class_name ShaderManagerClass extends RefCounted const param_province_shape_tex : StringName = &"province_shape_tex" const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions" const param_province_colour_tex : StringName = &"province_colour_tex" 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 if material == null: push_error("material is null!") return FAILED if not material is ShaderMaterial: push_error("Invalid map mesh material class: ", material.get_class()) return FAILED var shader_material : ShaderMaterial = material # Province shape texture var province_shape_texture := GameSingleton.get_province_shape_texture() if province_shape_texture == null: push_error("Failed to get province shape texture!") return FAILED shader_material.set_shader_parameter(param_province_shape_tex, province_shape_texture) var subdivisions := GameSingleton.get_province_shape_image_subdivisions() if subdivisions.x < 1 or subdivisions.y < 1: push_error("Invalid province shape image subdivision: ", subdivisions.x, "x", subdivisions.y) return FAILED shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions)) if add_cosmetic_textures: # Province colour texture var map_province_colour_texture := GameSingleton.get_province_colour_texture() if map_province_colour_texture == null: push_error("Failed to get province colour image!") return FAILED shader_material.set_shader_parameter(param_province_colour_tex, map_province_colour_texture) # Terrain texture var terrain_texture := GameSingleton.get_terrain_texture() if terrain_texture == null: push_error("Failed to get terrain texture!") 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