised floats to a vector of 3 unsigned bytes uvec3 vec3_to_uvec3(vec3 v) { return uvec3(v * 255.0); } + +// Create a uint triplet describing the province and terrain data at a map-space UV coordinate: +// (u, v) -> (province index bottom byte, province index top byte, terrain index byte) uvec3 read_uvec3(vec2 uv) { uv *= province_shape_subdivisions; vec2 subdivision_coords = mod(floor(uv), province_shape_subdivisions); float idx = subdivision_coords.x + subdivision_coords.y * province_shape_subdivisions.x; return vec3_to_uvec3(texture(province_shape_tex, vec3(uv, idx)).rgb); } + +// Combine a (lower byte, upper byte) uint pair into a single 2-byte uint uint uvec2_to_uint(uvec2 v) { return (v.y << 8u) | v.x; } diff --git a/game/src/Game/GameSession/TerrainMap.gdshader b/game/src/Game/GameSession/TerrainMap.gdshader index 852ccc3..ff8708a 100644 --- a/game/src/Game/GameSession/TerrainMap.gdshader +++ b/game/src/Game/GameSession/TerrainMap.gdshader @@ -14,16 +14,29 @@ uniform uint selected_index; 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; +// Map stripe mask texture +uniform sampler2D stripe_tex: source_color, repeat_enable, filter_nearest; +// The number of times the stripe texture should tile vertically +uniform float stripe_tile_factor; const vec3 highlight_colour = vec3(1.0); -vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) { +vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv, vec2 stripe_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 province_index = uvec2_to_uint(province_data.rg); + uint terrain_index = province_data.b; + + province_data.r *= 2u; // Double "x coordinate" as colours come in (base, stripe) pairs + vec4 province_base_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); + province_data.r += 1u; // Add 1 to "x coordinate" to move from base to strip colour + vec4 province_stripe_colour = texelFetch(province_colour_tex, ivec2(province_data.rg), 0); + float stripe = texture(stripe_tex, stripe_uv).b; // Stripe mask value - 0 for base, 1 for stripe + vec4 province_colour = mix(province_base_colour, province_stripe_colour, stripe); + + vec3 terrain_colour = texture(terrain_tex, vec3(terrain_uv, float(terrain_index))).rgb; vec3 mixed_colour = mix(terrain_colour, province_colour.rgb, province_colour.a); - uint index = uvec2_to_uint(province_data.rg); - float mix_val = 0.1 * (float(index == hover_index) + float(index == selected_index)); + + float mix_val = 0.1 * (float(province_index == hover_index) + float(province_index == selected_index)); return mix(mixed_colour, highlight_colour, mix_val); } @@ -32,15 +45,17 @@ vec3 mix_terrain_colour(vec2 uv) { vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5))); vec2 half_pixel_size = 0.49 / map_size; - vec2 terrain_uv = uv; - terrain_uv.x *= map_size.x / map_size.y; - terrain_uv *= terrain_tile_factor; + // UV coords adjusted to remove squashing caused by normalisation relative to map dimensions. + vec2 unscaled_uv = vec2(uv.x * map_size.x / map_size.y, uv.y); + + vec2 terrain_uv = unscaled_uv * terrain_tile_factor; + vec2 stripe_uv = unscaled_uv * stripe_tile_factor; return mix( - mix(get_terrain_colour(uv, vec2(-1, -1), half_pixel_size, terrain_uv), - get_terrain_colour(uv, vec2(+1, -1), half_pixel_size, terrain_uv), pixel_offset.x), - mix(get_terrain_colour(uv, vec2(-1, +1), half_pixel_size, terrain_uv), - get_terrain_colour(uv, vec2(+1, +1), half_pixel_size, terrain_uv), pixel_offset.x), + mix(get_terrain_colour(uv, vec2(-1, -1), half_pixel_size, terrain_uv, stripe_uv), + get_terrain_colour(uv, vec2(+1, -1), half_pixel_size, terrain_uv, stripe_uv), pixel_offset.x), + mix(get_terrain_colour(uv, vec2(-1, +1), half_pixel_size, terrain_uv, stripe_uv), + get_terrain_colour(uv, vec2(+1, +1), half_pixel_size, terrain_uv, stripe_uv), pixel_offset.x), pixel_offset.y); } diff --git a/game/src/Game/GlobalClass/ShaderManager.gd b/game/src/Game/GlobalClass/ShaderManager.gd index fd91e31..1af606c 100644 --- a/game/src/Game/GlobalClass/ShaderManager.gd +++ b/game/src/Game/GlobalClass/ShaderManager.gd @@ -8,6 +8,8 @@ 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" +const param_stripe_tex : StringName = &"stripe_tex" +const param_stripe_tile_factor : StringName = &"stripe_tile_factor" func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: # Shader Material @@ -46,4 +48,11 @@ func set_up_shader(material : Material, add_cosmetic_textures : bool) -> Error: return 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) + return OK |