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path: root/game/src/Autoload/Events/ShaderManager.gd
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extends RefCounted

const param_province_shape : StringName = &"province_shape_tex"
const param_province_shape_subdivisions : StringName = &"province_shape_subdivisions"
const param_province_colour : StringName = &"province_colour_tex"
const param_hover_index : StringName = &"hover_index"
const param_selected_index : StringName = &"selected_index"
const param_terrain_tile_factor : StringName = &"terrain_tile_factor"

func set_up_shader(material : Material, add_colour_texture : 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, 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_colour_texture:
      # 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, map_province_colour_texture)

   return OK