From 2455806f52f0133e5bd5e4997589c5ce4fe99b2c Mon Sep 17 00:00:00 2001 From: Hop311 Date: Wed, 26 Apr 2023 12:06:19 +0100 Subject: Vertical subdivision + calculation for both dims --- extension/src/GameSingleton.cpp | 58 ++++++++++++++++++++++++----------------- extension/src/GameSingleton.hpp | 6 +++-- extension/src/MapMesh.cpp | 18 ++++++------- extension/src/MapMesh.hpp | 10 +++---- 4 files changed, 52 insertions(+), 40 deletions(-) (limited to 'extension/src') diff --git a/extension/src/GameSingleton.cpp b/extension/src/GameSingleton.cpp index 3811dea..3545928 100644 --- a/extension/src/GameSingleton.cpp +++ b/extension/src/GameSingleton.cpp @@ -24,6 +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_subdivisions"), &GameSingleton::get_province_index_image_subdivisions); 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); @@ -231,7 +232,7 @@ Error GameSingleton::load_region_file(String const& file_path) { } Error GameSingleton::load_province_shape_file(String const& file_path) { - if (province_index_image[0].is_valid()) { + if (!province_index_images.empty()) { UtilityFunctions::push_error("Province shape file has already been loaded, cannot load: ", file_path); return FAILED; } @@ -242,16 +243,15 @@ Error GameSingleton::load_province_shape_file(String const& file_path) { UtilityFunctions::push_error("Failed to load province shape file: ", file_path); return err; } - 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); + const Vector2i image_dims = province_shape_image->get_size(); + if (image_dims.x < 1 || image_dims.y < 1) { + UtilityFunctions::push_error("Invalid dimensions (", image_dims.x, "x", image_dims.y, ") for province shape file: ", file_path); err = FAILED; } + static constexpr int32_t GPU_DIM_LIMIT = 0x3FFF; + // For each dimension of the image, this finds the small number of equal subdivisions required get the individual texture dims under GPU_DIM_LIMIT + for (int i = 0; i < 2; ++i) for (image_subdivisions[i] = 1; + image_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || image_dims[i] % image_subdivisions[i] != 0; ++image_subdivisions[i]); static constexpr Image::Format expected_format = Image::FORMAT_RGB8; const Image::Format format = province_shape_image->get_format(); if (format != expected_format) { @@ -259,21 +259,27 @@ Error GameSingleton::load_province_shape_file(String const& file_path) { err = FAILED; } if (err != OK) return err; - err = ERR(game_manager.map.generate_province_index_image(width, height, province_shape_image->get_data().ptr())); + err = ERR(game_manager.map.generate_province_index_image(image_dims.x, image_dims.y, province_shape_image->get_data().ptr())); std::vector const& province_index_data = game_manager.map.get_province_index_image(); - 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; + const Vector2i divided_dims = image_dims / image_subdivisions; + province_index_images.resize(image_subdivisions.x * image_subdivisions.y); + for (int32_t v = 0; v < image_subdivisions.y; ++v) { + for (int32_t u = 0; u < image_subdivisions.x; ++u) { + PackedByteArray index_data_array; + index_data_array.resize(divided_dims.x * divided_dims.y * sizeof(Province::index_t)); + + for (int32_t y = 0; y < divided_dims.y; ++y) + memcpy(index_data_array.ptrw() + y * divided_dims.x * sizeof(Province::index_t), + province_index_data.data() + (v * divided_dims.y + y) * image_dims.x + u * divided_dims.x, + divided_dims.x * sizeof(Province::index_t)); + + const int32_t idx = u + v * image_subdivisions.x; + province_index_images[idx] = Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RG8, index_data_array); + if (province_index_images[idx].is_null()) { + UtilityFunctions::push_error("Failed to create province index image (", u, ", ", v, ")"); + err = FAILED; + } } } @@ -366,10 +372,14 @@ int32_t GameSingleton::get_height() const { return game_manager.map.get_height(); } +Vector2i GameSingleton::get_province_index_image_subdivisions() const { + return image_subdivisions; +} + Array GameSingleton::get_province_index_images() const { Array ret; - for (int i = 0; i < image_width_divide; ++i) - ret.append(province_index_image[i]); + for (Ref const& image : province_index_images) + ret.append(image); return