From 50327abf33078c44fef85c62ce3d90e23056fb34 Mon Sep 17 00:00:00 2001 From: Hop311 Date: Tue, 25 Apr 2023 21:35:59 +0100 Subject: Further cleanup + reset on return to main menu --- extension/src/GameSingleton.hpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'extension/src/GameSingleton.hpp') diff --git a/extension/src/GameSingleton.hpp b/extension/src/GameSingleton.hpp index 0e2cfd1..815c92f 100644 --- a/extension/src/GameSingleton.hpp +++ b/extension/src/GameSingleton.hpp @@ -33,7 +33,7 @@ namespace OpenVic2 { godot::Error load_water_province_file(godot::String const& file_path); godot::Error load_region_file(godot::String const& file_path); godot::Error load_province_shape_file(godot::String const& file_path); - void finished_loading_data(); + godot::Error setup(); int32_t get_province_index_from_uv_coords(godot::Vector2 const& coords) const; godot::Dictionary get_province_info_from_index(int32_t index) const; -- cgit v1.2.3-56-ga3b1 From 563834e7e6f9ce565bbfd553a0d9ff80a98c677d Mon Sep 17 00:00:00 2001 From: Hop311 Date: Tue, 25 Apr 2023 23:51:44 +0100 Subject: Divide map texture to fit in 16384 GPU dim limit --- extension/src/GameSingleton.cpp | 40 +++++++++++++++++++++----------- extension/src/GameSingleton.hpp | 5 ++-- extension/src/openvic2/Types.hpp | 3 +++ game/src/GameSession/MapView.gd | 12 ++++++---- game/src/GameSession/TerrainMap.gdshader | 23 ++++++++---------- 5 files changed, 49 insertions(+), 34 deletions(-) (limited to 'extension/src/GameSingleton.hpp') diff --git a/extension/src/GameSingleton.cpp b/extension/src/GameSingleton.cpp index 32d940c..3811dea 100644 --- a/extension/src/GameSingleton.cpp +++ b/extension/src/GameSingleton.cpp @@ -24,7 +24,7 @@ void GameSingleton::_bind_methods() { ClassDB::bind_method(D_METHOD("get_province_info_from_index", "index"), &GameSingleton::get_province_info_from_index); ClassDB::bind_method(D_METHOD("get_width"), &GameSingleton::get_width); ClassDB::bind_method(D_METHOD("get_height"), &GameSingleton::get_height); - ClassDB::bind_method(D_METHOD("get_province_index_image"), &GameSingleton::get_province_index_image); + ClassDB::bind_method(D_METHOD("get_province_index_images"), &GameSingleton::get_province_index_images); ClassDB::bind_method(D_METHOD("get_province_colour_image"), &GameSingleton::get_province_colour_image); ClassDB::bind_method(D_METHOD("update_colour_image"), &GameSingleton::update_colour_image); @@ -231,7 +231,7 @@ Error GameSingleton::load_region_file(String const& file_path) { } Error GameSingleton::load_province_shape_file(String const& file_path) { - if (province_index_image.is_valid()) { + if (province_index_image[0].is_valid()) { UtilityFunctions::push_error("Province shape file has already been loaded, cannot load: ", file_path); return FAILED; } @@ -242,12 +242,16 @@ Error GameSingleton::load_province_shape_file(String const& file_path) { UtilityFunctions::push_error("Failed to load province shape file: ", file_path); return err; } - int32_t width = province_shape_image->get_width(); - int32_t height = province_shape_image->get_height(); + const int32_t width = province_shape_image->get_width(); + const int32_t height = province_shape_image->get_height(); if (width < 1 || height < 1) { UtilityFunctions::push_error("Invalid dimensions (", width, "x", height, ") for province shape file: ", file_path); err = FAILED; } + if (width % image_width_divide != 0) { + UtilityFunctions::push_error("Invalid width ", width, " (must be divisible by ", image_width_divide, ") for province shape file: ", file_path); + err = FAILED; + } static constexpr Image::Format expected_format = Image::FORMAT_RGB8; const Image::Format format = province_shape_image->get_format(); if (format != expected_format) { @@ -257,15 +261,20 @@ Error GameSingleton::load_province_shape_file(String const& file_path) { if (err != OK) return err; err = ERR(game_manager.map.generate_province_index_image(width, height, province_shape_image->get_data().ptr())); - PackedByteArray index_data_array; - index_data_array.resize(width * height * sizeof(Province::index_t)); std::vector const& province_index_data = game_manager.map.get_province_index_image(); - memcpy(index_data_array.ptrw(), province_index_data.data(), province_index_data.size()); - - province_index_image = Image::create_from_data(width, height, false, Image::FORMAT_RG8, index_data_array); - if (province_index_image.is_null()) { - UtilityFunctions::push_error("Failed to create province ID image"); - err = FAILED; + const int32_t divided_width = width / image_width_divide; + for (int32_t i = 0; i < image_width_divide; ++i) { + PackedByteArray index_data_array; + index_data_array.resize(divided_width * height * sizeof(Province::index_t)); + for (int32_t y = 0; y < height; ++y) + memcpy(index_data_array.ptrw() + y * divided_width * sizeof(Province::index_t), + province_index_data.data() + y * width + i * divided_width, + divided_width * sizeof(Province::index_t)); + province_index_image[i] = Image::create_from_data(divided_width, height, false, Image::FORMAT_RG8, index_data_array); + if (province_index_image[i].is_null()) { + UtilityFunctions::push_error("Failed to create province ID image #", i); + err = FAILED; + } } if (update_colour_image() != OK) err = FAILED; @@ -357,8 +366,11 @@ int32_t GameSingleton::get_height() const { return game_manager.map.get_height(); } -Ref GameSingleton::get_province_index_image() const { - return province_index_image; +Array GameSingleton::get_province_index_images() const { + Array ret; + for (int i = 0; i < image_width_divide; ++i) + ret.append(province_index_image[i]); + return ret; } Ref GameSingleton::get_province_colour_image() const { diff --git a/extension/src/GameSingleton.hpp b/extension/src/GameSingleton.hpp index 815c92f..d9879ef 100644 --- a/extension/src/GameSingleton.hpp +++ b/extension/src/GameSingleton.hpp @@ -14,7 +14,8 @@ namespace OpenVic2 { GameManager game_manager; - godot::Ref province_index_image, province_colour_image; + static constexpr int image_width_divide = 2; + godot::Ref province_index_image[image_width_divide], province_colour_image; Mapmode::index_t mapmode_index = 0; godot::Error _parse_province_identifier_entry(godot::String const& identifier, godot::Variant const& entry); @@ -39,7 +40,7 @@ namespace OpenVic2 { godot::Dictionary get_province_info_from_index(int32_t index) const; int32_t get_width() const; int32_t get_height() const; - godot::Ref get_province_index_image() const; + godot::Array get_province_index_images() const; godot::Ref get_province_colour_image() const; godot::Error update_colour_image(); diff --git a/extension/src/openvic2/Types.hpp b/extension/src/openvic2/Types.hpp index f53f842..98e92ce 100644 --- a/extension/src/openvic2/Types.hpp +++ b/extension/src/openvic2/Types.hpp @@ -22,6 +22,9 @@ namespace OpenVic2 { public: HasIdentifier(HasIdentifier const&) = delete; HasIdentifier(HasIdentifier&&) = default; + HasIdentifier& operator=(HasIdentifier const&) = delete; + HasIdentifier& operator=(HasIdentifier&&) = delete; + std::string const& get_identifier() const; }; diff --git a/game/src/GameSession/MapView.gd