[WIP] Worldmap viewing - interesting aesthetic with missing tiles
Looks a bit like the worldmap shrink
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@ -1,8 +1,9 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://palette_mat.tres" type="Material" id=1]
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[ext_resource path="res://palette_mat.tres" type="Material" id=1]
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[ext_resource path="res://Node2D.gd" type="Script" id=2]
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[ext_resource path="res://Node2D.gd" type="Script" id=2]
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[ext_resource path="res://test/audio_system.tscn" type="PackedScene" id=3]
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[ext_resource path="res://test/audio_system.tscn" type="PackedScene" id=3]
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[ext_resource path="res://test/worldmap_system.tscn" type="PackedScene" id=4]
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[node name="Control" type="Control"]
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[node name="Control" type="Control"]
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anchor_right = 1.0
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anchor_right = 1.0
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@ -27,4 +28,6 @@ selected = 0
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[node name="audio_system" parent="." instance=ExtResource( 3 )]
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[node name="audio_system" parent="." instance=ExtResource( 3 )]
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position = Vector2( 0, 400 )
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position = Vector2( 0, 400 )
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[node name="worldmap_system" parent="." instance=ExtResource( 4 )]
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[connection signal="item_selected" from="Node2D/OptionButton" to="Node2D" method="_on_OptionButton_item_selected"]
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[connection signal="item_selected" from="Node2D/OptionButton" to="Node2D" method="_on_OptionButton_item_selected"]
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@ -76,21 +76,20 @@ class WorldMap:
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func get_block_pathing_flags(id: int) -> int:
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func get_block_pathing_flags(id: int) -> int:
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return block_pathing[id]
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return block_pathing[id]
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func make_tile_atlas() -> Image:
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func make_tile_map() -> Image:
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var image := Image.new()
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var image := Image.new()
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var data := PoolByteArray()
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var data := PoolByteArray()
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data.resize(tile_width*tile_height)
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data.resize(tile_width*tile_height)
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var block_tile := 0
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var block_idx := 0
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for y_off in range(0, tile_height*tile_width, tile_width):
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for y_off in range(0, tile_height*tile_width, tile_width*2):
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for x_off in range(0, tile_width, 2):
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for x_off in range(0, tile_width, 2):
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data[y_off + x_off] = self.block_tile_ids[block_tile]
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var tile_offset = self.blockmap[block_idx] * 4
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block_tile += 1
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block_idx += 1
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data[y_off + x_off + 1] = self.block_tile_ids[block_tile]
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data[y_off + x_off] = self.block_tile_ids[tile_offset]
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block_tile += 1
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data[y_off + x_off + 1] = self.block_tile_ids[tile_offset+1]
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data[y_off + tile_width + x_off] = self.block_tile_ids[block_tile]
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data[y_off + tile_width + x_off] = self.block_tile_ids[tile_offset+2]
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block_tile += 1
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data[y_off + tile_width + x_off + 1] = self.block_tile_ids[tile_offset+3]
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data[y_off + tile_width + x_off + 1] = self.block_tile_ids[block_tile]
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image.create_from_data(tile_width, tile_height, false, Image.FORMAT_R8, data)
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block_tile += 1
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return image
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return image
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var worldmaps = [WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new()]
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var worldmaps = [WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new(), WorldMap.new()]
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@ -131,22 +130,26 @@ func load_worldmaps(rom: File):
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# Repeated blocks along a row are run-length-encoded (RLE)
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# Repeated blocks along a row are run-length-encoded (RLE)
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# Certain blocks (mountains) expand to 1x3
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# Certain blocks (mountains) expand to 1x3
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var blockmap = PoolByteArray()
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var blockmap = PoolByteArray()
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blockmap.resize(WorldMap.block_height * WorldMap.block_width)
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# blockmap.resize(WorldMap.block_height * WorldMap.block_width) # Try this later if performance is a problem
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for chunk_id in range(worldmap_id*0x100, (worldmap_id+1)*0x100):
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for chunk_id in range(worldmap_id*0x100, (worldmap_id+1)*0x100):
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rom.seek(chunk_addresses[chunk_id])
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rom.seek(chunk_addresses[chunk_id])
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while blockmap.size() < 256:
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var chunk_size := 0
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while chunk_size < 256:
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var b := rom.get_8()
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var b := rom.get_8()
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if b >= 0xC0: # RLE
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if b >= 0xC0: # RLE
