#include "GameSingleton.hpp" #include #include #include #include "openvic-extension/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_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; } Error err = OK; const Vector2i province_dims { static_cast(game_manager.get_map().get_width()), static_cast(game_manager.get_map().get_height()) }; 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.get_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; }