b/game/src/GameSession/MapView.gd index 510d70a..e74ea59 100644 --- a/game/src/GameSession/MapView.gd +++ b/game/src/GameSession/MapView.gd @@ -41,7 +41,6 @@ var _mouse_over_viewport : bool = true var _map_mesh : MapMesh var _map_shader_material : ShaderMaterial var _map_image_size : Vector2 -var _map_province_index_image : Image var _map_province_colour_image : Image var _map_province_colour_texture : ImageTexture var _map_mesh_corner : Vector2 @@ -77,12 +76,15 @@ func _ready(): return _map_shader_material = map_material - # Province index texture - _map_province_index_image = GameSingleton.get_province_index_image() - if _map_province_index_image == null: + # Province index textures + var map_province_index_images := GameSingleton.get_province_index_images() + if map_province_index_images == null or map_province_index_images.is_empty(): push_error("Failed to get province index image!") return - var province_index_texture := ImageTexture.create_from_image(_map_province_index_image) + var province_index_texture := Texture2DArray.new() + if province_index_texture.create_from_images(map_province_index_images) != OK: + push_error("Failed to generate province index texture array!") + return _map_shader_material.set_shader_parameter(_shader_param_province_index, province_index_texture) # Province colour texture diff --git a/game/src/GameSession/TerrainMap.gdshader b/game/src/GameSession/TerrainMap.gdshader index 9ce1a24..305a34b 100644 --- a/game/src/GameSession/TerrainMap.gdshader +++ b/game/src/GameSession/TerrainMap.gdshader @@ -5,7 +5,7 @@ render_mode unshaded; // Cosmetic farmlands terrain texture uniform sampler2D farmlands_tex: source_color, repeat_enable, filter_linear; // Province index texture -uniform sampler2D province_index_tex : source_color, repeat_enable, filter_nearest; +uniform sampler2DArray province_index_tex : source_color, repeat_enable, filter_nearest; // Province colour texture uniform sampler2D province_colour_tex: source_color, repeat_enable, filter_nearest; // Index of the mouse over the map mesh @@ -18,23 +18,20 @@ uniform float terrain_tile_factor; uvec2 vec2_to_uvec2(vec2 v) { return uvec2(v * 255.0); } - +uvec2 read_uvec2(vec2 uv) { + float width_divisions = float(textureSize(province_index_tex, 0).z); + uv.x *= width_divisions; + float idx = mod(floor(uv.x), width_divisions); + return vec2_to_uvec2(texture(province_index_tex, vec3(uv, idx)).rg); +} uint uvec2_to_uint(uvec2 v) { return (v.y << 8u) | v.x; } -uvec2 read_uvec2(sampler2D tex, vec2 uv) { - return vec2_to_uvec2(texture(tex, uv).rg); -} - -uint read_uint16(sampler2D tex, vec2 uv) { - return uvec2_to_uint(read_uvec2(tex, uv)); -} - const vec3 water_colour = vec3(0, 0, 1); vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain_uv) { - uvec2 index_split = read_uvec2(province_index_tex, fma(corner, half_pixel_size, uv)); + uvec2 index_split = read_uvec2(fma(corner, half_pixel_size, uv)); uint index = uvec2_to_uint(index_split); vec4 province_data = texelFetch(province_colour_tex, ivec2(index_split), 0); vec3 province_colour = province_data.rgb; @@ -47,8 +44,8 @@ vec3 get_terrain_colour(vec2 uv, vec2 corner, vec2 half_pixel_size, vec2 terrain } vec3 mix_terrain_colour(vec2 uv) { - vec2 map_size = vec2(textureSize(province_index_tex, 0)); - vec2 pixel_offset = mod(fma(uv, map_size, vec2(0.5)), 1.0); + vec2 map_size = vec2(textureSize(province_index_tex, 0).xy); + vec2 pixel_offset = fract(fma(uv, map_size, vec2(0.5))); vec2 half_pixel_size = 0.49 / map_size; vec2 terrain_uv = uv; -- cgit v1.2.3-56-ga3b1