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var count := b-0xBF
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var count := b-0xBF
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var block = rom.get_8()
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var block = rom.get_8()
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for i in count:
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for i in count:
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blockmap.append(block)
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blockmap.append(block)
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chunk_size += count
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else:
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else:
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blockmap.append(b)
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blockmap.append(b)
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chunk_size += 1
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if b == 0x0C or b == 0x1C or b == 0x2C:
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if b == 0x0C or b == 0x1C or b == 0x2C:
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# Mountain blocks expand to a 1x3
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# Mountain blocks expand to a 1x3
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blockmap.append(b+1)
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blockmap.append(b+1)
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blockmap.append(b+2)
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blockmap.append(b+2)
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chunk_size += 2
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worldmaps[worldmap_id].blockmap = blockmap
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worldmaps[worldmap_id].blockmap = blockmap
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func update_worldmap_block_tile_ids(worldmap_block_tile_ids: Array):
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func update_worldmap_block_tile_ids(worldmap_block_tile_ids: Array):
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@ -198,11 +198,11 @@ func snes_get_tile(rom: File, offset: int, length: int) -> Image:
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func make_tile_atlas(tile_images) -> Image:
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func make_tile_atlas(tile_images) -> Image:
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var r := Rect2(0, 0, 8, 8)
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var r := Rect2(0, 0, 8, 8)
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var image = Image.new()
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var image = Image.new()
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image.create(256, 256, false, Image.FORMAT_R8)
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image.create(128, 128, false, Image.FORMAT_R8)
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var tile = 0
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var tile = 0
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for y in tile_images.size()/16:
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for y in tile_images.size()/16:
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for x in 16:
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for x in 16:
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image.blit_rect(tile_images[tile], r, Vector2(x, y)*8)
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image.blit_rect(tile_images[tile], r, Vector2(x*8, y*8))
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tile += 1
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tile += 1
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return image
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return image
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@ -1,8 +1,8 @@
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shader_type canvas_item;
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shader_type canvas_item;
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uniform sampler2D tiles;
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uniform sampler2D tile_atlas : hint_normal;
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uniform sampler2D palette;
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uniform sampler2D palette : hint_normal;
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// uniform float tile_width = 8.0;
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// uniform float tile_width = 8.0;
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uniform float tilemap_width = 256.0; // Require square tilemap for now
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uniform float tilemap_width = 512.0; // Require square tilemap for now
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const float index_scale = 255.0 / 16.0;
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const float index_scale = 255.0 / 16.0;
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@ -10,19 +10,38 @@ const float index_scale = 255.0 / 16.0;
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// tiles hardcoded to 16x16 tiles for now
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// tiles hardcoded to 16x16 tiles for now
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// palette hardcoded to 16x16 colors for now
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// palette hardcoded to 16x16 colors for now
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void fragment() {
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vec2 get_tile_atlas_uv(float tile_id, vec2 uv) {
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// GLES2
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float tile_idx16 = tile_id * index_scale; // Rescale from [0.0, 1.0] to [0, 255] to [0, 15.9375 (15+15/16)]
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float tile_idx = texture(TEXTURE, UV).a * index_scale;
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float tile_row = trunc(tile_idx16) / 16.0;
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vec2 tile_uv = vec2(fract(tile_idx), trunc(tile_idx) / 16.0);
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float tile_col = fract(tile_idx16);
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vec2 sub_tile_uv = fract(UV / tilemap_width);
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vec2 tile_uv = vec2(tile_col, tile_row); // Convert 15.9375 to vec2(0.9375==15/16, (15)/16), this should result in integer coordinates in [0,15] scaled to [0,15/16] for UV
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vec2 sub_tile_uv = fract(uv * tilemap_width);
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// TODO: add sea HScroll, waterfall VScroll tile UV modulation
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// TODO: add sea HScroll, waterfall VScroll tile UV modulation
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return tile_uv + (sub_tile_uv/16.0);
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}
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void fragment() {
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// GLES2
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float s = texture(TEXTURE, UV).a;
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// float tile_idx = texture(TEXTURE, UV).a * index_scale; // Rescale from [0.0, 1.0] to [0, 255] to [0, 15.9375 (15+15/16)]
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// float tile_row = trunc(tile_idx) / 16.0;
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// float tile_col = fract(tile_idx);
