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#include "GameSingleton.hpp"
#include <godot_cpp/classes/file_access.hpp>
#include <godot_cpp/classes/json.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
#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<uint64_t>(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<int32_t>(game_manager.get_map().get_width()),
static_cast<int32_t>(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<Image> 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;
}
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