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path: root/game/src/Game/GlobalClass/ShaderManager.gd
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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
   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
   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!")
         ret = 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!")
         ret = FAILED
      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