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// vec2 tile_uv = vec2(tile_col, tile_row); // Convert 15.9375 to vec2(0.9375==15/16, (15)/16), this should result in integer coordinates in [0,15] scaled to [0,15/16] for UV
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// vec2 sub_tile_uv = vec2(0.5, 0.5); //fract(UV * tilemap_width);
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// TODO: move cycling palette to a sampler2DArray or sampler3D rather than rebinding
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// TODO: move cycling palette to a sampler2DArray or sampler3D rather than rebinding
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float color_idx = texture(tiles, tile_uv + (sub_tile_uv/16.0)).a * index_scale;
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vec2 lut_uv = get_tile_atlas_uv(s, UV);
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float palette_uv = vec2(fract(color_idx), trunc(color_idx) / 16.0);
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// vec2 lut_uv = tile_uv;
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float color_id = texture(tile_atlas, lut_uv).a;
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float color_idx16 = color_id * index_scale;
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float pal_row = trunc(color_idx16) / 16.0;
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float pal_col = fract(color_idx16);
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vec2 palette_uv = vec2(pal_col, pal_row);
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COLOR = texture(palette, palette_uv);
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COLOR = texture(palette, palette_uv);
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if (color_idx == 0.0)
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// if (color_idx16 == 0.0)
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COLOR.a = 0.0;
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// COLOR.a = 0.0;
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COLOR.a = 1.0;
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}
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}
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@ -0,0 +1,61 @@
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extends Node2D
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var pal_shader_mat := preload('res://palette_mat.tres')
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var worldmap_shader_mat := preload('res://worldmap_palette_mat.tres')
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var map_images := []
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var map_textures := []
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var map_texrects := []
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func _create_palette_and_atlas_texrects() -> void:
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for tileset in 3:
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# Debug the Atlases
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var texrect = TextureRect.new()
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texrect.rect_position.x = tileset * 256 * 2
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texrect.rect_scale *= 16
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texrect.texture = SpriteLoader.worldmap_palette_textures[tileset]
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map_texrects.append(texrect)
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add_child(texrect)
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texrect = TextureRect.new()
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texrect.rect_position.x = tileset * 256 * 2
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texrect.rect_position.y = 256
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texrect.rect_scale *= 4
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texrect.texture = SpriteLoader.worldmap_tile_atlas_textures[tileset]
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texrect.material = pal_shader_mat.duplicate()
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texrect.material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[tileset])
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map_texrects.append(texrect)
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add_child(texrect)
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texrect = TextureRect.new()
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texrect.rect_position.x = tileset * 256 * 2
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texrect.rect_position.y = 768
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texrect.rect_scale *= 4
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texrect.texture = SpriteLoader.worldmap_tile_atlas_textures[tileset]
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map_texrects.append(texrect)
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add_child(texrect)
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func _create_worldmap_texrects() -> void:
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var map_tilesets = [0, 1, 0, 2, 2]
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for i in 1:
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var tileset = map_tilesets[i]
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var image = MapLoader.worldmaps[i].make_tile_map()
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map_images.append(image)
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var tex := SpriteLoader.texture_from_image(image)
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map_textures.append(tex)
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var texrect = TextureRect.new()
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texrect.rect_scale *= 8 #8 # Needs to have at least 1 pixel per tile pixel
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texrect.texture = tex
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texrect.material = worldmap_shader_mat.duplicate()
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texrect.material.set_shader_param('palette', SpriteLoader.worldmap_palette_textures[tileset])
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texrect.material.set_shader_param('tile_atlas', SpriteLoader.worldmap_tile_atlas_textures[tileset])
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map_texrects.append(texrect)
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add_child(texrect)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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# Only create this after MapLoader and SpriteLoader have loaded!
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_create_worldmap_texrects()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta: float) -> void:
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# pass
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@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://test/worldmap_system.gd" type="Script" id=1]
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[node name="worldmap_system" type="Node2D"]
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script = ExtResource( 1 )
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[gd_resource type="ShaderMaterial" load_steps=2 format=2]
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[ext_resource path="res://shaders/worldmap_shader.gdshader" type="Shader" id=1]
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[resource]
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shader = ExtResource( 1 )
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shader_param/tilemap_width = 256.0
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