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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"
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)
return OK
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