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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_parchment_mix : StringName = &"parchment_mix"
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_overlay_tex : StringName = &"overlay_tex"
const param_overlay_tile_factor : StringName = &"overlay_tile_factor"
const param_colormap_land_tex : StringName = &"colormap_land_tex"
const param_colormap_water_tex : StringName = &"colormap_water_tex"
const param_colormap_overlay_tex : StringName = &"colormap_overlay_tex"
func _set_shader_texture(
shader_material : ShaderMaterial, texture_param : StringName, texture : Texture,
tile_factor_param : StringName = &"", pixels_per_tile : float = 0.0
) -> Error:
var err : Error = OK
if texture != null:
shader_material.set_shader_parameter(texture_param, texture)
else:
push_error("Invalid texture for shader parameter ", texture_param, " - null!")
err = FAILED
if tile_factor_param:
# Set to 1.0 / pixels_per_tile as the shader can multiply faster than it can divide, and it will not automatically
# optimise to multiplication by a reciprocal for fear of losing precision. As pixels_per_tile is often a power of two,
# this doesn't actually lose any precision, and even if it did it would be insignificant.
shader_material.set_shader_parameter(tile_factor_param, 1.0 / pixels_per_tile)
return err
func _set_shader_asset_texture(
shader_material : ShaderMaterial, texture_param : StringName, texture_path : StringName,
tile_factor_param : StringName = &"", pixels_per_tile : float = 0.0
) -> Error:
return _set_shader_texture(
shader_material, texture_param, AssetManager.get_texture(texture_path), tile_factor_param, pixels_per_tile
)
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
if _set_shader_texture(shader_material, param_province_shape_tex, GameSingleton.get_province_shape_texture()) != OK:
push_error("Failed to set province shape shader texture array!")
ret = FAILED
var subdivisions : Vector2i = GameSingleton.get_province_shape_image_subdivisions()
if subdivisions.x >= 1 and subdivisions.y >= 1:
shader_material.set_shader_parameter(param_province_shape_subdivisions, Vector2(subdivisions))
else:
push_error("Invalid province shape image subdivision: ", subdivisions.x, "x", subdivisions.y)
ret = FAILED
if add_cosmetic_textures:
# Province colour texture
if _set_shader_texture(shader_material, param_province_colour_tex, GameSingleton.get_province_colour_texture()) != OK:
push_error("Failed to set province colour shader texture!")
ret = FAILED
# Terrain texture
const pixels_per_terrain_tile : float = 16.0
if _set_shader_texture(
shader_material,
param_terrain_tex, GameSingleton.get_terrain_texture(),
param_terrain_tile_factor, pixels_per_terrain_tile
) != OK:
push_error("Failed to set terrain shader texture array!")
ret = FAILED
# Stripe texture
const pixels_per_stripe_tile : float = 8.0
if _set_shader_asset_texture(
shader_material,
param_stripe_tex, &"map/terrain/stripes.dds",
param_stripe_tile_factor, pixels_per_stripe_tile
) != OK:
push_error("Failed to set stripe shader texture!")
ret = FAILED
# Overlay texture
const pixels_per_overlay_tile : float = 512.0
if _set_shader_asset_texture(
shader_material,
param_overlay_tex, &"map/terrain/map_overlay_tile.dds",
param_overlay_tile_factor, pixels_per_overlay_tile
) != OK:
push_error("Failed to set overlay shader texture!")
ret = FAILED
# Land colormap
if _set_shader_asset_texture(shader_material, param_colormap_land_tex, &"map/terrain/colormap.dds") != OK:
push_error("Failed to set land colormap shader texture!")
ret = FAILED
# Water colormap
if _set_shader_asset_texture(shader_material, param_colormap_water_tex, &"map/terrain/colormap_water.dds") != OK:
push_error("Failed to set water colormap shader texture!")
ret = FAILED
# Overlay colormap
if _set_shader_asset_texture(shader_material, param_colormap_overlay_tex, &"map/terrain/colormap_political.dds") != OK:
push_error("Failed to set overlay colormap shader texture!")
ret = FAILED
return ret
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