ret; } diff --git a/extension/src/GameSingleton.hpp b/extension/src/GameSingleton.hpp index d9879ef..35aec19 100644 --- a/extension/src/GameSingleton.hpp +++ b/extension/src/GameSingleton.hpp @@ -14,8 +14,9 @@ namespace OpenVic2 { GameManager game_manager; - static constexpr int image_width_divide = 2; - godot::Ref province_index_image[image_width_divide], province_colour_image; + godot::Vector2i image_subdivisions; + std::vector> province_index_images; + godot::Ref province_colour_image; Mapmode::index_t mapmode_index = 0; godot::Error _parse_province_identifier_entry(godot::String const& identifier, godot::Variant const& entry); @@ -40,6 +41,7 @@ namespace OpenVic2 { godot::Dictionary get_province_info_from_index(int32_t index) const; int32_t get_width() const; int32_t get_height() const; + godot::Vector2i get_province_index_image_subdivisions() const; godot::Array get_province_index_images() const; godot::Ref get_province_colour_image() const; diff --git a/extension/src/MapMesh.cpp b/extension/src/MapMesh.cpp index 91c7611..6d94973 100644 --- a/extension/src/MapMesh.cpp +++ b/extension/src/MapMesh.cpp @@ -50,21 +50,21 @@ float MapMesh::get_repeat_proportion() const { return repeat_proportion; } -void MapMesh::set_subdivide_width(const int divisions) { +void MapMesh::set_subdivide_width(const int32_t divisions) { subdivide_w = divisions > 0 ? divisions : 0; _request_update(); } -int MapMesh::get_subdivide_width() const { +int32_t MapMesh::get_subdivide_width() const { return subdivide_w; } -void MapMesh::set_subdivide_depth(const int divisions) { +void MapMesh::set_subdivide_depth(const int32_t divisions) { subdivide_d = divisions > 0 ? divisions : 0; _request_update(); } -int MapMesh::get_subdivide_depth() const { +int32_t MapMesh::get_subdivide_depth() const { return subdivide_d; } @@ -81,8 +81,8 @@ Array MapMesh::_create_mesh_array() const { Array arr; arr.resize(Mesh::ARRAY_MAX); - const int vertex_count = (subdivide_w + 2) * (subdivide_d + 2); - const int indice_count = (subdivide_w + 1) * (subdivide_d + 1) * 6; + const int32_t vertex_count = (subdivide_w + 2) * (subdivide_d + 2); + const int32_t indice_count = (subdivide_w + 1) * (subdivide_d + 1) * 6; PackedVector3Array points; PackedVector3Array normals; @@ -100,17 +100,17 @@ Array MapMesh::_create_mesh_array() const { const Size2 uv_size{ 1.0f + 2.0f * repeat_proportion, 1.0f }; const Size2 size{ aspect_ratio * uv_size.x, uv_size.y }, start_pos = size * -0.5f; - int point_index = 0, thisrow = 0, prevrow = 0, indice_index = 0; + int32_t point_index = 0, thisrow = 0, prevrow = 0, indice_index = 0; Vector2 subdivide_step{ 1.0f / (subdivide_w + 1.0f) , 1.0f / (subdivide_d + 1.0f) }; Vector3 point{ 0.0f, 0.0f, start_pos.y }; Vector2 point_step = subdivide_step * size; Vector2 uv{}, uv_step = subdivide_step * uv_size; - for (int j = 0; j <= subdivide_d + 1; ++j) { + for (int32_t j = 0; j <= subdivide_d + 1; ++j) { point.x = start_pos.x; uv.x = -repeat_proportion; - for (int i = 0; i <= subdivide_w + 1; ++i) { + for (int32_t i = 0; i <= subdivide_w + 1; ++i) { points[point_index] = point; normals[point_index] = normal; tangents[point_index * 4 + 0] = 1.0f; diff --git a/extension/src/MapMesh.hpp b/extension/src/MapMesh.hpp index d8727cf..89c0147 100644 --- a/extension/src/MapMesh.hpp +++ b/extension/src/MapMesh.hpp @@ -7,7 +7,7 @@ namespace OpenVic2 { GDCLASS(MapMesh, godot::PrimitiveMesh) float aspect_ratio = 2.0f, repeat_proportion = 0.5f; - int subdivide_w = 0, subdivide_d = 0; + int32_t subdivide_w = 0, subdivide_d = 0; protected: static void _bind_methods(); @@ -20,11 +20,11 @@ namespace OpenVic2 { void set_repeat_proportion(const float proportion); float get_repeat_proportion() const; - void set_subdivide_width(const int divisions); - int get_subdivide_width() const; + void set_subdivide_width(const int32_t divisions); + int32_t get_subdivide_width() const; - void set_subdivide_depth(const int divisions); - int get_subdivide_depth() const; + void set_subdivide_depth(const int32_t divisions); + int32_t get_subdivide_depth() const; godot::AABB get_core_aabb() const; bool is_valid_uv_coord(godot::Vector2 const& uv) const; -- cgit v1.2.3-56-ga3b1