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" const param_colormap_land_tex : StringName = &"colormap_land_tex" const param_colormap_water_tex : StringName = &"colormap_water_tex" func _set_shader_texture(shader_material : ShaderMaterial, texture_path : StringName, texture_param : StringName) -> Error: var texture := AssetManager.get_texture(texture_path) if texture == null: push_error("Failed to get texture: ", texture_path) return FAILED shader_material.set_shader_parameter(texture_param, texture) return OK 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 var ret : Error = OK # 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!") ret = FAILED else: 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) ret = FAILED else: 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 texture!") ret = FAILED else: 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!") ret = FAILED else: shader_material.set_shader_parameter(param_terrain_tex, terrain_texture) # Stripe texture if _set_shader_texture(shader_material, &"map/terrain/stripes.dds", param_stripe_tex) != OK: ret = FAILED # Land colormap if _set_shader_texture(shader_material, &"map/terrain/colormap.dds", param_colormap_land_tex) != OK: ret = FAILED # Water colormap if _set_shader_texture(shader_material, &"map/terrain/colormap_water.dds", param_colormap_water_tex) != OK: ret = FAILED return ret