#include "GameSingleton.hpp" #include #include #include #include "Utilities.hpp" using namespace godot; using namespace OpenVic; Error GameSingleton::_generate_terrain_texture_array() { Error err = OK; if (terrain_variants.size() == 0) { UtilityFunctions::push_error("Failed to load terrain textures!"); return FAILED; } // TerrainVariant count is limited by the data type representing it in the map image if (terrain_variants.size() > TerrainVariant::MAX_TERRIN_VARIANT_COUNT) { UtilityFunctions::push_error("Too many terrain textures - all after the first ", static_cast(TerrainVariant::MAX_TERRIN_VARIANT_COUNT), " will be ignored"); err = FAILED; } Array terrain_images; for (size_t i = 0; i < terrain_variants.size() && i < TerrainVariant::MAX_TERRIN_VARIANT_COUNT; ++i) { TerrainVariant const& var = *terrain_variants.get_item_by_index(i); terrain_variant_map[var.get_colour()] = i; terrain_images.append(var.get_image()); } terrain_texture.instantiate(); if (terrain_texture->create_from_images(terrain_images) != OK) { UtilityFunctions::push_error("Failed to create terrain texture array!"); return FAILED; } return err; } Error GameSingleton::_load_map_images(String const& province_image_path, String const& terrain_image_path, bool flip_vertical) { if (province_shape_texture.is_valid()) { UtilityFunctions::push_error("Map images have already been loaded, cannot load: ", province_image_path, " and ", terrain_image_path); return FAILED; } // Load images Ref province_image = load_godot_image(province_image_path); if (province_image.is_null()) { UtilityFunctions::push_error("Failed to load province image: ", province_image_path); return FAILED; } Ref terrain_image = load_godot_image(terrain_image_path); if (terrain_image.is_null()) { UtilityFunctions::push_error("Failed to load terrain image: ", terrain_image_path); return FAILED; } if (flip_vertical) { province_image->flip_y(); terrain_image->flip_y(); } // Validate dimensions and format Error err = OK; const Vector2i province_dims = province_image->get_size(), terrain_dims = terrain_image->get_size(); if (province_dims.x < 1 || province_dims.y < 1) { UtilityFunctions::push_error("Invalid dimensions (", province_dims.x, "x", province_dims.y, ") for province image: ", province_image_path); err = FAILED; } if (province_dims != terrain_dims) { UtilityFunctions::push_error("Invalid dimensions (", terrain_dims.x, "x", terrain_dims.y, ") for terrain image: ", terrain_image_path, " (must match province image: (", province_dims.x, "x", province_dims.x, "))"); err = FAILED; } static constexpr Image::Format expected_format = Image::FORMAT_RGB8; if (province_image->get_format() == Image::FORMAT_RGBA8) province_image->convert(expected_format); if (terrain_image->get_format() == Image::FORMAT_RGBA8) terrain_image->convert(expected_format); if (province_image->get_format() != expected_format) { UtilityFunctions::push_error("Invalid format (", province_image->get_format(), ", should be ", expected_format, ") for province image: ", province_image_path); err = FAILED; } if (terrain_image->get_format() != expected_format) { UtilityFunctions::push_error("Invalid format (", terrain_image->get_format(), ", should be ", expected_format, ") for terrain image: ", terrain_image_path); err = FAILED; } if (err != OK) return err; // Generate interleaved province and terrain ID image if (!game_manager.map.generate_province_shape_image(province_dims.x, province_dims.y, province_image->get_data().ptr(), terrain_image->get_data().ptr(), terrain_variant_map, false)) 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; province_dims[i] / image_subdivisions[i] > GPU_DIM_LIMIT || province_dims[i] % image_subdivisions[i] != 0; ++image_subdivisions[i]); Map::shape_pixel_t const* province_shape_data = game_manager.map.get_province_shape_image().data(); const Vector2i divided_dims = province_dims / image_subdivisions; Array province_shape_images; province_shape_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(Map::shape_pixel_t)); for (int32_t y = 0; y < divided_dims.y; ++y) memcpy(index_data_array.ptrw() + y * divided_dims.x * sizeof(Map::shape_pixel_t), province_shape_data + (v * divided_dims.y + y) * province_dims.x + u * divided_dims.x, divided_dims.x * sizeof(Map::shape_pixel_t)); const Ref province_shape_subimage = Image::create_from_data(divided_dims.x, divided_dims.y, false, Image::FORMAT_RGB8, index_data_array); if (province_shape_subimage.is_null()) { UtilityFunctions::push_error("Failed to create province shape image (", u, ", ", v, ")"); err = FAILED; } province_shape_images[u + v * image_subdivisions.x] = province_shape_subimage; } } province_shape_texture.instantiate(); if (province_shape_texture->create_from_images(province_shape_images) != OK) { UtilityFunctions::push_error("Failed to create terrain texture array!"); err = FAILED; } if (_update_colour_image() != OK) err = FAILED; return err; }